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  2. spaly

Posts by spaly

  • am_nuke_2016 - the popular aim map with the new Nuke style

    • spaly
    • February 23, 2016 at 5:42 PM

      [Blocked Image: http://images.cooltext.com/4602413.png][Blocked Image: http://images.cooltext.com/4602411.png]

    When the Wildfire Update came out, and I saw the new nuke, I immediately thought

    about how outdated our loved Arena 1vs1 map had just become.


    I opened up Hammer and made good use of the new assets to bring the

    map to the same level as de_nuke is now.


    ---------------------------------------------------------------------------------------------------------------------------

    [Blocked Image: http://puu.sh/niGnc/d07fc11980.jpg]


    HERE is the workshop page. More pictures and the download are found there.



    To the though process I had:

    I wanted the map to be as balanced as possible (so I mirrored it pretty much), to not have anything

    in the way of people playing it (I look at you, props on the wall) but to also be as beautiful

    as it's fresh big brother.

    I get it that some people are going to complain "It's not your work!!", "what did you even do besides swapping textures and props??",

    but this is just a little project and also a wish I had, because I cannot stand my favourite aim map being as ugly as it was, especially if there

    is a real possibility now to rework it.


  • de_shortmirage - my attempt at converting it in a Demolition map

    • spaly
    • January 12, 2016 at 11:43 AM

    Thank you again for all your comments, although all makes sense, I'm gonna take a break from this short (and bored) project and continue working on my defusal map :)

  • de_shortmirage - my attempt at converting it in a Demolition map

    • spaly
    • January 12, 2016 at 5:48 AM
    Quote from Aztk

    From screenshots it looks a bit weird to me. There're so many changes compared to the original version of Mirage.

    There're more changes than in existing short... maps.

    But this is only my opinion, you dont have to agree with that

    The changes are there to make it more balanced, if I just let anything there, it would be heavily CT sided

    Quote from esspho

    I feel your CT-spawn is too busy and would propably quickly annoy CT players. Therefore I would suggest making it smoother and simpler.
    Also the entrance to shop should be wider here. I doodled it in for you:

    [Blocked Image: http://i.imgur.com/jAhDP6B.jpg]

    Hope this helps. Good luck with your map.

    Youre right, I will change that.

    Quote from El_Exodus

    Tbh it just looks like you discovered how to place props and did that everywhere where you found a little space to do so.

    It doesn't look appealing at all.

    What else should I have done in your opinion? Should I have built a new palace on B or what? Short maps are meant to be roughly the same, with the pathways to one bombsite removed, and all props placed "nooby" as you call it, are there to provide cover for T's, make the short ranged Demolition weapons useable and generally balance the map as far as it goes.

    This comment is a bit rude and not useful at all, because you just chose to say " this sucks " and "you didn't place brushes", instead of saying what to do better.

    Quote from austinweiss13

    Wow, two short mirages in a few days, what are the odds?

    I'm not a big fan of modifying existing maps, but if you're new to mapping I suppose it's a good way to get a feel for things. However I think it's also important you get used to making things from scratch, since that's the sort of work you'll need to familiarize yourself with if you're planning to make a map of your own.

    As for this modification of Mirage, I think it's simply too linear. Terrorists are given two paths to traverse, which they can basically guarantee will be heavily guarded by CT's that spawn right next to the bombsite. The big problem here is with only one bombsite and so few paths, most of it is just walking to get killed. If you look out some other demolition maps such as Bank, Lake and Safehouse, they're essentially open, giving lots of room for creative gameplay. Classic Defusal maps aren't really suited for Demolition to begin with, as the modes although superficially similar, play very differently.

    I didn't like how you blocked off some things and how many paths became crammed with props either. I think when placing a prop in an area you need to ask yourself "what is the purpose of it?" and "does it make sense?" For instance there is a large truck just parked in the lower area of middle, which aside from not being able to drive there, doesn't fit in with the theme very well. There's lots of other assets being used that look out of place as well. Sometimes instead of blocking things off with props its better to use brushes. If an area isn't playable, you can just block it off with a building, wall or unopenable doors (eg. doors on Dust II or Cobble), which also helps with optimization. Of course it's nice to have some scenery outside of the map, but you need to find a healthy balance.

    I'm sorry if me or any of the other members have been too blunt with you, we're just trying to help you out. I hope you were able to learn something from this, and continue to have fun mapping

    I went for the same approach as there is in the existing short maps. This is the first version so I may add something else, but let it be like that for now. The truck really is just a place holder, and you're right with the doors. My though process was to have the player familiar with his surroundings althought they can't go there and also know the basics of the playable area.


    Few people have actually commented on the gameplay elements. You should know I can't add a whole new path, I can only expand upon whats already there. Because it's a short map like short dust or short train.

  • de_shortmirage - my attempt at converting it in a Demolition map

    • spaly
    • January 11, 2016 at 9:19 PM
    Quote

    Disclaimer: I just discovered, that another user recently also worked on a shortmirage. I didn't actually know this when starting on this map, and I think that our approaches are different enough so that they don't interfere

    The Leet Crew hit Mirage Town really hard with their recent successfull attack on the main site and the historical palace. The peace-loving Mirage People though have chosen to build up something new from upon the ashes and are starting to build up the town again. Economy is flourishing and everything is going alright, when the Leet Boss decides it's time to strike again against the British SAS soldiers who help the town to grow.

    This is my attempt at creating a short map from the existing popular map de_mirage. I find it really nice and informative to map such things, especially for newer mappers because you can just place models and change brushes without thinking toooo much, but it's also a bit awkward because of all the messy optimations and skybox and stuff.

    I removed all the paths to A, because I think that Bombsite B makes for a more interesting gameplay because in Demolition and Armsrace, you often play with short ranged weapons, but that doesn't mean I made snipers useless. I generally tried to remove many of the dirty camper spots for CT's while not removing cover completely for afterplant situations. T's have 2 big entries to the site, 3 if they manage to jump into window from short. The map was changed to be suitable for Demolition but still be "Mirage", and I've also given the map a fun polish, with spammable toilets and destrucible doors because Demolition .

    To sum it up I put way to much thoughts in it for it being an Demolition map


    Quote

    Very much changed window room, it has changed into a rather minimalistic kitchen.


    Window itself has turned into a pretty nice eating area, and a carpet is hanging out of it


    There is construction stuff everywhere on the map, you can jump to short over the truck that is in lower mid, and the cement things are added to give a bit of cover from window. There is a little "connector" to connector on the upper left to let the t's camp a little.


    Connector is blocked of with the Van because A site got blown up. On the left there is the "connector" way to upper mid (not visible here)


    Ladder room was in construction for so long, but now it is a finished mini palace to chill out and watch ( but not go) to window


    One of the two short arches have been blocked of.


    View from B onspot.


    Above view, added ladder and crates to jump to apps, and removed van and the grating of the window.


    another view.


    Added a liiitle more cover for the market guys


    CT spawn


    View over the van on a (you can't go there)


    Palace and T ramp have been blocked (you can't get this far to it though)


    T spawn. Everything leading to A is blocked.


    Look at the connector door and mid in general


    another angle of CT spawn

    Display More


    Look around the Map and see for yourself (note that there's no radar yet, unused areas are still in the map, and the compile is not perfect because I will most likely change things up.)

    Click here to go to the Workshop

    (a detailled changelog can be found there)


    THANK YOU FOR LOOKING AT MY MAP, I WISH YOU A GOOD DAY!

  • help. how add l4d skybox in csgo sdk?

    • spaly
    • October 17, 2015 at 10:27 PM

    I would like to know if my method works

  • help. how add l4d skybox in csgo sdk?

    • spaly
    • October 17, 2015 at 4:16 PM

    maybe just copypaste them out of the materials folder of l4d into csgo's and pack them into your map?

    I've done some research on skyboxes just earlier today, and apparently you have 6 textures who all have suffixes depending on where on the imaginary sky cube they are. You need to drag these 6 vmt and 6 vtf (12 in total) into csgo's material and create just the folder hierarchy that you have your textures in in l4d. If it doesnt work (box is black) I have found that in the vmt, replacing the first line "sky" with " "GenericUnlit" " (double quotes intended), will do the trick.


    Not safe about the things mentioned above, and I also dont know about copiright with this, but you can try it ;)

  • Devblog for my map de_fortress

    • spaly
    • October 14, 2015 at 3:27 PM
    Quote from jackophant

    Fixed that for you ;)

    I totally understand your point, it makes sense that people can't judge an as highly unfinished work as this. I really just wanted ideas on what to change early on, but I also can understand that I can't bother people with that as much.

    As soon as there is a playable reasonable layout, I'm gonna post a new topic to start all over ;)

  • Devblog for my map de_fortress

    • spaly
    • October 14, 2015 at 5:27 AM
    Quote from Quotingmc

    Right now I would just make the layout and then upload it for people to run around and then give feedback on, you are giving us very little to work from, just parts of maps with scribbles from paint over the top.

    Youre absolutely right, I'm gonna post an update as soon as layout has beenj done a little bit more..

  • [CS:GO] de_sirius

    • spaly
    • October 13, 2015 at 7:06 PM

    You also asked for the devcam things, there is a nice little tutorial here https://www.reddit.com/r/csmapmakers/…eat_time_lapse/ ;)

  • [CS:GO] de_sirius

    • spaly
    • October 13, 2015 at 5:47 PM

    Looks better and better, only thing that you should take care of are large uninteresting open areas... Just build some more cover, and cornors, and generally make the hallways shorter.


    I also would really like to hop into the map, why not just upload an Alpha version to the workshop for easy access (or a dropbox link containing the map) ^^

    Looks better and better, only thing that you should take care of are large uninteresting open areas... Just build some more cover, and cornors, and generally make the hallways shorter.


    I also would really like to hop into the map, why not just upload an Alpha version to the workshop for easy access (or a dropbox link containing the map) ^^

  • Devblog for my map de_fortress

    • spaly
    • October 13, 2015 at 4:42 PM
    Quote from Vaya

    The long route looks pointless to use and tediously long. Short has multiple angles in- long looks like a deathtrap.

    How are you designing this - are you doing any paper work? is it mainly in-editor? that's never a good idea in my opinion if so.

    I've got a stack of paper in my room here ^^ I also don't know how to feel about the long route, I'll maybe go for an alternate route that spits the T's out on the left side of A where they are almost at CT spawn. That would be a risky route than, but also worth it because they could rotate to B through CT without giving CT's too much knowledge. On the other hand CT's have the time advantage so they can get the chokepoint of this alternate route much earlier for the T's than on the spot.

    Also short route will be more enclosed with props, doors etc, and I've already made the ramp narrower.

    Any other feedback is highly encouraged , after all thats the reason why I posted this ;)

  • Devblog for my map de_fortress

    • spaly
    • October 13, 2015 at 3:38 PM

    I just updated main post with a picture of my ideas for A layout, if you want you can provide some ideas n' shit ;) I'm mapping this right now so fast responses would be great for this ^^

  • Map talk. [Help me decide]

    • spaly
    • October 12, 2015 at 8:20 PM

    I generally like the concept of interactive parts, and I sure think your idea would be a great addition after a LOT of playtests and optimizations.

    My main concerns are that these doors would be mostly unsuitable for retakes because for once CT's need to determine whether the door is open or closed (if they are not able to open it from their aproach side), and even if this was just a shortcut from the existing longer route, It would most probably be less strategic and more rushy because the CT's wont come up with strat A for gate open and strat B for door closed.

    Also I doubt that the controls would be intuitive, and bugless, but thats a question of hammer :)

    These are just my thoughs on this, and they may be completely irrellevant if the elements are placed right and can be seen from far enough to make clever decisions. I recommend you to just put them in there and get the map ready for a playtest, maybe without the people knowing, so you can see how well it fits in the plays.

  • Delta Delta

    • spaly
    • October 12, 2015 at 6:37 PM

    Looks good based on the layout, but, dear god, dont go for a shipping port, it and its industrial style has been overdone waaaay too often. Just search for de_ship and you will probably find 100reds of maps, and its rather difficult to make this theme look to good.

    I would recommend you to take inspiration on the web, or even just look through every official map that was there and try to go for any theme other than what was already there ^^

  • Devblog for my map de_fortress

    • spaly
    • October 12, 2015 at 5:42 PM
    Quote from jackophant
    1. The worst thing you can do with anything in life is thinking you know more than you do. You're right, I don't know how new you are, and people progress at different rates, but telling me you have a few maps on your hard drive doesn't prove anything. We're all about feedback and helping here, and it's a level playing field. Even the operation mappers submit their work to be scrutinised.
    2. I can only go by what you say, I'm not a mind reader
    3. That's how mapping works, but with that sentence you pretty much described the entire map pool. imo you're approaching it the wrong way. It's more beneficial to work from a general layout, not bit by bit.
    4. Yes, I looked at your map on the workshop and saw one screenshot and stopped there. I then looked at your imgur album and saw I was looking at an incomplete layout and again, stopped there. You had what looked like gun spawns on the floor, and it seemed to be more of an aim map than a de map. Please don't underestimate what is visible in a map from pictures without having to be in the map. If I see a map in screenshots with a mid lane that is 25,000 units long, I don't need to load it up to know it will take me 30 minutes to run down.

    Thanks again for your tips ^^

    I get the feeling that you think this is the final layout for this map (esp. from your fourth point), however this is not the case. What you see is just mid with some "trial" connectors, hence the description "devblog" and the disclaimer ;). I just made the thread to see how people respond to ideas of the map I build in it, and based on that to change them completely ^^

    1. I just said that so you dont waste your time explaining me some stuff I already know, no insults towards you intended :D

    2. Thats true, just made a strange point there in the text ;)

    3. Exactly ^^ didnt see much map yet without some sort of mid ;) I also work on the general layout and I am just about to test how to connect different areas (layout is already in my mind, will add a drawing later

    4. As described above, these are not final but rather in-dev screenshots. It will be a de map but because of missing A and B sites, there are no bomb targets there.


    I encourage you to look at this whenever you like, or also when the layout is more complete, to be able to make some more good feedback :)


    Quote from Quotingmc

    You run at 250 units per second in CS:GO with your knife out so it would actually take you 100 seconds or 1 minute and 40 seconds to run 25,000 units. I see where you are coming from though ;D

    You got your point sir, my mid actually takes roughly 4 secs to run through ^^

  • Devblog for my map de_fortress

    • spaly
    • October 12, 2015 at 11:41 AM
    Quote from jackophant

    Hey Atrax, as you seem to be new to this you might want to read up on some of this level design business. Maybe you could take some time to read through my introductory thread to get some resources:


    Please don't add "lots of nifty connectors to keep gameplay interesting", it will definitely hurt any gameplay you make. Also definitely do not copy+paste out of existing maps, it doesn't work. They work as a whole based on a balance of ideas.

    We also realise this is a WIP, that's generally what we're dedicated to here

    Thank you for the answer

    I'm not as new as you might think, I already got some maps (which failed because of layout) on my hardrive. Thank you anyway for linking youre guide, I did already read it before though


    You misunderstood some of the later part of the post:

    I meant to add good, not lots of connectors, so gameplay works. I know how awkward it is to have nonsensical or too much connectors all over the place. Also I don't want to straight copypaste out of any maps, just take some basic ideas (a mid, a second connector to a bombsite which can only be accessed by showing yourself at another location, etc). I should maybe correct that


    I hope you like what you see and continue to look at this post as the map progresses, and wish you a good time mapping yourself.

    And of course thank you for the good feedback I see you providing on almost any map


    Edit: Just because I'm interested: Did you write the feedback just based at the post or did you look at the map. Just need to know how to deal with it :)

  • Devblog for my map de_fortress

    • spaly
    • October 11, 2015 at 5:01 PM
    Quote

    Disclaimer: this thread is about a pre-alpha version of my map, meaning it may be not playable and/or highly unfinished. I wish to keep this thread until I worked out a good layout to keep me motivated, after that there will be a new thread

    de_fortress (workshop)

    Theme

    de_fortress is set in a "modern" castle (somewhat like cobble if you want to). However there wont be so much open space as in cobble, but lots of well-placed little connectors to keep gameplay interesting. I plan on using fun and strategic points of maps that already exist (but not for copypasting, just the general Idea), for the gameplay to be balanced, fair and inspiring.

    Pictures

    You can view all the devshots and other pictures of my work at http://efgh58.imgur.com

    What you can see now is actually just the mid and some connector "trials". I am about to make the spots, thats when the update is Please keep this in mind while commenting


    Feedback

    You can give me feedback over all existing areas, or go suggest me new routes or details


    I'm doing Layout for A right now, I though of it to maybe be like this:


    Do you have any additional suggestions for the A LAYOUT and paths connecting to it?


    That's it for now, I will expand the thread over time and progress.

  • Complex

    • spaly
    • October 9, 2015 at 8:04 PM

    so I just wanted to look at your map, but the download link doesnt work.. does anybody have the link, or, better - could you please fix it ;)

  • Complex

    • spaly
    • October 6, 2015 at 12:45 PM

    hey there ;)

    Reaaly like the map from the screenshots, would be nice if you could upload it to the workshop for people to more easily access it


    I will say more when it is there, I am just too lazy to put the file in my csgo folder now xD

  • [csgo] cs_cruise

    • spaly
    • September 28, 2015 at 2:23 PM

    Wow, stunned by this masterpiece of map design :o

    Another question: How did you "setup" the imgur with the cams? Did you just create a folder and took screenshots from the same pose every time or is there some kind of mechanism? ^^


    Quote

    Anyway, keep it up

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