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  1. Mapcore
  2. SUMOSUPREME

Posts by SUMOSUPREME

  • Chlorine

    • SUMOSUPREME
    • January 27, 2020 at 10:33 PM

    holy wow that looks incredible

  • Exotic Places CS:GO Mapping Contest 2019

    • SUMOSUPREME
    • January 26, 2020 at 4:19 PM
    Quote from Ringel

    4 hours ago, Ringel said: Important: Please public the ratings this year. Only this ways the contest can be taken seriously.

    According to the main post you rate the maps, so there should be no problem to share the ratings with us.

    The most important about making the ratings public is to receive feedback as participant and to assure the judges work serious with caution.

    I took part at the Mapcore's CS:GO Mapping Contest 2017. It was also said the judges will judged like this. But no ratings were made public. It was told we can have feedback afterwards. I wrote every four judges after the contest has finished and I only received answers from two of them. One said they don't have made ratings for every map.

    This is what he wrote: "In our judging process we narrowed the levels down to 10 contestants , I'm afraid we don't have a numeric rating for all levels (around 100 in total)." And then he gave me two sentences of feedback.

    'RZL made videos for me and everyone who wanted feedback. Very good! He also said he didn't gave ratings to all maps. Maps that were far from finished and had a quite a way to go to be considered close to finished.

    My map was not 100% done, too unfinished for the judges, thats why I received no ratings. So if you do the same this time, tell us beforehand. I truly understand that you don't give ratings for unfinished maps with no chance to get into the top 10. In this case rate it with "too unfinished". But still make all the ratings public. This has to be done if you want to have a serious contest. Thank you! :)


    Edit: Oh and if you decide to give maps no points who are "too far" away from finished. I made my last map cs_wetland within 11 days and I only worked on 9 of it. And it has quality. Ok it uses fog and is "just" like ~80% of a map without fog. But I still worked really fast because I was focused. And I started my new map I am currently working on at the 9th of this month and I will be finished with until the end of this month. If you see the end result you will be amazed how much I made within this three weeks and one day.

    So be careful with your decisions.

    Display More

    bruh

  • anchor

    • SUMOSUPREME
    • August 11, 2019 at 3:35 PM

    fuck me thats a good looking greybox

  • [WIP] Marine

    • SUMOSUPREME
    • August 5, 2019 at 3:31 AM

    another update after another playtest (thanks to se disc)

    [Blocked Image: https://i.imgur.com/N04StlC.jpg]

    not a lot but that is a good thing right

    almost done with initial stages of testing yote

    heres the radar as well

    Quote

    Quote

    thats all gangg

  • [WIP] Marine

    • SUMOSUPREME
    • July 27, 2019 at 7:48 AM

    kinda big update[Blocked Image: https://i.imgur.com/EtBbKU6.jpg]

    not too many layout changes, but the biggest change that i forgot to mention is that the fish move now

  • [WIP] Marine

    • SUMOSUPREME
    • July 16, 2019 at 2:26 AM

    whats up buckaroos i've done a bit more work for this piece of shit

    Quote

    Quote - Improved clipping on A Bombsite box - Replaced Forklift in Middle with Architecture - Top Middle now has cover - Box in Middle has been shrunk a bit - Decreased size in pillar on B Bombsite - Replaced crate with geometry - New room near B Bombsite: Squeaky - Fixed texture issue - Replaced garbage on B Bombsite with Forklift

    - Patched up Squeaky room - Replaced forklift with crate - Added detail to Top Middle - Added crate to A Bombsite for easier self boost

    - A lot of optimization - Curbs on B Stairs have been lowered very minimally - The Dolphin Case model thing has been changed slightly - Added crate to CT Spawn - Added decals - Some textures have been changed mostly around the B Bombsite area

    - Made T Spawn prettier - Remade the Upper T Entry into B

    heres an imgur album of the latest version if u wanna see whats changed: https://imgur.com/a/tufMRtb

    and then heres the radar lmao

    [Blocked Image: https://i.imgur.com/NPcaG9W.png]

    i think i've got the layout itself down to a point where detailing should probably be my next concern because the layout is practically finished i think, biggest changes i would probably be making would be cover adjustments and model replacements (when it comes to that idk)

    this has definitely been fun for a first map thing i guess

  • [WIP] Marine

    • SUMOSUPREME
    • July 5, 2019 at 3:22 PM

    so playtest went okay, i discovered that it was dummy ct sided so i hope i fixed that in this update lol heres an imgur album of the changes: https://imgur.com/a/NVC9ALy

    [Blocked Image: https://i.imgur.com/QasnDng.png]

  • Swamp

    • SUMOSUPREME
    • July 4, 2019 at 5:29 PM

    all of my yes

  • [WIP] Marine

    • SUMOSUPREME
    • July 2, 2019 at 8:50 PM

    pushed another small update a couple days ago

    [Blocked Image: https://i.imgur.com/7zCsR7R.png]

    i've got another playtest scheduled for tomorrow (7/3) at 1pm cdt courtesy of SE disc which is cool ig

    will update after that ig


    oh ye and heres the radar since i havent shown that in a bit

    [Blocked Image: https://i.imgur.com/NsMdSXc.png]

  • [WIP] Marine

    • SUMOSUPREME
    • June 28, 2019 at 6:18 AM

    aight new update lol[Blocked Image: https://i.imgur.com/229yBKO.png]https://steamcommunity.com/sharedfiles/fi…elog/1763669861

  • cs_ivory

    • SUMOSUPREME
    • June 28, 2019 at 1:24 AM
    Quote from Quotingmc

    5 hours ago, Quotingmc said:

    wow that looks fantastic wtf i wanna do that

  • [WIP] Marine

    • SUMOSUPREME
    • June 28, 2019 at 1:16 AM

    pushed a couple more updates, biggest changes are prolly middle, a long, a ramp (could now be called truck tho idk) and ct's entryways into the b site

    Spoiler - Simplified textures - Opimization - CT has a new look! - Moved CT crates around- CT Ramp on A is now elevated and requires a boost - Removed self-boost to Upper A Balcony - Moved crate around in A Halls - Middle has been reworked --- Majority of cover has been replaced by a singular forklift surrounded by cover --- There is now a window and squeaky at Top Mid to prevent easy A flanks - Storage has been blocked up - The old Middle entrance from Atrium has been restored - A pillar has been removed on B Bombsite and replaced with some cover - A pillar has been made smaller - A small crate has been added behind the pillar - The curb on B Stairs has been raised - Added more crates to CT Ramp to prevent an annoying HS angle

    - Moved crate around in CT - Added more detail around B Bombsite - Added some detail brushwork to T Connector

    - A Long has been reworked --- It is now indoors! --- There is a slight elevation shift --- Detail - More detail has been added to the B Bombsite - Clipped off some problematic areas

    - A Long now has a grenade hole - A Ramp has had a slight rework - A Main has been widened - Middle's T Side Grenade Hole has been opened up a tad bit - Potter has been added - The CT entires to B have been reworked --- The Lower and Upper entries were swapped around --- The Upper entrance has been reopened --- The Lower entrance has been closed --- The Connector-Catwalk pathway has been closed up - The railings in Window have been removed

    imgur album

    radar is missing a couple things but thas ok


  • [WIP] Marine

    • SUMOSUPREME
    • June 23, 2019 at 12:28 AM

    alrighty now that i've got 2 pretty successful playtests under my belt, i'm happy to present some big updates to marine

    Spoiler - Closed up an entrance to T Mid - Removed Barrels in Storage in place of a door - The direct entrance from squeaky to Middle is now blocked up - Added forklift in Middle - Changed forklift model at Top Mid - Moved crates around a bit - Raised planters in Atrium - Added aquarium (though it doesn't have any fish nor water) - Added metal cover to Upper B Entrance - Patched up the long entrance from CT Spawn into B Ramp - Replaced center crates on B Bombsite with dolphin - Replaced some B Bombsite crates with pillars - Added wooden crates for extra cover - Moved CT Spawn back to patch up a long sightline - Moved CT Crates around - Replaced singular door at A Heaven with double door - Extended wall outside A Heaven - Replaced Truck with Crates - Reduced the A Bombsite size - Removed small piece of cover outside A Main - Lowered height of Balcony - Added doorframes - Reduced height of the A Main entry - Added Arch and Hallway - Reworked A Halls significantly - Added cubby in A Halls - Moved T Spawn Back to improve timings

    - Increased size of cover on top of B Stairs - Fixed some prop collisions - Changed out some of the crates on A Site - Added another crate to Middle's forklift - Fixed some clipping issues - Added a wall in Electrical Box to prevent OP headshot angles

    heres the new radar bc a lot has changed since the op

    i guess now we wait until i can get another playtest in before moving onto visuals, which is pog bc i never imagined i'd get this far

    oh ye and heres an imgur album of all the changes from the first update, and i didn't have time to update it with the 2nd updates changes sry

  • [WIP] Marine

    • SUMOSUPREME
    • June 19, 2019 at 3:17 AM

    so since this post i've updated the map quite a bit, adding a new room, a new pathway, and lots of detailing and to save you the 2 clicks of going to the workshop page and clicking the change logs im just gonna post all the changes since i posted this here:

    Quote

    Quote

    [6/14 Update] - Clipped off some areas as well as the entire top of the map to prevent hopping out of the map - Changed the electrical boxes outside Heaven to a small electrical panel - Optimization

    [6/16 Update] - Middle now has a little grenade hole for (you guessed it) grenades - The B Bombsite has had many major changes affecting gameplay and aesthetics --- The entire B Bombsite and some of its entryways are now indoors. Lights and other small details have been added to compensate for the darkness. --- The skill jump from CT to Balcony has been removed --- Numerous doorframes have been added. --- Skylights have also been added to compensate for grenade throws being removed with the whole 'now indoors' thing --- The B Main ground texture has been changed. (Thanks to Yanzl for the texture!)

    [6/17 Update(s)] - Improved clipping on some crates - Removed small crate on A Bombsite - Added arch above the A Bombsite - Numerous small details (mostly lamps) have been added around the map - The map now takes place during the time of a setting sun - Improved visibility all across the map - Added new room in Middle: 'Storage' - Patched up pixelwalk on CT Crate (hotfix)

    [6/18 Update] - Added a squeaky door to Atrium - Added path from CT to Connector for quicker mid timings

    i have some dev notes on the change logs page that i wont post here, and i also wont post screenshots of these changes because i want to drive traffic to the workshop page bc im a piece of shit

    ive got a playtest on this coming up on the 21st as well, which is dope. will update after that

    cya then bois

  • Villains lair

    • SUMOSUPREME
    • June 15, 2019 at 8:47 PM

    oo im liking this, gl with de_austinpowers famm

  • [WIP] de_bucha

    • SUMOSUPREME
    • June 13, 2019 at 3:48 AM

    this layout is looking exotic, can't wait to see it finished man!

  • [WIP] Marine

    • SUMOSUPREME
    • June 13, 2019 at 3:21 AM

    So this contest started at a really good time, which is I decided to finally put this layout into hammer after 3 years of sitting on the basic idea. I started working on blocking it out around the time the contest was announced, and completed the layout/uploaded to the workshop on the 7th

    I have absolutely no references besides an image in my head which I really want to stick to, which is an awful idea *but* I'm gonna try it lmao

    The fundamentals is that it is a Marine Research Center out in the Gulf of Mexico, kinda like an oil rig but not oil and instead fishies bc fishies are awesome

    It's been out on the workshop for a couple days now, you can find it at this link. Screenshots can be found there bc i dont wanna spam images here. updates are to come based off of feedback

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