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. Oliver

Posts by Oliver

  • [CS:GO] cs_spotlight [Graybox]

    • Oliver
    • December 9, 2016 at 1:07 AM

    Hello again! After finishing my last project, Garrison, I thought it would be fun to do a hostage map this time. I will be working with Vulgarman again, and he will mainly work on the custom models. A bunch of custom textures have already been made and bought for this project.

    The map is called Spotlight, and takes place inside a Broadway theater. Counter-Terrorists have to navigate through the theater to pick up the hostages back stage. Here's the workshop!

    [Blocked Image: http://i.imgur.com/SA4DQvf.jpg] [Blocked Image: http://i.imgur.com/5RfGplX.jpg]

    Here's the overview of the map.

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

    [Blocked Image: http://i.imgur.com/A7MMoxr.jpg]

    The theater itself is based on various opera houses we liked, mainly the New Theatre built in the late 1800s. Sadly the theater is no longer there today, as it was rebuilt and today it is called the Metropolitan Opera, NYC.

    I've dug up various images and floor plans from back when architects were competing for the look. Here's a small album of reference images that inspired me to make this map.

    Before we go on to detail and polish this map, we need to get good feedback on the layout so we can make changes before its too late.

    I'll update this post whenever I get something new to show :)

  • [CS:GO]de_corp

    • Oliver
    • December 5, 2016 at 7:05 PM

    Try de_fraud! It fits with the theme, and I couldn't find a map with that name. Good luck with the map, I will check it out :)

  • [CS:GO] de_scepter (WIP)

    • Oliver
    • December 3, 2016 at 10:32 PM

    Great work, grapen! I would love to see more work done on the architecture, specifically I would break up all your large flat surfaces. Your interior work is good :)

  • [CS:GO] DE_Breach - Released!

    • Oliver
    • September 11, 2016 at 10:40 PM

    Loved cs_agency, i'm looking forward to see more from you. :D

  • [CS:GO] De_Momentum

    • Oliver
    • August 11, 2016 at 10:20 PM

    Map looks gorgeous. Though I have to say that your use of fonts distracts from the architectural style of the map. I'd say stick with the art nouveau font.

  • [CS:GO] de_scepter (WIP)

    • Oliver
    • July 23, 2016 at 10:20 PM

    Keep up the great work. The map is starting to look really nice

  • [CS:GO] DE_GARRISON

    • Oliver
    • July 21, 2016 at 2:42 PM
    Quote from Logic

    3 hours ago, Logic said: So this thread should be moved to Work Release, right?

    Oops, my bad. I'll see if I can't move it over. I'm pretty fresh to this forum

  • [CS:GO] DE_GARRISON

    • Oliver
    • July 21, 2016 at 2:14 PM
    Quote from SirK

    4 hours ago, SirK said: I remember an earlier version of the map from the Workshop. I think it had some timing issues in the center courtyard - did you change anything on the timings? Other than that: Good job! - youve made some great improvements since the beta!

    I delayed the terrorists 2 seconds, which gives CT better time to set up. The problem with the beta was that Terrorists could enter Middle or B at the same time as CT, which made it frustrating to play as CT as you would have to rush to those positions every round.

  • [CS:GO] DE_GARRISON

    • Oliver
    • July 21, 2016 at 7:47 AM

    In january I published a beta-version of a map that I have been developing since September of 2015. It received a great amount of feedback and it motivated me to go all the way to the finish-line.

    To get to the point: The map is out of Beta. I'd like to show off the finished product, or "version 1.0".

    LINK TO WORKSHOP (with more pictures): http://steamcommunity.com/sharedfiles/fi…s/?id=599577239

    Garrison - theme and story:

    "A bomb defusal map set around Oslo, Norway.

    Near the fjords of Oslo lies a many centuries old fortress that has kept Oslo safe from invasion. Now terrorists are threatening to blow it up once and for all."

    The map is based off "Akershus fortress" in Oslo, Norway. (some reference pics: http://imgur.com/a/spDND) The architectural design is characteristic for its "stair-like" design, which for instance you will see on the big red church across from Site A. Rose windows are also seen on the map, which complement the fact that the map takes place on a nice summers day in Norway.

    I have added a picture of Bombsite A, B and Middle. Thanks for stopping by! :)



  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • Oliver
    • September 2, 2015 at 7:59 PM

    What I mean is workshop needs to work on the categorizing of the different maps. To have one massive smear of both "silly"-maps that can't ever put in an operation with proper maps that are designed for competitive play you see the problem. A maps fate will be decided within the first 7 days and it just sucks that you have to compare against the popular "silly"-maps when they are not in the same category of maps.

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • Oliver
    • September 2, 2015 at 7:40 PM
    Quote from ics

    It's pure luck if your map gets a lot of views or not. Basically if it gets a lot of views on the first few days (7) and there are no "really good looking maps or popupar" to compete with. It will get displayed on Steam client on CSGO page (when Steam is in games details list) and a lot, a crapload of views come from that. There is also one week time to have your map visible enough, displayed on the preview reel and after that it gets buried down. There is a 7 day handicap that is given to new maps and after 7 days are over, it's gonna go down real fast even from the most popular today, week, etc lists.

    I just don't get the people who release these maps that i can make 100 within a week alone. Sure, they get happy when they do a map in 2 hours and release it but is the workshop really a proper place for those and maps which have taken months to produce?

    Oh man I have wondered myself why the top 3 spots were taken up by some thoughtless aim-maps. I really hope that proper (maps that are in the finishing-stages) maps can separate from all the no-value (in terms of being operation-worthy) maps in the future. Workshop really needs to be structured differently. I imagine the front page will first and foremost show proper maps and then players can have the option to toggle "silly" maps. They are different experiences and should be treated as such.

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • Oliver
    • September 2, 2015 at 8:20 AM

    @ics I agree with you on the point that most players are drawn to the first impressions of the map (cover image and the overview image). What this contest has taught me more than anything is that theme is what sells. Players will make an opinion whether your map is worthy of checking out within a few seconds of looking at the workshop page. So finding the balance between complexity (laying out opportunities for varied and deeper play) and simplicity (simple, elegant layout that guides new players and welcomes the player rather than having the barrier of learning a map thoroughly) in your map is the most difficult part to do. All this while implementing the layout with fitting surroundings. Sorry if I'm rambling, but as mapmakers it can be frustrating to have a layout just shot down by people who only took one glance at it. Hiding the "complexity" in the layout within the theme could make the player see the map differently. Since we as mapmakers also have to consider the visual language that is the theme.

    Again if this seems like some counter-argument it really is just me talking about map layout and theme as I find it an interesting topic.

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • Oliver
    • September 2, 2015 at 5:14 AM
    Quote from laminutederire

    Ideally the jury would consist of map makers, as well as pros, and players of various ranks, so that the map appeal to a wide range of people, with a competitive playability, while favoring interesting and different layouts which would be recognized more easily by mappers.

    Also, map makers have a particular eye on things such as polishing, they can see more easily if a map is really well thought, through how it is optimized, and even through the brushwork. This can help choose between two maps both great gameplay and aesthetics wise. Maybe that's part of what you meant @Oliver?

    However, @text_fish, one could argue that probably half of players play either dust2 or mirage

    Oh yeah, definitely, a combination of all kinds of angles from the CS:GO community would be the ideal jury. I am happy about the current format though, we've got a jury consisting of three mapmakers, one artist and one journalist, so I trust that we will get a very fair judging from their part! In the future I hope to see these contest only getting more attention from the community! Better maps is what keeps the game alive.

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • Oliver
    • September 1, 2015 at 11:49 PM
    Quote from text_fish

    The vast majority of Counter-Strike players probably don't know what nodraw is, but that doesn't render their opinion on a map's gameplay and aesthetic quality any less valid than somebody who does.

    I agree with this, however I feel more secure knowing that an experienced mapmaker is judging my map rather than any other person. Even if the person is a pro player I would still prefer the judge (or at least one) to be a mapmaker since these are people who spend a lot of time thinking about map-layout, positional advantage, aesthetic quality and also understands the technical aspects of mapmaking. You don't have to be a mapmaker to have an opinion on aesthetic quality or gameplay, but a person with this background I feel have more ground to stand on. Does that make sense?

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • Oliver
    • September 1, 2015 at 2:59 PM

    Great job! It is fun to see what the community has been able to put together! :)

  • de_overhaul (WIP)

    • Oliver
    • August 17, 2015 at 4:58 PM
    Quote from Vaya

    Layout looks a little insane in regards to vertical-ness.

    Can I suggest to sign up for a mapcore playtest? Best way to get feedback for any potential layout issues

    Sure, how do I arrange that?

  • de_overhaul (WIP)

    • Oliver
    • August 17, 2015 at 3:56 PM

    LINK TO WORKSHOP PAGE: http://steamcommunity.com/sharedfiles/fi…s/?id=501492645


    (Sorry if what I am writing doesn't make sense, I am a bit eager to get this out. Please feel free to ask about the map).

    This map takes place at an old conference building. Surrounding the building is the process of modernizing the entire city. The environment breathes of old and new architecture.

    I am looking for some feedback (mainly on the layout and optimization). As for the progress i have yet to make the skybox details and the surrounding details around the map. It is being worked on right now, but I felt I needed to post my map as soon as possible so I can consider the feedback.

    Here is the overview of the map:

    More images http://imgur.com/a/E34aR#0

    Callouts and stuff will come later. What I would like your opinion about is the roof part of my map. I am very unsure if the verticality if it can damage the layout in anyway. Should I rework it in some way? Remove it?

    I will be back with some gameplay suggestions when the callouts are done (so it will be easier to see where the places are that I will be talking about).

    Thanks for playing 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. Custom Gamemodes Contest

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

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

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

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

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

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

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™