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  2. Plexium_

Posts by Plexium_

  • [WIP] Dune

    • Plexium_
    • September 19, 2019 at 5:01 AM

    First off, sorry for not posting here for so long I have been very busy the past couple days and haven't had a chance to update you guys here but I have made progress

    -Added ledge in mid for faster rotates

    -Finished graybox for B/mid entrance

    -worked on mid graybox

    -finished A entrance graybox :)

  • [WIP] Dune

    • Plexium_
    • September 11, 2019 at 5:28 PM
    Quote from Interfearance

    20 hours ago, Interfearance said: are those gaps I see in the ground? Be careful with the vertex tool, it can create concave faces that seem flat. These faces create errors and mangle your shapes. As a rule of thumb, always manipulate adjacent vertices.

    If you can't make the desired shape with quad geometry, split in to triangles and the errors will go away.

    Also, if you still cant get the shape looking good, use a model or displacement created from a valid brush.

    Those not actually holes in the ground, lol. I added in those lines to some of the ramps around the level as decoration (of course they will be clipped and such) but thanks for looking out anyway.

  • [WIP] Dune

    • Plexium_
    • September 9, 2019 at 3:32 AM

    Day 4:

    -build out a lot more architecture around A site

    -began building some mid scaffolding

  • [WIP] Dune

    • Plexium_
    • September 6, 2019 at 4:58 AM

    Day 3:

    -Not much time to work toady and probably tomorrow but I continued working on building out the A route graybox architecture

    -added a couple more boxes/moved boxes around in mid and B

    -looked up some more reference material and added it to the art board

    (no update tomorrow prob ;)

  • [WIP] Dune

    • Plexium_
    • September 5, 2019 at 4:15 AM

    Day 2:

    -Added cover to both sites although this is likely to change as detail gets built up around it

    -Started some very basic graybox shapes and deco near the A site (just playing around at this point)

    -changed the layout mainly around Long A/Alt mid to shorten it and give it a different feel /play style then mid

    -Added a couple corners and "nooks" around bombsites for players to hold angles and play in

    -finished visual idea board

    ---------------------------------------------------------------------------------------------------------------------------------

    Idea board (spoiler because it is quite big):

    Spoiler

    B site cover: A site Cover:


    New Layout: Test Deco:

  • [WIP] Dune

    • Plexium_
    • September 4, 2019 at 4:15 AM

    Hello everybody, I know I am a little late to post here and begin my maps thread but after a little break from mapping I want to come back to have a go at this contest. I am a terrible procrastinator, so maybe a little bit of peer pressure will help me get more work done as I have a lot to do in the coming months. So to keep me working I will try and post every day here with any new work. As far as the map the theme will be a military base inside and around desert ruins and temples. Bombsite A will be outside the temple where materials are being transported away from the area and bombsite B will be inside the temple where the military have set up operation to extract goods from inside. For the layout right now, its rough. A lot of paths are very boxy and uninteresting but as I begin building up the world around the map I hope to bring some more natural shapes and paths into the layout. The layout's main concept is having 2 mid like areas. One main mid and another alt mid or long A that will serve as a rout to A but also will allow T's to execute some interesting strategies as it also connects to mid window and can be used to rotate over to B. Before I start I made a couple Photoshop idea boards for the map so I will post them here. I will also post the main picture that sparked the idea for the map, its a little futuristic but don't worry it will be toned down for cs

  • Hypothetical-Contest Rules Voting

    • Plexium_
    • November 11, 2018 at 11:43 PM

    @FMPONE I think just keeping the contest simple and basic like you said and like the previous contest is best for everyone! I cant wait

  • Hypothetical-Contest Rules Voting

    • Plexium_
    • November 10, 2018 at 5:58 PM
    Quote from text_fish

    6 hours ago, text_fish said: No. That's the whole point. The overwhelming obsession with competitively viable de_ maps eclipses any chance a hostage map has of getting attention from the right people. As you say, "the defuse game mode is really what defines modern counter strike", so it doesn't need any help.

    At the end of the day I probably won't have time to partake meaningfully in whatever competition gets run so I certainly don't want to dash anyone's dreams of making the 3000000th Dust2 clone, but as a player I think it would be nice to see some more quality cs_ maps out there.

    Good point I guess I am a little bit bias because I have never liked the hostage game mode but maybe that is just because we have never really had good hostage maps and a contest like this would help create some :)

  • Hypothetical-Contest Rules Voting

    • Plexium_
    • November 10, 2018 at 12:24 AM

    Its a good point but don't you think if a hostage map is really good enough to draw valve's attention it would also beat out other defuse maps in the competition? I like your idea of trying to use the prize money to branch into other areas of the game but I think the defuse game mode is really what defines modern counter strike and if a hostage map is created that is better then the defusal maps it should win anyway. Plus even if you make a great defuse map it is very hard to get any traction and competitions like this are the only way (unless you get extremely lucky) to even have a chance at getting your map recognition and into the pro rotation.

    +adding on here: I'm not sure but would it be a good idea to have separate competitions for each game mode, split the prize pool? I don't think so... but it is an option

  • Hypothetical-Contest Rules Voting

    • Plexium_
    • November 9, 2018 at 9:22 PM

    I'm not sure about hostage rescue though. The big problem is competitive and getting pro teams to play a new game mode will be very hard for valve as most teams wont even play any maps that went made 4+ years ago. In my opinion if any maps right now have a chance to break into the competitive scene and be taken seriously it would be a bomb map so excluding them from a competition for map making would kind of suck :(.

  • [CS:GO] DE-VENOM

    • Plexium_
    • April 20, 2018 at 10:10 PM

    Wow looks awesome! I love the style, theme and atheistic. Cant wait to try it out! :)

    If you could post an overview image that would be great.

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