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

Posts by MrRuck

  • de_zaruna (WIP)

    • MrRuck
    • March 20, 2019 at 8:54 PM

    Hi!

    This is supposed to be the first map I actually finish. I pretty much don't know what else to say. I've been working on it for half a year with a few breakes due to learning for my exams.

    Map takes place in a small french/italian/maybe even greek town, that's pretty much all I can say right now about the story behind the map; that's going to be something I will think of when the map is actually ready for its final release.

    I'm a bit lazy about updating the workshop page so if you want to see some actual ingame pictures take a look right here.

    Map can be downloaded here. Don't worry about filesize or anything, as of right now the map is completely made out of brushes to keep it as simple as possible.


    I'd appreciate any comments about it whether you like the map or not please share your thoughts and how I could improve it! Thank you!


    Edit: Since this post looks a little bit empty and I just tried "Auto Radar" by terri out I wanted to share the result with you guys, have fun:

  • [CS:GO] de_policeacademy

    • MrRuck
    • September 14, 2018 at 3:37 AM

    How did you make that overview :)?

  • Feel free to continue/change/delete/do whatever you want with my map

    • MrRuck
    • July 23, 2018 at 9:19 PM

    So about half a year ago I kinda stopped making maps bc lack of time. I think it would be sad if my map(s) just died so I will upload one of them here. Feel free to do whatever you like with them. Credits are appreciated.


    Have fun :)

    de_place_a18.vmf

  • (CS:GO) de_place (WIP)

    • MrRuck
    • January 15, 2018 at 7:11 PM

    Update!

    I completely remade middle since that was obviously a problem part of the map! Also did some small changes like moving CT Spawn, adding another path to bombsite A and changing the cover in front of A! Have fun!

    Here's some new images: https://imgur.com/a/N2WA8

    Workshop link still is the same!

    Here's the updated overview:

  • (CS:GO) de_place (WIP)

    • MrRuck
    • January 11, 2018 at 3:38 AM

    Hello! This is my latest WIP map: de_place (name is more or less a *place*holder haha)

    I'm not entirely sure about the layout and I'm completely unsure about the theme. Right now the map is set in an italian town similar to inferno, italy and canals. But this might change, I don't know yet. Here are screenshots: https://imgur.com/a/RL4uV

    Here's the workshop link: Feel free to check it out and let me know what you like and dislike about it (and why) :) https://steamcommunity.com/sharedfiles/fi…s/?id=842126114

    And here's the layout:

  • WIP in WIP, post your level screenshots!

    • MrRuck
    • January 11, 2018 at 2:25 AM
    Quote from Corvus

    On 16.12.2017 at 12:13 AM, Corvus said: Added a station building and made a better snow shader

    [Blocked Image: https://i.imgur.com/urGw10g.jpg]

    [Blocked Image: https://i.imgur.com/SW1f4Wn.jpg]

    [Blocked Image: https://i.imgur.com/PIXU5u5.jpg]

    Damn that looks sick I'm a big fan of snowy levels. What game/engine?

  • Water disappears when coming close

    • MrRuck
    • December 25, 2016 at 1:03 PM

    For everybody having the same issues I found a solution! The water was inside one of my visclusters, that made it disappear when I came close. I changed the viscluster so the water is outside of it and now it doesn't disappear. For the red glass: I made it displacements, now it shows up correctly.

  • Water disappears when coming close

    • MrRuck
    • December 24, 2016 at 3:37 PM

    So I'm working on my latest project that features a (more or less) small lake. Some parts of it are in a 3d skybox and this is where the problems start. Please look at these pictures: http://imgur.com/a/EwBar . When you're far away from the water you can see it (pic 1) but if you get close enough (picture 2) it just disappears. No there is no leak or anything in the map. The water in the 3d skybox is always visible. Ahh and then there's this other thing, so I use these nice red glass texture in my 3d skybox as some kind of barrier to show people where the map ends. This works very well around the whole map except around my lake. As you can see (picture 3) this texture also gets invisible (as soon as the water disappears), which is strange cuz the texture on the left stays. So I have no idea what to do, please save my christmas and help me out with that :)

  • [WIP] de_throne (a17) (csgo)

    • MrRuck
    • August 12, 2016 at 1:30 AM

    Hello fellas!

    My map hasn`t gotten too much attention so I'll give it a little Bump bringing lots of new information to you!

    The map has changed drastically in the past 2 months. The layout seems to be finally done (unless one last mapcore playtest comes to a different conclusion) and I can start detailing (already done in some areas) now.

    I appreciate your playtesting and your feedback so please keep on doing just that! (Ty Logic for the reply above, I did include some of your ideas) Thanks a lot for that!

    Btw I updated the originial post so that you can see the actual screenshots and the current layout!

    Here are the patch notes for the past updates:

    Update: 12 Jun @ 4:17pm -completely remade bombsite A -changed and added some clip brushes

    Update: 16 Jun @ 12:01am -changed A site again -removed vents at B -bug fixes

    Update: 19 Jun @ 8:31pm -B upper is now directly connected to CT -added A background area -added a room between B and connector for more cover for CTs -added more cover for CTs on B and a way to get back up to CT spawn -changed door on B, added some lights around the map for more visibility -random small fixes

    Update: 22 Jun @ 6:48pm -small tweaks and fixes

    Update: 20 Jul @ 11:40pm -removed ladder to the "boost spot connecting CT Mid to T Mid -connected the boost spot to the B Connector with stairs -connected the middle boost spot to T Mid with a ramp so it's no longer a boost spot -removed the A connector -removed the rock dropdown from Back of A to the area in front of A -removed the way leading from T Mid directly to B and replaced it with a new way leading from the throne to the area in front of B -blocked of visibility from CT spawn to Back of A -other small changes and fixes

    Update: 23 Jul @ 9:10pm -small fixes

    Update: 12 Aug @ 1:22am -added many more clips (still more to come! -opened up B site (by about 88 units) -opened up middle (128 units on the left and about 24 on the right) -added some more cover around the map (for Ts if CTs rush) -changed TRamp to Middle a little (dem rhymes) -moved haycart at B -closed down window in front of A and removed the wooden planks in front of it -made pit at B inaccessible -small fixes and changes

  • Agency models/materials

    • MrRuck
    • August 8, 2016 at 12:08 AM

    Thank you guys :)

  • Agency models/materials

    • MrRuck
    • August 7, 2016 at 7:20 PM

    Well the website seems to be down... Does any1 still have all the files and wants to upload them somewhere? Would be awesome thank you:)

  • MapCore CS:GO Playtesting 4.0

    • MrRuck
    • June 12, 2016 at 8:45 PM

    I would also appreciate to get the demo and the feedback on my map de_throne :) Sadly I couldn't playtest with you because of my ping which was about 2000. Fuck my life...

  • WIP in WIP, post your level screenshots!

    • MrRuck
    • May 26, 2016 at 11:33 PM
    Quote from Shibou

    2 hours ago, Shibou said: That Bombsite looks like it'll be hard to defend from these OP spots but the architecture is nice!

    Ty for the comment. Yes I'm not really sure about the "catwalk" thing on the left. First I thought of it just as a thing cool to look at but then I removed all the clips and now it's ingame. Maybe I'll change it again.

    But what do you mean with "OP spots"? Imo CTs have more chances on this site but I might be wrong.

  • WIP in WIP, post your level screenshots!

    • MrRuck
    • May 26, 2016 at 7:44 PM

    Some recent footage of my map de_throne :)

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • de_stolen (nearing release, seeking feedback)

    • MrRuck
    • May 25, 2016 at 1:47 AM

    I made some screenshots for you to make it easier to find what i mean!

    -wall too wide

    Spoiler The content cannot be displayed because it is no longer available.

    -1. strange textures; 2. wall too wide, looks not natural; 3. detail (sth. like a window frame) is missing

    Spoiler The content cannot be displayed because it is no longer available.

    -here's a nodraw texture you can see

    Spoiler The content cannot be displayed because it is no longer available.

    -detail (rim, frame) missing. This is just an example, there are many spots like that on the map

    Spoiler The content cannot be displayed because it is no longer available.

    -this spot is very strange, 1. it's possible to go below it; 2.the ladder; 3. imo too op => I would remove it

    Spoiler The content cannot be displayed because it is no longer available.

    -image explains it all

    Spoiler The content cannot be displayed because it is no longer available.

    -strange texturing, this is not the only example on the map

    Spoiler The content cannot be displayed because it is no longer available.

    -spot too op imo

    Spoiler The content cannot be displayed because it is no longer available.

    -clip brush missing, 1. you can stand on these small edges; 2. very small window frames blocking player

    Spoiler The content cannot be displayed because it is no longer available.

    -props colliding with the world (this is not the only example)

    Spoiler The content cannot be displayed because it is no longer available.

    -again, I would completely remove this as shown here

    Spoiler The content cannot be displayed because it is no longer available.

    -1. the vents are unnecessary imo, you should remove them and they don't make sound when shot; 2. strange clips; 3. I would remove that path, otherwise the CTs would have to hold 3 different angles on A; and I don't know if it was intentionally that you can boost yourself up to window with that tree but I like it (if you remove the vents)

    Spoiler The content cannot be displayed because it is no longer available.


    Edit: Would be awesome if you could keep me updated on this map so I can download the latest versions!

  • de_stolen (nearing release, seeking feedback)

    • MrRuck
    • May 23, 2016 at 5:26 PM
    Quote from wylde

    11 minutes ago, wylde said: - I can open up the A site skybox (and elsewhere). I think my intention here was to force players to go into the A Main building and throw smokes through skylights or windows. Perhaps this is too artificial of a restriction.

    - I think upper CT B route is supposed to be a challenge to defend from, making the CT either commit to the site or play from afar and go for entry picks. I could be wrong about that though. CT spawn will likely be moved a second or two back, which would make it the fastest way into B site/peeking B Main.

    - Very possible that I need to remove a route to A, or vent to mid, or one of the two windows overlooking B (or all of these). It will be easier for me to remove them now then add them if they weren't there. I'll keep an ear out for any one else mentioning it. I also think this is why I have stopped adding detail to look for feedback, as I don't want to spend hours making window frames and rooflines if I need to rework a passageway entirely. I know I'm pretty close to a truly competitive layout, but I'm sure it isn't perfect. Is it the mid to A route that seems unnecessary?

    Was there an image missing in your post? I see you referred to one.

    Thanks again!

    -yes I saw the windows you mentioned and I really like them but anyways it should be possible to throw some smokes from further away imo

    -you're right I forgot the image here we go

    -either the one on the left or the middle one

    You're welcome man!

    The content cannot be displayed because it is no longer available.

  • de_stolen (nearing release, seeking feedback)

    • MrRuck
    • May 23, 2016 at 4:51 PM

    So I had not that much time I'm sorry but here are some things that I want to point out:

    -your clip brush work is (as you said) very poor. Even without any bots I can get out of the map way to easily. You should also use more clip brushes to make movement smoother

    -you should make the crane a little higher, the steel bars it carries (I hope you know what I mean) are too low and they're blocking smokes and flashes thrown to A site

    -open up the skybox around A site, it's not possible to throw smokes or flashes from T spawn to A site, that's kinda annoying

    -the upper route from CT to B site doesn't make sense to me, why would a CT go there to hold B site? There's no cover or anything. I would remove it and connect it to the other routes to B from CT (shown on the image below)

    -there are a few nodraw textures that you can see, e.g. one in front of A site coming from T spawn

    -both your bombsites seem to be too big and/or there's not enough cover. Nearly everywhere you can plant is way too open imo

    -not enough detail, use more decals and foliage props, also try to make frames for some windows (e.g. the windows near T spawn need frames imo)

    -too me it feels like there are too many routes to A (4 with CT if I'm not mistaken)

    -some walls seem to be too wide, looks not natural imo (e.g. the very right path leading to A site from T spawn, the building you have to enter has some really wide walls.

    Besides all these negative points I really like your map. I like the coloring and the layout. Since I played it only alone I can not say anything about the gameplay, I don't know whether it's too CT or too T sided (or just fine).

  • de_stolen (nearing release, seeking feedback)

    • MrRuck
    • May 23, 2016 at 3:27 PM

    Downloading it right now, will give you feedback very soon!

  • [WIP] de_throne (a17) (csgo)

    • MrRuck
    • April 24, 2016 at 4:46 PM

    Hello!

    Down below you'll find the layout and some screenshots of my csgo wip map de_throne. Please let me know what you think of it.

    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=687093252

    The layout may seem familiar to you, it's basically the layout of an old 1.6 map but with many changes.

    Spoiler

    T Upper and Squeaky (in front of B)

    inaccessible area next to Top of Mid

    A site

    in front of A site

    Back of A site

    T Ramp to Middle

    B site

    Middle

    Throne Room aka Second Middle

    Thanks for playtesting and your feedback!

  • WIP in WIP, post your level screenshots!

    • MrRuck
    • March 18, 2016 at 5:42 PM
    Quote from JoyousCoconut

    On 14.3.2016 at 5:35 PM, JoyousCoconut said: That looks real nice!

    You can download the greybox map here /emoticons/smile@2x.png 2x" title=":)" width="15">

Discord

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

Latest Posts

  1. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™