1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Panda

Posts by Panda

  • de_sawmill

    • Panda
    • November 16, 2015 at 7:26 AM

    I tried the "Dust Effect 2" and I got a massive fps drop (from 300 to 40) so I agree with Quoting, maybe toning it down a bit. Make it so that there is an equilibrium between visibility and fps.

    The map is looking good but I would stretch it out width ways and create more areas in which you can throw smokes safely. At the moment the only place is T spawn.....

  • de_Underground [WIP]

    • Panda
    • November 13, 2015 at 11:06 PM

    Sorry guys for no updates, I have decided to take a break from de_underground because I'am lost for ideas and stuck on the texturing. Instead, I have started on a new map which I will be showing off soon, hopefully this theme and design will not be too hard to texture so it will be finished.......Also there is now no low ceiling (in the new one) so you can use smokes and flashes effectively!

    Thank you for all the contributions and feedback you have given me during the construction of de_underground. If I come up with any new ideas I will be adding them to the map and maybe updating the post when I have spare time.

  • de_infusion (working title) Feedback please :)

    • Panda
    • November 5, 2015 at 10:51 PM

    I think you have a very solid theme that looks great but I have yet to see the final layout. I will do when I have time. Can't wait until it is finished!

  • de_Underground [WIP]

    • Panda
    • November 3, 2015 at 5:49 PM
    Quote from MinorThreat

    If you like, I can send you the UV layout for those barriers as an image file to help you make the texture for it. I don't know what image editor you use, but with Gimp you can import these UV layouts as layers and use them as guidelines.

    Oh cool, yeh I'll try and texture them......I haven't got Gimp but I can download it but first I need to learn.

  • de_Underground [WIP]

    • Panda
    • November 3, 2015 at 7:25 AM
    Quote from Cruckz

    Nice Ticket machine look forward to seeing it textured. Glad you have made the stairs a more gradual incline too I look forward to seeing this going forward and coming out of grey box.

    I do agree with Jack squires with 7/7 bombings but I would not let this stop you from going forward.

    There will be an update soon. I'm just making a few last changes to the layout as well as the beginning of texturing. So I will be posting something when I think there is enough to see.

  • de_Underground [WIP]

    • Panda
    • October 20, 2015 at 10:24 PM

    So these are all of the changes I have made so far (they are only ideas on the feedback given so please don't feel like it is the final idea, please give feedback to whether you like the changes or not):

    Widened the path behind T mid

    Blocked the sightline in mid but there is still a small gap in which CTs can peak. The block is only a temporary idea. It is wallbangable.

    T view

    CT view

    No more head peaks along the back of T mid

    An attempt at less complex curves/geometry

    A door into B site from mid connector, the whole connector is a very basic idea and may (most definitely) not work and be very good. After all it is just an idea, so please look at it ingame and give me your thoughts on it.

    More pictures of the connector

    To remove the head peak along T mid I had to raise the whole of B site and the area behind it, also no more steep stairs from CT spawn to B, so that is the reason for the new connector. Also, I have made most stairs less steep (8x16) but forgot to take pictures. I think we will be signing up for another playtest soon once the majority of the problems have been fixed.

  • de_Underground [WIP]

    • Panda
    • October 9, 2015 at 3:44 PM
    Quote from jackophant

    Overview looks good guys.

    Do either of you live in England? I just wonder because no one in England calls the underground/tube, the metro.

    Would be nice to see some trains as well

    Both of us live in England. We have already changed the name on the workshop but not on this post, I'll do it in the next few hours when I have time, just to make it clearer.

    Haven't you seen the trains in the map? They are in there (they look really good, made by Quotingmc) also I think Quoting posted some pics of them.

    And thanks, the radar took a while to align and make pretty. xD

  • de_Underground [WIP]

    • Panda
    • October 8, 2015 at 10:44 PM

    THE NEW UPDATED RADAR! New path into B site and some cleaning up. I will be submitting a playtest in the next day or so.

  • de_infusion (working title) Feedback please :)

    • Panda
    • October 6, 2015 at 4:58 PM

    Hey!

    Ok, so I had a look around your latest version of the map and so far the main thing I see ,that could need some improving, is the amount of corridors and separate rooms that you have. Maybe making them wider would help. Another thing I think could be changed it the distance that Ts have to take to get to B site from mid, it is too long, by the time they get on the site the CTs could nearly have surrounded them. Here are some pics to show you:

    Make the wall higher so you can't see into the connector.

    Make the wall lower just to make the site flow better.

    Think about all the positions that Ts have to check when entering the site through a small doorway. To fix this you could make another route onto the site.

    Move the box there and make it slightly bigger to shut down sightlines. Also raise the wall at the bottom left because you can do an OP boost behind it.

    Make it bigger! More cover.

    Remove the ramp and lower the box so you have to boost to get up there instead of getting up there easily. Also add a box somewhere on the site. xD

    I will give you more detailed feedback when I have more time to look around.

  • de_Underground [WIP]

    • Panda
    • September 25, 2015 at 7:48 PM

    There has been a complete re-design of A site because the old one was very cramped and didn't work well. So here are some screens! Feel free to give us feedback but please look in-game because the screens are just to give you an idea of what it looks like.

    http://imgur.com/a/jDJKE

    Also does anyone have any ideas that we could use to make A long better because at the moment we are sort of lost for ideas.

  • de_Underground [WIP]

    • Panda
    • September 22, 2015 at 6:42 PM
    Quote from LizardPL

    There are some places where you can go straight to train platform without passing the ticket things. I know its still wip but you put some effort to actually put them in few places.

    Yeah I realised that when I was making it and that it would seem quite strange how you could walk onto the platform without going through ticket gates. I was going to put them along the path that Ts must take to get into the site. However, if it was there it would mean Ts would have to jump over it which, in my opinion, is very good when taking a bombsite.

    Quote from maladus

    I'd be interested in seeing some feedback from playtests for this layout. It seems like the bombsites seem like they are in close proximity to each other, and it seems that the terrorists have to do most of the legwork to get to the objectives. Otherwise, I like the theme and I think it could create some really interesting firefights.

    The rotate times from A to B is about 14 seconds and vice versa. The rotation through mid from A to B is about 14 seconds. I think that that is ok I guess, could do with a bit of lengthening but looking at the paths they must take will slow them down and will put the CTs at a disadvantage (the steep stairs and the small door that they must go through to reach the stairs). Tell me if you think this is okay or if it still needs lengthening. At the moment we are still trying to work out a playtest, whether to buy a server or to book one. xD

    Quote from Cruckz

    So I was in London the other day and got these for you, a little blurry in a few but gives you a few good ideas I hope.

    http://imgur.com/a/NDu3l

    https://www.dropbox.com/sh/jwdnmac2dnx…a5pY3I2R9a?dl=0 <------------ drop box half of em didnt go into the imgur

    Thanks!!!! I will be incorporating as many of these pics as I can when finalising the layout and the basic aesthetics.

  • de_Underground [WIP]

    • Panda
    • September 20, 2015 at 1:42 PM
    Quote from LizardPL

    Your workshop version does not have spawn points... And some places on the map are illogical.

    No spawn points? Ok I'll check but I think it does.

  • de_Underground [WIP]

    • Panda
    • September 17, 2015 at 10:11 PM
    Quote from jackophant
    1. I was just highlighting inconsistencies regarding themes when I mentioned the London Underground radar map, but it is evidence of a wider situation in that theme is "varied". The metro map from battlefield that panda referenced is based in Paris.
    2. I was merely pointing out that there were no suspended ceilings in the references pictures provided. Ofc I realise they won't have changed in that time already.
    3. Good (provided the end product is an American or European city ;) ), but for future reference it works better to work that bit out first.
    4. I'm not here to start a fight or get people salty, so I can assure you the "swear" isn't intended to upset or directed at anyone in particular, it's a general exclamation. And you're right, maps don't have to be 100% accurate and I don't pretend that Strada is or will be, but there are tolerances and the further apart the conjoining themes are, the more people will notice which can then lead to a thematic failure. Look to de_sparity for that. Fun map to play, but theme definitely needed some work.

    Thanks for the help. Yes, I did realise that the battlefield map was set in Paris. We were just getting little ideas on what an underground station looks like. I agree with what you were saying with the theme being inconsistent but this is only the beginning of texturing it so we are still trying to find out a strong theme.

  • de_Underground [WIP]

    • Panda
    • September 17, 2015 at 2:17 PM
    Quote from jackophant

    On the whole, the screenshots look good. What references are you working from though?

    I've not personally seen suspended ceilings in underground stations. Only tiling or concrete.

    Well, as I'm not the one texturing I can't give you a reason for that decision. However I have got some reference pictures that we have been basing it of off.

    The album is a reference for the street outside, we used some Watch Dogs pictures (we decided on a Chicago theme), which is going to be changed in the next few days.

    http://imgur.com/a/PIATS

    And for the actual underground part:

    http://imgur.com/a/V6tRc

  • de_Underground [WIP]

    • Panda
    • September 10, 2015 at 6:00 PM
    Quote from laminutederire

    just a friendly reminder !

    I realised xD

    New pictures on the imgur album!!!!!!

  • de_Underground [WIP]

    • Panda
    • September 10, 2015 at 5:35 PM
    Quote from laminutederire

    Be mindful that high contrasts in lighting are bad for gameplay

    Yes, thanks. It is still a WIP so I haven't thought about that too much. Just gameplay at the moment.

  • de_Underground [WIP]

    • Panda
    • September 10, 2015 at 5:21 PM

    I have made some changes from 1 to 1 playtesting: remove the truck on long A to make it feel more natural.

    In mid Ts could peak mid and see the CTs legs without being seen so I added a room that allows CT to get into mid while not giving the Ts an unfair advantage.

    T view.

    Ct view.

    View from new room.

    A vent room and another path to make the map more interesting and give it variety. It allows Ts to rotate easily throughout the map (the parts that they control) and makes gameplay more interesting.

    The vent.

  • de_Underground [WIP]

    • Panda
    • September 7, 2015 at 4:54 PM
    Quote from jackophant

    Really?

    You should get this playtested asap. You're at a good stage to make the most effective changes as easily as possible so make sure you capitalise on that.

    I'm going to try and book a playtest soon, just want to fix all the small bugs so it will be in a playable state.

    Quote from RivFader

    Have you looked at the old CS map fastline? This reminds me a lot of it and maybe you can incorporate some elements of it into your own theme. Otherwise, I agree about the playtest.

    Yeah, I briefly looked at de_fastline but I didn't really get inspiration from it so it must be a coincidence. However I did get inspired by the BF3 and BF4 map - Operation Metro. xD As I said to jackophant I will try and get a nice and clean version out as soon as possible to playtest.


    T spawn is now complete:


  • de_Underground [WIP]

    • Panda
    • September 6, 2015 at 4:12 PM

    A bomb defusal map set in a underground station, set in London, that has some areas under renovation. Any feedback would be greatly appreciated! More images on the Imgur album.

    Imgur album(out of date): http://imgur.com/a/aKSJF#0

    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=510447281

    Credits:

    Layout design and made by Panda

    Textures and street made by QuotingMC

    Radar (latest):

    (Pics are out of date)

  • [WiP] DE_KAR update: 06/21/2015 (Better Radar added, map modified and included a video description)

    • Panda
    • July 24, 2015 at 12:21 AM
    Quote from nanow

    added some more details..optimized some parts of it


    absolutely..What kinda pictures do you want?

    Could I just see pictures of the latest version of the map. Just to get an idea of the progress of the map.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  5. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  6. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  7. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  8. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  9. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  10. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™