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  2. wslysnps

Posts by wslysnps

  • Villains lair

    • wslysnps
    • June 15, 2019 at 6:02 PM

    This might be good, this might go nowhere. I'm entering the contest with a 60s inspired villains lair, forgotten and then rediscovered in the present. Dilapidated from the years of neglect. Vintage interiors, lagoon like exteriors. Here's a mood sheet of some of the interiors.


    Exterior mood sheet.

    I'll be back, probably.

  • Day of Infamy Mapping Contest WIP Thread

    • wslysnps
    • November 22, 2016 at 10:26 PM
    Quote from Christian H

    19 minutes ago, Christian H said: Wow, nice job with the lighting! Looking great!

    Thanks a lot man!

  • Day of Infamy Mapping Contest WIP Thread

    • wslysnps
    • November 22, 2016 at 6:06 PM

    Finally got some custom models working

  • Day of Infamy Mapping Contest WIP Thread

    • wslysnps
    • November 17, 2016 at 3:51 PM

    Detailing really do make a difference:


  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • wslysnps
    • November 17, 2016 at 3:12 PM

    This works for me! I believe this is also beneficial for the game as a whole. The more maps that is really well made and not rushed to meet a deadline, the better in the long run as i supposed the winners and runner ups will be in the game after the comp. (correct me if im wrong) So, lets get to it. Hf

  • Follow up stream and playtest of contest maps

    • wslysnps
    • November 9, 2016 at 4:39 PM
    Quote from mr_ah_clem

    3 minutes ago, mr_ah_clem said: @Xanthi Please help. No idea why I can't get this right. Where should I post a link for the playtest ? I posted a link in the thread where you announced the 2nd playtest, is that good ? Don't want to miss another one due to cockpit error.

    Thanks

    here!

  • Follow up stream and playtest of contest maps

    • wslysnps
    • November 8, 2016 at 10:46 PM

    http://steamcommunity.com/sharedfiles/fi…s/?id=792738054 Hi, i made a bunch of updates to the mapI hope i've fixed the bug where it crashes clients to desktop. (Sorry for crashes your stream, Xanthi) /emoticons/[email protected] 2x" style="vertical-align:middle;border:0px;color:rgb(39,42,52);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-weight:normal;letter-spacing:normal;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;background-color:rgb(255,255,255);" title=":(" width="15" />Here's the update notes from the workshop page

    Quote

    Quote Update: 8 Nov @ 11:32pm -Removed all move_rope entities on the map, in the hopes og fixing bug where client crashes to desktop.

    -Worked on the interior design of the city center. Added a first floor.

    -Made B capture point bigger.

    -Detailed street between the bridge and the axis radio outpost

    -Added a couple of new routes for the axis to enter the middle area

    -Added additional windows from broken appartment in middle, making it harder for the allies to storm in.

    -Added a sun

    -Lowered the wind volume from 8 to 5

    + some other stuff i can't remember.

    All in all a big update. Thanks for the critique so far.

    Display More
  • Contest Entry [Unnamed Map] dod inspired.

    • wslysnps
    • November 8, 2016 at 10:36 PM

    Okay so i updadet the map quite a bit, adding new features and routes. I hope i've fixed the bug where it crashes clients to desktop. (Sorry for crashes your stream, Xanthi) :( Here's the update notes from the workshop page + images of the new featurs

    Quote

    Quote Update: 8 Nov @ 11:32pm -Removed all move_rope entities on the map, in the hopes og fixing bug where client crashes to desktop.

    -Worked on the interior design of the city center. Added a first floor.

    -Made B capture point bigger.

    -Detailed street between the bridge and the axis radio outpost

    -Added a couple of new routes for the axis to enter the middle area

    -Added additional windows from broken appartment in middle, making it harder for the allies to storm in.

    -Added a sun

    -Lowered the wind volume from 8 to 5

    + some other stuff i can't remember.

    All in all a big update. Thanks for the critique so far.

    Display More

  • Contest Entry [Unnamed Map] dod inspired.

    • wslysnps
    • November 4, 2016 at 5:12 AM

    http://steamcommunity.com/sharedfiles/fi…s/?id=792738054 It's up! Playtest starts the 6th! Be there, or be square

  • Sign up to playtest your contest maps!

    • wslysnps
    • November 3, 2016 at 8:43 PM
    Quote from Andre Valera

    2 hours ago, Andre Valera said: I'm using VIDE to pack content, apparently it didn't work!

    Can someone recommend an app to pack content for Day of Infamy!?

    Thanks in advance

    @Andre Valerahttp://www.tophattwaffle.com/packing-custom…e-in-steampipe/ Hey Andre Valera, this method worked for my map. Had to import the overview manually.

  • Sign up to playtest your contest maps!

    • wslysnps
    • November 3, 2016 at 6:38 PM

    http://steamcommunity.com/sharedfiles/fi…s/?id=792738054 Here's my map. Well, an early build of the map. But its playable. I am so looking forward to a lot of input and critique, and a lot of great times on everybodys creations. I hope i packed everything all right. The map is called Mairie, an offensive gamemode map. Here's the description from the workshop page:

    Quote

    Quote Mairie is a combination of my favorite day of defeat maps, taking you all the way back to the betas with dod_heutau and dod_ramelle, while also broadening op the areas for a more day of infamy tuned map.

    The map is still work in progress, as you will notice when playing. Right now, i think the basic map layout is right about there, but i am more than open to suggestions concerning the ins and out and future changes for the better.

    Things that needs attention in order of importance:

    - The innards of the city hall - Axis spawn area and adjacent streets - Backalley route from centre ville to pont - Backalley route from centre ville to jungle

    Anyways, im looking forward to playtesting the map and a lot of valuable critique


  • Sign up to playtest your contest maps!

    • wslysnps
    • November 2, 2016 at 9:28 PM

    Compiling ATM. :| Its going to look sketchy, but it'll play. Will any changes made to the maps on the workshop also carry over to the maps on the server? Like, if i where to add something new to the map, will it upade on the server?

  • Day of Infamy Mapping Contest Discussion

    • wslysnps
    • October 26, 2016 at 4:40 PM

    Is there aaaaanyway to have a screenshot and story for when the map is loading?

  • Contest Entry [Unnamed Map] dod inspired.

    • wslysnps
    • October 25, 2016 at 7:52 PM
    Quote from Radu

    3 hours ago, Radu said: If you want to play it safe, go for sunny. People tend to prefer that kind of setting.

    It's the truth!

  • Contest Entry [Unnamed Map] dod inspired.

    • wslysnps
    • October 25, 2016 at 3:17 PM

    Okay so it's getting there. Dont want to post a lot of screenshots because i can never seem to get a shot without an orange wall or some placeholders, and that kind of annoys me. I'm really struggling between having the map take place on a rainy day or on a sunny day. Right now im messing around with the sun, and it just looks more appetizing. Then again, gloomy, rainy weather just brings a lot to the table when it comes to the mood and feel. Im torn.. Does anybody have some input? I'm thinking about making a run through the map on video, so when time comes to play it, people know the layout and it doesn't seem all that foreign. I often have a hard time getting into maps if they're too complicated to navigate in the first two or three playthroughs, and so i really don't want it to be alienating. Well, anyway. Just a bit of a ramble. Don't know if it made any sense. Here's a picture of a garage/storage room leading out to middle.


  • Sign up to playtest your contest maps!

    • wslysnps
    • October 21, 2016 at 10:42 AM

    Such a good idea! I'll be there for sure

  • DOD_Donner Inspired Remake

    • wslysnps
    • October 19, 2016 at 6:13 PM

    This map looks too neat! Looking forward to playing this one for sure

  • Contest Entry [Unnamed Map] dod inspired.

    • wslysnps
    • October 19, 2016 at 4:56 PM

    Okay so just a couple of photos. Getting my lighting as i want it (gloomy). My middle is almost done, capture point B will be there, inbetween those plant beds (is that a word,even?) I keep adding smal new routes to the map, so getting a large overview is kinda hard atm. Hope to have more soon. My deadline for playtesting is stil November the first. Fingers crossed i'll make it.

  • Contest Entry [Unnamed Map] dod inspired.

    • wslysnps
    • October 7, 2016 at 2:30 PM
    Quote from zastels

    1 hour ago, zastels said: It's tricky to map on angles like that, 200% more work I would say. Definitely worth it though, it looks natural and compelling.

    Yeah it gets kinda tricky, cutting brushes and aligning models, but hell. It also gets kinda boring when every street and road is on a 90 degree angle.

    Quote from MeisterYoon

    31 minutes ago, MeisterYoon said: Wow this looks so natural and realistic. Just wow.

    Thanks mr yoon!

  • Contest Entry [Unnamed Map] dod inspired.

    • wslysnps
    • October 6, 2016 at 9:33 PM

    Little update on the project. Im currently working on a deadline that is 1st of November. There i hope to be able to have the map in such a state that is it ready to playtest. I shall have a map overview ready soon, but i want it to look good and not just be a top down screenshot. Here's there latest pathway from middle leading up towards capture point C.

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