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. Klassic

Posts by Klassic

  • Mirrors Edge Catalyst

    • Klassic
    • April 24, 2016 at 10:23 PM
    Quote from El_Exodus

    3 hours ago, El_Exodus said:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    I can't stop laughing :'D

    I have mixed feelings right now.

  • Mirrors Edge Catalyst

    • Klassic
    • April 22, 2016 at 3:34 PM

    I got a beta key :D Who else did?

    Edit: Great... Can't run it

  • Mirrors Edge Catalyst

    • Klassic
    • April 20, 2016 at 3:40 PM
    Quote from Pampers

    18 hours ago, Pampers said: System requirements: http://www.mirrorsedge.com/news/pc-system-requirements

    always the fucking vram ;-;

  • Mirrors Edge Catalyst

    • Klassic
    • April 17, 2016 at 1:20 PM
    Quote from laminutederire

    45 minutes ago, laminutederire said: Well don't worry it's okay :)

    On topic, does anyone know how demanding of a game it is?

    It looks like you do need a pretty decent graphics card, but don't ask me for that. :D

  • Mirrors Edge Catalyst

    • Klassic
    • April 17, 2016 at 10:51 AM
    Quote from laminutederire

    50 minutes ago, laminutederire said: There was one: Mirror's edge II thread

    Aah i see, thx

  • Mirrors Edge Catalyst

    • Klassic
    • April 17, 2016 at 8:19 AM
    Quote from blackdog

    16 minutes ago, blackdog said: im pretty sure there was already a topic on this game, also updated not long ago.

    merge? @Sprony

    Couldn't find it so thought I would make one my own :D

  • Mirrors Edge Catalyst

    • Klassic
    • April 16, 2016 at 10:55 AM
    Quote from laminutederire

    10 hours ago, laminutederire said: Am I the only dissappointed by the red wave thingy for clues which isn't as subtle as the cues in the first one?

    Game looks and sounds amazing ! City itself seems more ... real I guess as well :)

    I can't wait to have a real computer to play that !

    I think they might have an option to turn that off, I hope at least...

  • Mirrors Edge Catalyst

    • Klassic
    • April 15, 2016 at 5:20 PM

    Yeah same, I think I've played it 5 times now, the whole way through. Also can't wait to see how the open world aspect is going to work out :D

    Also, have you guys seen the latest gameplay?

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Mirrors Edge Catalyst

    • Klassic
    • April 15, 2016 at 4:29 PM

    Am I the only one so fucking hyped for this game?

  • [Source Engine] Looking for mappers :Portal 2: Abyss

    • Klassic
    • April 15, 2016 at 3:23 PM

    I'm up for it! Though I am qualified to the qualification you stated, I lack knowledge of mapping in Portal and I am still very young compared to most people who map (14). Please tell me if this is a problem or not. Thank you :)

  • [CSGO] de_piranesi Remake (WIP)

    • Klassic
    • April 7, 2016 at 5:52 PM

    Hasn't this map been remade, like SO many times? For instance Andre Valera's version: http://steamcommunity.com/sharedfiles/fi…chtext=Piranesi And more: http://steamcommunity.com/workshop/brows…ch&section=home Not trying to stop you, but you really need to make something absolutely stunning to beat competitors, I'm really curious how the new style would turn out.

    Also, i feel like - if you are going for the Venetian-ish theme - the canals normally in Venitia and in the pictures you showed. Of course this might kind of change the layout, but I myself would really miss those canals. I suggest flowing a canal through here:

    Spoiler

    This could really give the map a nice feel and would give it a landmark. These canals could also really easily divide the playable area and the unplayable area.

    Good luck!

  • [CS:GO] De_Wishbone {WIP}

    • Klassic
    • March 30, 2016 at 2:07 PM

    What I noticed straight away is that the bombsites both are very much in a corner. It's not necessary a bid thing, but looking at the open spaces in front of the sites it could be a problem (especially at A).

  • [Very WIP]de_Chelan

    • Klassic
    • March 28, 2016 at 1:19 PM
    Quote from Marrón

    9 hours ago, Marrón said: My question for you is, where did you get the green corrugated metal texture?

    Just use the normal, white one and change the color?

  • [CSGO] de_mutrah

    • Klassic
    • March 28, 2016 at 12:15 AM
    Quote from Shibou

    26 minutes ago, Shibou said: I am not sure how big the effects on the gameplay on B-Site would be, but that way you'd be removinf the long sightline somehow...

    I'll take a look into it, nice edit btw! /emoticons/[email protected] 2x" title=":D" width="15">

  • de_decay (WIP)

    • Klassic
    • March 27, 2016 at 1:27 PM
    Quote from Plat

    11 hours ago, Plat said: Pretty big update coming in at version 42! It adds a fair bit of detailing and small gameplay changes. Check it out at http://steamcommunity.com/sharedfiles/fi…s/?id=647714113

    Also comes with pretty screenshots!


    Display More

    Looking very nice!

    1 thing i'm missing detailing wise is vertical details. Without it it would look very boring

    I will get into actually testing the map gameplay wise when i get steam working!

  • [CSGO] de_mutrah

    • Klassic
    • March 27, 2016 at 1:22 PM
    Quote from Shibou

    3 hours ago, Shibou said: The playtest yesterday evening was quite fun, which is one of the main goals of a map.

    The only thing I was a bit worries is the long sightline you've got from B to wards the way where Ts are comming from.

    As you removed one connection to Mid (which mape Mid more valuabe for playing the map) the Ts will most likely come this path to B where a singe AWP can cause problems for them.

    We have had this problem for over like 2 weeks now, and we really don't know what to do with it...
    Any suggestions (except for removing the whole thing)

  • [CSGO] de_mutrah

    • Klassic
    • March 26, 2016 at 10:18 PM
    Quote from Lykrast

    6 hours ago, Lykrast said: This map seems really cool.

    However, I found a big problem on the current workshop version : http://imgur.com/WfQG5c5 T spawn is not linked to the B access on the navmesh, which means bots can't access it, it's easily fixed though.

    I see...

  • de_otocec_v1 - playtesting phase

    • Klassic
    • March 26, 2016 at 12:35 PM

    Also, going into A for the Ts is really hard since they need to have mid-control to even get there

    I suggest giving mid T-side a bit more cover

  • de_otocec_v1 - playtesting phase

    • Klassic
    • March 26, 2016 at 12:30 PM

    Way too small?
    Haven't gotten to testing it in-game.

  • [CSGO] de_mutrah

    • Klassic
    • March 26, 2016 at 11:23 AM

    BIG UPDATE!!!

    So after playtesting the map with some friends of mine, we changed the layout and added some detail.

    Here are the most noticeable changes:


    • Mid has been hugely advanced in detail. Also added more cover
    • Most part of B main has been removed.
    • Added nice-looking trees in T Spawn.
    • Added a window in A long to A for grenades.
    • Added vent from Mid to A.
    • Added a wooden wall in arches for essential cover.
    • Yard has been widely expanded.

    Imgur album: http://imgur.com/a/jlh6x

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™