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

Posts by Noodle King

  • The random model thread!

    • Noodle King
    • June 17, 2018 at 5:55 AM

    A 2018 Harley Davidson Softail Fatboy that I worked on for around 3 months. The final product is something I'm pretty happy with. There's a bunch more renders and wireframes on my Artstation, so go check it out if you'd like: https://www.artstation.com/artwork/NXBDP

    And tell me what you think!

  • The random model thread!

    • Noodle King
    • December 10, 2017 at 8:23 AM

    Ok last one I swear:

  • The random model thread!

    • Noodle King
    • December 9, 2017 at 6:37 AM

    Sorry for the "spam," but I just wanted to show my second attempt at a vehicle. This time I put some more effort into the materials and presentation, hope you enjoy!

    It's based off of a mix between a 1969 Ford F600 and 1970 Chevy C10. Tell me what you think!

  • The random model thread!

    • Noodle King
    • December 8, 2017 at 1:49 AM
    Quote from grapen

    14 hours ago, grapen said: You need to use smoothing for those curved faces. Go into mesh properties and activate autosmooth (180 deg), smooth faces and mark sharp edges where necessary.

    Yeah I missed those trim curves thanks for pointing it out :P I prefer to use the edge split modifier, they pretty much do the same thing and i'm just used to using it.

  • The random model thread!

    • Noodle King
    • December 7, 2017 at 3:27 AM

    Been working on some assets in blender. I'm not quite sure what i'll use them for yet, most likely something to do with UE4. Thought id show em here. The jeep isn't quite done, but the rest is pretty close.

    Spoiler

    Also I've set the jeep up so that I can tint it's paint color with one material. In total it comes out to around 11,000 poly's.

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • Noodle King
    • December 1, 2017 at 10:54 PM

    You da real mvp

  • Aerospace

    • Noodle King
    • November 30, 2017 at 11:39 PM

    Id just like to say good luck to everyone! I'm excited to see the judge's decisions!

    -Since the full release I've fixed some of the issues you guys brought up. The wing models now work, and floating brushes can't be seen anymore. I've added clipping to the crates on B-Long, and also made it easier for T's to throw smokes onto B.

  • Aerospace

    • Noodle King
    • November 30, 2017 at 12:52 AM
    Quote

    Quote Hey Noodle, I was wondering, how did the Terrorists even get on the plane? Are the jets you can see from t-spawn, their jets or the ct's jets, why is one of them damaged? Were the ct's already on board or did somehow board the plane mid air and clear out all the passengers?

    There's no 100% correct explanation, but here's the main idea:

    -Terrorists stowed themselves inside shipping containers which were loaded onto the plane, then got out once the plane was airborne.

    -Ct's were already on the plane, which could be for a variety of reasons. (Protecting precious cargo and ensuring it arrives at its destination, already suspicious of terrorist threats, guarding a VIP, etc.)

    -As for the actual player models, the T's are professionals because they have an agenda to fulfill, and bringing down the plane is apart of that. Ct's are the FBI because the plane took off from an American airport and is owned by an American company. If there was a government run security force on the plane, it would be the FBI.

    -Oh and the jets are the CT's, and are tailing the plane after receiving a distress call. Neither are damaged, the exhaust coming out the back is meant to convince the player they are airborne and moving a little bit more.

    The rest you can fill in yourself, it is a CS map after all. The scenario that Aerospace puts forward is plausible, but the central purpose of the map isn't to tell a story.

    Quote from Andre Valera

    33 minutes ago, Andre Valera said: Thanks for the insight, it's always inspiring to hear the thought process behind the design. Really great to hear that you challenged yourself and I hope the outcome is rewarding! Cheers

    No problem :) Thanks for asking!

  • Aerospace

    • Noodle King
    • November 30, 2017 at 12:17 AM
    Quote from Andre Valera

    17 hours ago, Andre Valera said: What was the question you asked yourself when you decided to keep the map in the air vs on the ground? (besides the fact that there are already a few ground based airport maps)

    I guess I wanted a bit of a challenge, and to do something new. There a lot of wonderful csgo maps out there at this point, covering tons of themes. While the idea of a flying plane map isn't a fully original idea, it is unique theme that isn't used often. The whole idea of playing in an environment that is constricted by the linear shape of a plane is appealing to me because it's a breath of fresh air. While the map doesn't fully constrict to the shape of a plane, both geometrically and in scale, it still gives that feeling of something special, in my opinion. I can personally say that Aerospace was the most enjoyable project for me to work on. In fact, the challenge was very enjoyable.

    But that's me personally, If you want to know who the idea for a flying plane came from, that's all Gz. When we were first brainstorming map ideas we both kinda agreed that we wanted to do something that would stand out. Gz flung out a ton of ideas, admittedly I waved most of them down. It took some convincing when he came up with the idea for a flying plane, but I agreed to try it out. We started by testing if we could make a convincing flying effect with the clouds. When it turned out we could pull it off, I started on the actual layout. Fast forward a bunch of months and we finally have the full release out :)

  • Tangerine

    • Noodle King
    • November 21, 2017 at 12:31 AM
    Quote from Harry Poster

    10 hours ago, Harry Poster said: Sorry for posting this

    TOP 10 Anime fights

    *One surpasses the other*

    Top 10 Anime Betrayals

  • Aerospace

    • Noodle King
    • November 19, 2017 at 7:16 PM

    Yeah I can do that for sure :)

  • Aerospace

    • Noodle King
    • November 19, 2017 at 2:47 AM

    Gonna postpone the update till tomorrow to get a couple more things done :P

  • Aerospace

    • Noodle King
    • November 19, 2017 at 12:26 AM

    Oh wow yeah i'll fix that too

  • Aerospace

    • Noodle King
    • November 19, 2017 at 12:09 AM

    Releasing a small update in a few minutes that half-fixes the wing problem and fixes the CT spawn that was outside the buyzone. I also added a little vent to throw nades through in mid, just to test it out.

  • Aerospace

    • Noodle King
    • November 18, 2017 at 6:36 PM

    Yeah the wing glitch thing i'm aware of. I had it working in an earlier build of the map, but i'm still trying to recreate it. It's on top of my to-do list. As for smokes and stuff, I'll be tweaking the map a bunch so don't worry, things like that will get fixed :)

    Oh yeah and as for the custom assets, I may consider releasing them :) Though they are pretty specific to a plane theme so it would be interesting to see what people would use them for.

  • Aerospace

    • Noodle King
    • November 18, 2017 at 5:40 PM

    Well, It's been a long time, but Aerospace is finally getting a full release! Thought I'd make a separate forum to showcase the final product. First of all, Id like to thank the Mapcore community for helping Aerospace become what it is. If it wasn't for your feedback, Aerospace would be a three-story unthemed mess. Thankfully you guys were there to guide me along :) In my time developing Aerospace I've learned a lot about mapping, and look forward to future projects as well. I'll still be updating Aerospace and responding to feedback, but a working full release version is ready!

    Workshop: http://steamcommunity.com/sharedfiles/fi…/?id=1204544481

    Alpha Post: https://migrationtest.mapcore.org/topic/21139-aerospace-alpha/

    Screenshots:

  • Aerospace (Alpha)

    • Noodle King
    • November 18, 2017 at 5:21 PM
    Quote from Andres Marcano

    1 hour ago, Andres Marcano said: This is looking really good @Noodle King! Aesthetically, your detailing and models are on point. The only thing I'd suggest is a little contrast in the colors? Maybe take the browns a couple shades darker? Keep it up!

    Yeah you may be right, some darker contrasts would look nice. I'll consider it :)

  • Aerospace (Alpha)

    • Noodle King
    • November 17, 2017 at 11:50 PM

    I hope you'll be happy with the final release :) Planning on releasing it tomorrow!

  • Aerospace (Alpha)

    • Noodle King
    • November 17, 2017 at 3:33 AM

    Well Aerospace is getting close to done! I've been working hard the last few days getting the last things dealt with. All the areas are fully detailed and functional now. No new update is live on the workshop, but that will probably come this weekend, I'll tell you guys when! There's lots to talk about, so lets get started!

    The final radar image, all polished and pretty. This image has both floors side-by-side for a full look at everything. I'll use this for the workshop page. The biggest changes you'll see are the totally reshaped A-site and the narrowing of B-site.

    While on the topic of branding and such, here's the new logo! I don't think I've shown the old one on here, but that's probably for the better, it was pretty bad.

    The real meat and potatoes of this update is the redone A-site. Looks a lot more like a plane, doesn't it? The T's enter from behind the camera, while the CT's have entrances on either side of the bar. This design is more asymmetrical, and I think it gives the T's an easier time pushing and holding ground on their way to A. CT's will also have more options on what angles to hold, either being able to choose to push aggressively to mid or staying back and defending the bombsite.

    The area behind the camera from the previous screenshot.

    The new CT spawn! Since I redid A, I also had to redo the CT spawn. The door in the center of the image leads out to A, and there's one identical to it just off to the left. The way down to B can be seen on the right.

    No more dev textures on B finally! I experimented with lots of textures, but most of them were too busy. As you can see on the walls in the back, I've opted for a more simple design. It gives your eyes a place to rest and keeps the map tidy looking.

    Since A got changed up, I had to remove the side area with the kitchen that connected to the old bar. I liked the look of that area though, and didn't want to scrap it. I found a use for it down on B in this side room. On the door over to the left you can see it works quite nicely.

    It took a while to get this area right. This is the T's path to the lower floor and B. I didn't want to use boring old ladders and I wanted the CT's to have a little more time to get settled on B.

    The view from the bottom of the last screenshot. The corner at the end leads up to the stairs.

    Found this screenshot in my library. Just thought it would be cool for you all to see how far Aerospace has come :)


    Overall, Aerospace has been a roller coaster ride of changes and reworks. If I had gotten the layout right the first time I would have been done in July! It's been a great learning experience though, and I'm glad you've all been here for support and suggestions. There will still be things that need improving, but the full release is almost ready. If you find any bugs or things that I could improve on, don't hesitate to comment. Like I said, the updates will go live in a couple days once the final touches are done. Hope you all like it, and have a nice day!

  • Aerospace (Alpha)

    • Noodle King
    • November 8, 2017 at 5:14 AM
    Quote from Rafael Oliveira

    5 hours ago, Rafael Oliveira said: Do you think to create a Corridor who connects the Middle to the Dark? It Give more ways to TRs to Enter in A and More position in CT to Watch...

    A lot of Positions who i talk in the Feedbacks loses Power with a new way to entrance in A

    And i Think that gives A more competitive. TRs needs a Strategy to enter, and CTs needs that Too...

    Like I said I've already redesigned that entire area of the map, but it's just not live on the current version, so you wont get to see it just yet! My new design actually simplifies the layout more, instead of adding extra passageways. With the linear nature of the map, I feel that adding more passages just makes the T's advance more difficult. Plus, the "old" A site already has 2 terrorist entries, which is normally more than enough. If you look at official maps, most sites only have 1-3 entrances, and considering the limited space I have to work with, I think a third entrance on A wouldn't benefit the map. As well as making the layout more readable, the new design also makes it more sensible, better reflecting the interior shape of a plane, instead of the big wide open space that the old A-Site is. If the map didn't take place on a plane, I may consider adding a third entry, but I feel that my new A-Site design balances the map while making it easier to read. Hopefully that's how it turns out in practice!

    Hopefully I'll have some screenshots of the changes up here soon!

Discord

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

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™