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  2. flickaa

Posts by flickaa

  • [WIP] de_aurelia (remake)

    • flickaa
    • June 1, 2018 at 3:09 PM

    This is what I would personally do:

    Block off one entrance to B and open up one that goes on the side. CTs could basically just stay site and be able to hold both places at the same time. Some of the positions on site seemed to strong fro exactly that. Eliminating the fact that Ts could only come from one side of the site, and opening one on the other side should help balancing B site (with complementing changes to cover, boxes, etc.) You could also possibly create a dropdown from the stairs into aps, and down to the swers if you think it's needed.

    The idea behing the aps seem like it was just a quick fix for rotates on Tside. I think adding rotational routes through already existing areas would make it better. Opening a passage in lower sewers to CTstairs would add a bit of risk/reward situation.

    Now for the A site, I believe this is the most crucial one. There's way too much vertical gameplay going on as you're on site. CTs could literally be anywhere above you, except behind. Blocking off th upper section as shown in the picture would add some balance to th entry fraggers as they wont have to spinbot out of their area of entering.

    These are just some suggestions ofc. You can do whatever you want, it's your map after all. I just think it would balance the map as it seems very CT sided right now.

  • [CS:GO] de_Iris

    • flickaa
    • April 25, 2018 at 3:47 PM
    Quote from blackdog

    2 hours ago, blackdog said: #latetotheparty but like I said on Twitter, this is great. This is what I had in mind when I previously said it would be cool to have more "COD" (stylized) maps.

    It would be even cooler if Valve did thematic operations, like imagine to replace the player models with police from the 30s for example, versus a mafia family group :D Also having historic weapons would be fun for a change... at least, that's my opinion.

    I don't know about changing the weapons (even if they're just remodels). At this point they don't need to change this aspect. I think it would be cool to get new player models though, as they did create new ones for dust and mirage.

  • [CS:GO] de_Iris

    • flickaa
    • April 24, 2018 at 8:41 PM
    Quote from BubkeZ

    48 minutes ago, BubkeZ said: Yes I'm the author/creator of Mirage, small world. Thanks for the feedback, we are trying to make it look like an "forgotten" small town during present time.

    Yes! That's exactly what I wanted it to be! I have actually been walking around on the map and I'm impressed. The only thing I see, is that mid looks very complicated (we'll have to see how it plays out). I love B site, it might be one of my favorite sites of all time. I love the timing, the cover, the entrances, and basically everything. I would add some cover on A site, in the corner towards long, but other than that it is a really cool and unique layout!

  • [CS:GO] de_Iris

    • flickaa
    • April 24, 2018 at 11:41 AM

    Wait, you're actually the creator of Mirage?? I thought it was valve created? Maybe an earlier version?

    Either way, I love the theme but don't make it unrealistically old. I think it definitely looks good, and I can't wait to see more. I will jump on to the greybox as soon as I get home!

  • [CSGO] de_ruby

    • flickaa
    • April 24, 2018 at 11:33 AM
    Quote from wizdom

    On 23.4.2018 at 3:00 AM, wizdom said: Agree. The rotation is too long. T have various ways to control mid while CT don't have much choice. What's more, the B main entrance (or B long) has the same issue with mid for CT, where T has different easy angles and cover to peek out. CT need more love !

    After taking time on the rotations on various maps, I found out that:

    Ruby - it's 18s through CT, and 16.5 through mid

    On maps like Dust 2, mirage, cache and inferno - between 12-14s

    That's a good amount of seconds less. It is probably hard to change it and not screw up timings, but I think it is very critical for the map to have good rotation times.

  • [CSGO] de_ruby

    • flickaa
    • April 21, 2018 at 12:32 AM

    Now, after having played a competitive game on the map, It is still really good, just a bit T-sided. The first thing I noticed is that the rotation time is a bit too long, which it doesn't look like it will be, but once you play it competitively, you'll understand.

    The other thing is the middle. I like the middle, but it is heavily T-sided, and way too easy to take control of. It might just be that my team didn't coordinate good enough, and maybe you should play one guy top mid and one guy short, and then it'll be less T-sided. I think the bomb sites are good though and a lot of fun. The retaking potential is good, and we had a lot of fun gun-fights on them. I will probably be playtesting more in the future, and maybe it'll give me more of a vision on how the map plays. But for now, this is my feedback!

  • [CSGO] de_ruby

    • flickaa
    • April 20, 2018 at 11:31 AM
    Quote from catfood

    23 hours ago, catfood said: Hello! Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop! The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having: ~100 custom models ~60 custom materials ~100 custom sounds All based on the Portuguese city. The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level. There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake! Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development. And please let me know what you guys think of the end result!WORKSHOP LINK

    After jumping into the map, I have to say it's one of the best I've seen ever; together with Subzero, Biome and Grind, which are some of my personal favorites. This is really unique, and even the 1st version that i playtested with some friends were one of my favorites. I also like how you kept it similar in terms of layout, but simplified it to the point where it could be a good, competitive map. Keep up the good work, and hopefully I'll be able to playtest it soon.

  • [CS:GO] DE-VENOM

    • flickaa
    • April 19, 2018 at 12:57 PM

    I like the map, but I think there's too many vents, or vent-ish things. Other than that, there's really not much to say that hasn't already been said.

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