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Posts by abc

  • Sign up to playtest your contest maps!

    • abc
    • November 2, 2016 at 11:13 PM

    Thanks @Xanthi !

  • Sign up to playtest your contest maps!

    • abc
    • November 2, 2016 at 6:35 PM

    personally I would appreciate a deadline of End of Day Thursday instead :) I'll be racing against the clock tonight to finish last minute playability things.

  • Sign up to playtest your contest maps!

    • abc
    • November 2, 2016 at 4:12 PM

    @Vaya

    Quote from Xanthi

    On 10/20/2016 at 4:44 PM, Xanthi said: Deadline for submission is November 3rd at 3:00pm EST, at which point we will create a playlist for all the submitted maps and ready our servers to host them starting November 6th.[/b]

  • Westwall

    • abc
    • October 30, 2016 at 5:15 PM

    Looks cozy, I want to play it!

  • Sign up to playtest your contest maps!

    • abc
    • October 21, 2016 at 11:45 PM

    Will the playlists be up after the 6th, or will testing only be on the 6th? I'm planning on submitting mine by nov. 3rd, but unfortunately I'll be away on the 6th so I won't be able to join.

  • Brest

    • abc
    • October 21, 2016 at 2:36 PM

    Looks fantastic - hoping the gameplay matches! Looking forward to testing.

  • causeway (or maybe bocage)

    • abc
    • October 19, 2016 at 5:47 PM

    Have you ever played Company of Heroes I/II by chance? It's an RTS, but this map reminds me a bit of Angoville, which is an excellent 1v1 map:

    http://companyofheroes.wikia.com/wiki/Angoville

  • Contest Entry [Unnamed Map] dod inspired.

    • abc
    • October 19, 2016 at 5:45 PM

    Looks great -- love those alleyways. I agree that non-right angles look much more natural. I avoid 90degree angles like the plague whenever I can :)

  • causeway (or maybe bocage)

    • abc
    • October 19, 2016 at 5:43 PM

    Looks great so far, I love the setting. Large, open areas are tough to pull off well in Source, so props for taking this on. By the way, can I ask which Sky this is? Is it a DOI one?

  • Erdbeere (working title)

    • abc
    • October 17, 2016 at 2:20 AM

    Setting

    This map is an old concept of mine that's been lying dormant for quite some time. I originally had started it as a DoD:S map, but abandoned the project after the game's community all but completely died out. My original idea for the map was a fictional German invasion of the Eastern coast of the US, and as such most much of my reference material was from small New England towns.

    Gameplay

    The centerpiece of the map is a large house in the center of the town, which serves as a strong defensive position, having windows on all sides. This house functions as the center control point in all game modes. (currently I'm planning on supporting liberation, frontline, and offensive). The map features dynamic medium to close range battles. For example, you need long range weapons to secure the open areas outside of the house, but flamethrowers and grenades will be crucial in actually clearing the house of enemies.

    The map also includes pathways along the sandy coastal area that acts as a large secondary flank which, although it will take longer to take that route, can you give you a jump on the enemy when they're well embedded in the center of the map. The beach area also serves as a control point in liberation mode.

    Screenshots

    There are still random textures and assets strewn about as I try to decide the overall theme, but here are some screens to give you an idea. I also haven't put any real thought into the sky or lighting yet.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2559692714…81BFE9565011CA/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2559692714…CD07F23BE5076A/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2559692714…A573255F50ACFB/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/2559692714…8C8CC4D41BA475/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/2559692714…BE07E9D8D27293/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/2559692714…A9F6F769886885/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/2559692714…5853BE68921BA2/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/2559692714…8BA9F0AB3120C2/]

    Some refence material

  • Normandy - Liberation (MoHAA TheHunt Inspired)

    • abc
    • October 12, 2016 at 4:46 PM

    Wow this brings back some good memories, I loved that level. Keep the pics coming - looks great! I'll be eager to help playtest when it's ready.

  • Day of Infamy Mapping Contest WIP Thread

    • abc
    • October 12, 2016 at 3:06 AM

    Nice maps everyone! Enjoying the posts, keep 'em coming.

    I've decided to port an old unfinished/unreleased DoD:S map of mine over to DOI for the contest. The map was only ever in the early stages and needs a ton of work, especially now that I'll need to re-do everything using the DOI textures/assets. I'm hoping I can get something decently polished by the deadline though. I'll post some WIP pics ASAP.

  • Day of Infamy Mapping Contest Discussion

    • abc
    • October 12, 2016 at 2:48 AM

    I have a question on the contest regarding Frontline maps. Through some trial and error, I figured out that you can set up a Frontline map with 5 control points, with no radios as the final objectives. This is exactly how I want my map set up; just 5 control points, the middle one starting out neutral, and when one team captures all of the flags in order, they win. Everything works great right now, but I wanted to make sure: is this an acceptable way to set up Frontline map for the contest? Is it okay to not have the radios? Or is this more of a hack?

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