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  2. RedHawk

Posts by RedHawk

  • What shadows in CSGO maps are intentionally placed for visibility/gameplay purposes

    • RedHawk
    • December 16, 2016 at 4:04 PM

    Thanks for the few answers. I see most people seem to be interested yet know almost as much as I do about this.

    I may do some research myself if I get the will to do so. Simple as going into a few maps, looking around and checking common positions.

    Thanks anyways.

  • What shadows in CSGO maps are intentionally placed for visibility/gameplay purposes

    • RedHawk
    • December 15, 2016 at 11:10 AM

    I know there are some shadows in CSGO maps for gameplay purposes, (for example the shadow in long A in Dust 2, if you´re in the shadow you´re save from anyone in doors, if you´re outside the shadow, anyone from doors can see you).

    I´d like to get a list or examples of at least a few other intentionally placed shadows.

  • Our Ghosts of War - UE4 WW2 Sandbox [Dev Journal]

    • RedHawk
    • June 13, 2016 at 11:56 PM

    Will there be factions or will it be FFA? As in, you can´t kill people from your nation (or at least shouldn´t) and you have to kinda work together to fight the enemy.

  • de_colosseum [WIP]

    • RedHawk
    • June 13, 2016 at 12:01 AM
    Quote from Plat

    13 minutes ago, Plat said: T spawn looks far too close to B, and in fact it looks like you can see right into B from t spawn. That's a really bad sight line if so.

    Your map also features a bunch of really long, straight, narrow pathways that look boring and difficult to fight in. The pathway outside of A seems a little too out of reach, and would probably be a chore just to access.

    Also, as a last note, just judging from the overview it looks like your map is missing cover in a lot of areas, which is probably why it looks so empty. Add cover in key areas to add depth to your map.

    Best of luck!

    From these 2 comments here is what I think I can do to improve:

  • de_colosseum [WIP]

    • RedHawk
    • June 12, 2016 at 10:00 PM
    Quote from Shibou

    24 minutes ago, Shibou said: Where is the Colloseum you promised in the title? :D

    I think Bombsite B and T spawn are to close to each other. CTs can hardly arrive before Ts. Besides the direct straight lines and paths stil appear a bit to simplistic to me. The ruins in the center of the map are interesting imo. keep it up!

    Hmm, I see. To make it harder for Ts to get to B site I could switch the walls so the Ts have to go around. As of the ruins in the middle... they´re mostly there for aesthetic reasons to make the map look "denser." But I may open up a path if I see that could make gameplay better. I do have to work on the long sightlines, true. But I´m taking my time. I´m currently in "exam era" so I´m not putting much time to mapping.

  • de_colosseum [WIP]

    • RedHawk
    • June 12, 2016 at 9:26 PM

    Sooo, the layout is basically done, here it is:

  • de_colosseum [WIP]

    • RedHawk
    • June 9, 2016 at 10:36 PM

    So making the ruins and B site was easier and faster than expected. Here´s an early look at b site:

  • Entities in hammer are bugged

    • RedHawk
    • June 9, 2016 at 10:13 PM
    Quote from Shibou

    Just now, Shibou said: The problem isnt compiling. If he openes the *.vmf file (which works fine in my editor, and that i am able to compile without problems) his editor shows entities in a strange way. After compiling the entities are gone for him...

    Oh ok, I understood the problem was present when running the map in csgo. Idk then. Just reinstall Hammer?

  • Entities in hammer are bugged

    • RedHawk
    • June 9, 2016 at 9:15 PM
    Quote from Shibou

    1 hour ago, Shibou said: Note: If I opened the same file that we exchanged via dropbox the entities worked fine and I was able to compile. So it seems to be not a problem with a corrupted file, the editor itself seems to be the problem.

    Maybe the compile settings are different and may be causing the problem.

  • de_colosseum [WIP]

    • RedHawk
    • June 9, 2016 at 8:52 PM
    Quote from Shibou

    42 minutes ago, Shibou said: Judging form the screenshots posted in the Workshop I see some very longs sightlines there.

    yep, still got to add a lot of cover and walls. This was just a quick "finish" to get it on the workshop. Hopefully get some feedback and place walls and cover depending on the feedback.

  • de_colosseum [WIP]

    • RedHawk
    • June 9, 2016 at 6:40 PM

    As I said, I mostly finished both mid and A site. Here it is on the workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=700501278

    I still need to add cover though, but I´d like to take some feedback on which parts of the map it´d be best to add cover.

  • de_colosseum [WIP]

    • RedHawk
    • June 8, 2016 at 9:57 PM
    Quote from FMPONE

    Just now, FMPONE said: Keep it up!

    Ohh, wow... that´s the 3rd best thing that´s happened to me today and possibly all year. Really makes me feel good to see that my favourite "map maker" commented here. Thanks a lot!

  • de_colosseum [WIP]

    • RedHawk
    • June 8, 2016 at 9:48 PM

    Updates from today:

    Wooden planks can be broken.


    I want to make A site and mid first, then release it on the workshop and whilst I´m making B, adjust A according to the feedback received.

  • de_colosseum [WIP]

    • RedHawk
    • June 8, 2016 at 7:55 AM
    Quote from Plat

    5 hours ago, Plat said: You do realise that it's running at 300 fps because there's barely any brushwork there to begin with. No props, no textures, nothing. Of course it's going to run well, there's not much there!

    Once all the detailing comes into place you'll realise how much those domes are going to affect your map. If you're so adamant on keeping the domes, I say go for it, but you will eventually realize why it's a bad idea and will probably scrap them in due time.

    Quote from Logic

    1 hour ago, Logic said: If an entire forum dedicated to mapping is actively trying to make you stay away from the carve tool you should probably take their advice :)

    Okay, I see why most people don't like the varve tool, it leaves air of geometry which is hard to see through. I will keep the domes however, at least until I start seeing performance drops which I will then work on the domes tobhabe them better optimized

    Quote from otoya

    3 hours ago, otoya said: considering many interesting areas to rome, why is this open area what you want to recreate in particular?

    perhaps a mix of the more modern streets opening up to historical sites that fit in csgo gameplay (not too open)

    I'm mostly gonna center on this area. It will not be so open as you see in the pic, I have already been thinking of various ways to make it a closed map. It won't be a 1:1 sketch of the real place.

  • de_colosseum [WIP]

    • RedHawk
    • June 7, 2016 at 11:49 PM
    Quote from Wrakke

    Just now, Wrakke said: Two uses of the carve tool is two uses too many. Isn't the arch on the left made with the carve tool too though? Looks like it.

    M8, chill. The game is still running at 300fps (which is my max) when looking straight at them. I still have to tweek them a bit though too, and will certainly will have to work on the optimization when I need to.

    The arch on the left is made choosing the "arch" option when creating a block.

  • de_colosseum [WIP]

    • RedHawk
    • June 7, 2016 at 11:43 PM
    Quote from Wrakke

    2 minutes ago, Wrakke said: That there is three domes made with the carve tool. THREE. WHAT ARE YOU DOING? AAAAAAAAAAAAAAAAAAAAAAAAH

    Only two, I said that I´d be using only two. The one on the left is an arch with a flat wall on the back.

  • de_colosseum [WIP]

    • RedHawk
    • June 7, 2016 at 9:44 PM

    Update from today:


    This is another picture from the area:

    You can see how the ruins aren´t as open, B-site will be very CQB (I changed B for A for the sakes of it).

  • de_colosseum [WIP]

    • RedHawk
    • June 7, 2016 at 4:00 PM
    Quote from blackdog

    3 hours ago, blackdog said: Don't agree much with this, I would point out first that the whole area is quite open and doesn't lend itself to a great layout.

    Anyway, the way we treat our heritage in Italy, blowing up the ruins would surely make many politicians and builders (often the same people!) very happy because it would open up new development areas!

    Heh, Italians never change, do they? Maybe for the greedy politicians themselves it may be good, but from a historical perspective, not as much imo.

    Quote from Vaya

    7 hours ago, Vaya said: That one dome is probably 20% of your brush limit and destroying any chances of optimisation on your map. I don't know why valve have the carvetool as an option still- does anyone (of professional level) use it?


    Regarding the map- you should build a layout before you think about how you'll implement the theme. The theme should accent the layout- Not dictate it. Rome could be pretty cool though!

    Tbh I didn´t know there even was a brush limit. And I should either not use a half-dome or make the half-dome some other way.

    Also, unlike most people, I find it hard to think of a layout without thinking of where the map is going to be set more or less. I know that in this picture the area seems very open (becuase it is), but I know that place very well and I´ve already been thinking of ways to make it more closed and with more cover.

  • de_colosseum [WIP]

    • RedHawk
    • June 6, 2016 at 11:32 PM
    Quote from Wrakke

    4 minutes ago, Wrakke said: Just because your method is easier doesn't mean it's correct. Seriously, there is a reason why the carve tool is a running joke. Don't use it!

    Not even for that one single half-dome?

  • de_colosseum [WIP]

    • RedHawk
    • June 6, 2016 at 11:17 PM
    Quote from tomm

    24 minutes ago, tomm said: You could fire up blender and make those domes in 5 minutes.

    then spend the next 2 hours figuring out how to get them into the game.

    I see what you did there....

    Anyways I found it easy to do it the way I did.

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