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  2. William

Posts by William

  • [Portal 2] Building Bridges

    • William
    • April 1, 2017 at 10:33 PM

    @Radu Thank you for looking at my map! I was worried people would not figure out the bowling part. So i did a lot of testing and found out that most people actually figure it out in a reasonable amount of time. And it also seemed to be as tricky for "veterans" as it was for new players. I've seen people use several different techniques to get the ball into the slot which was a lot of fun. I can see why you think the level is too dark. I will try to fix this as soon as I have the time, thanks!

    I was thinking of redoing the second room all until the end. Some people liked it though, but you are right in that it does not fit the theme correctly. I will make another version and see if i can get it right! And yes you are right, they did not have light bridges back then. I decided what theme I wanted after made the puzzle. I made decision to keep the light bridges even if they felt out of place. Next time I will plan ahead!

  • [Portal 2] Building Bridges

    • William
    • April 1, 2017 at 9:18 PM
    Quote from sevin

    1 hour ago, sevin said: Just out of curiosity, what environment themes would you distinguish in Portal? I usually just think "old" or "new" Aperture, as those are the two settings the game takes place in. Is "underground" old Aperture?

    Hello! I went by the themes mentioned in valves developer community. :)

  • [Portal 2] Building Bridges

    • William
    • April 1, 2017 at 6:51 PM

    Hello mapcore!

    I've gone and made a Portal 2 level for my portfolio. It took me 4 weeks and I would now like your feedback on how I can make it as good as possible!

    My concept was to have compact areas where you reuse mechanics. I also tried having the goal of each puzzle be close, but just out of reach until you figure the puzzle out. I went with the underground theme since it felt a little underused and is probably my favorite of them all.

    Here's the steam workshop page!


    Update 02/04/17 Changes: - The level should now be slightly more lit. - Indicator lights in the first puzzle are now more accurately showing what devices are active. - The second puzzle-room has had a texture change to better fit the theme. - A lot of decals and overlays added.

  • [HL2_Odyssey] Mansion

    • William
    • December 8, 2016 at 10:36 PM

    Thanks for taking your time to review mine and all the other's levels! :) I am glad you liked the level. I will try to further reward players who explore in future versions! I've mostly been doing lighting since this version was uploaded so I hope the map will be as atmospheric as I imagine it. I guess my last weak will go towards optimizing the level so that it runs smoothly for everyone. I have not noticed any framedrops myself so thanks for telling me. I'll check it out!

  • [HL2_Odyssey] Mansion

    • William
    • December 3, 2016 at 9:39 PM

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/1974268012…D4973C5CF027DE/]

    Mansion

    Game: Half-Life 2

    Map name: HL2_Odyssey_M13_Mansion

    Context: Part of the HL2 Odyssey Project

    Time spent developing: Week 4 of 8 (at 50% work hours)

    Estimated playtime: 10 min

    [/list] Description & Background

    This is a level made for The Game Assembly's HL2 Odyssey Project. I and 12 other level designers are making a campaign together in 8 weeks at half time. My map takes place right after the player has gotten out of the city and through the mountain outpost. After that you find yourself in a small valley with a big farmhouse and a barn.

    Role in the campaign

    This is the last level of the campaign. It is supposed to first slow the pacing down while you search for the secret and also make you watch your step around zombie ambushes and a few barnacles. This will work as contrast to the ending fight which will hopefully feel like some kind of crescendo to finish off the campaign.

    Alpha build

    This is the first build of the level. There’s a lot to be done and I’d be grateful if you would take a look and tell me what you think!

    Download the map here!

    Alpha Screenshots:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/1974268012…E4C1FC51D93A6A/] Making your way across the grounds while ducking sniper fire.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/1974268012…A07E0410FF273B/] The main hall. Made to be recognizable and give you a sense of direction.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/1974264876…5C4EC438072080/]Sneaking up on a secret operation.

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