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. DeadKnife

Posts by DeadKnife

  • [WIP] Bombspot Bitcoin

    • DeadKnife
    • August 16, 2019 at 4:14 AM

    You know it's good when the ingame picture looks realistic for a few seconds at first glance. Good job so far!

  • Rain [W.I.P]

    • DeadKnife
    • August 4, 2019 at 8:03 PM

    Won't the rain and thunder be a little distracting, especially considering the CS:GO community and their "but muh competitive"

  • Submerged

    • DeadKnife
    • August 3, 2019 at 5:39 AM

    More overall small improvements and clipping. Mid wall at T has been replaced with boxes, and an experimental CT Heaven has been added. I also scheduled a playtest to test out all the new things and see if they work or not. Also, marked plant zones?

    Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

    Full album: https://imgur.com/a/xbznWwG

    Spoiler

    Radar

    T Spawn

    Mid, from T side

    A

    B

    CT

  • Submerged

    • DeadKnife
    • July 27, 2019 at 5:12 AM

    So I made lots and lots of small improvements and not going to list them all.

    Made more areas where you can see outside.

    Made different color floors in different 'zones'

    Didn't drastically change mid so far.

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

    Submarine at B

    Area to look outside

    CT Spawn (currently kinda bare)


    Mid (bright right now but I'm lazy)

    T Spawn

    B


    A

  • Submerged

    • DeadKnife
    • July 22, 2019 at 4:11 AM

    Playtest was successful. It was fun, but also CT sided, mainly because of the long sightlines.

    Changes:

    Removed long sightlines at both A and B entrances

    Pushed Ts back

    Removed Control Room, as it was too OP

    Added more cover to B site

    Made the map slowly flood if the bomb detonates

    Other small improvements


    Mid will be redone in the next update, as it's still very awkward for CTs that decide to rush there.

  • Swamp

    • DeadKnife
    • July 19, 2019 at 6:23 PM

    IGN 7/10 too much water

  • Submerged

    • DeadKnife
    • July 19, 2019 at 1:12 AM

    Last update before the playtest. Can't wait! The playtest will happen at 2PM CST. Type: "connect can.TopHATTwaffle.com; password se" in console to connect. (When it's time of course lol)

    B Before:

    B After:

  • Submerged

    • DeadKnife
    • July 18, 2019 at 5:07 AM

    Cut down some props for the playtest, and a few other minor tweaks. I'll remake B site looks tomorrow, which will be the final thing done to this map before the playtest.

    Sorry if the marked radar is confusing, I'm not good at these types of things lol.

    And I'm pretty sure the CT sight line at mid is a bit problematic, as it gives CTs quite a bit of mid control, as well as the ability to pick Ts off, off the bat, which I'm pretty sure shouldn't be the case.

  • Submerged

    • DeadKnife
    • July 16, 2019 at 4:42 AM

    But in the end that cover will have to make sense. My decision right now is that I will cut some props for the playtest and see how it hoes.

  • Submerged

    • DeadKnife
    • July 16, 2019 at 1:03 AM

    OK, I get it. But I don't know what to remove and what to keep. The only way this map has been tested is with bots. Which doesn't give me much info about anything cover related. There will be a playtest on Friday, and I'll see where to remove cover.


    Or do you reckon I should just bite the bullet and cut some cover for the playtest?

  • WIP Rio

    • DeadKnife
    • July 15, 2019 at 4:22 AM

    To change the name of the thread, you have to click on the title and hold it till it allows you to edit.

  • Submerged

    • DeadKnife
    • July 14, 2019 at 8:31 PM

    I made sure to add more rather than less so the map doesn't feel empty for the playtest. I'll see how it works out and change accordingly.

  • Submerged

    • DeadKnife
    • July 14, 2019 at 12:47 AM

    Just a little update. Made the entrance to control room an actual room, added and removed some props, and, for now, still kept the lights blue. I also removed an entrance to A Site. I scheduled a playtest to see the feedback on the map and the lights. After it's over I'll get to improving the map more.

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

  • Submerged

    • DeadKnife
    • July 13, 2019 at 5:20 AM

    I have listened to all of your feedback, and have started improvements. I added many of @Ynel's suggestions on the layout, and changed the light to light blue + white. But, for the record, submarines do have red lights to preserve night vision. More improvements coming soon.

    Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

  • Submerged

    • DeadKnife
    • July 4, 2019 at 4:21 AM

    I have already begun reforming the map to add more rooms (see top left of radar) and changed the lighting to be a bit more white.

    But these improvements will be postponed for a week as I'm going on a road trip. If you have any feedback that isn't about the corridors that I'm remaking, leave it here.

  • Submerged

    • DeadKnife
    • July 3, 2019 at 11:41 PM

    So it seems the only person in the last 3 that gives proper feedback is JackT.

    I can easily twist everything around because it's a greybox. "Just start over" would only work if I detailed and shipped the map as it is. So I'm going to do what JackT said and add rooms, with less corridors.

    As for that funny joke, the corridors have plenty of cover and some isn''t visible on the minimap because you need to jump over a crate or whatever.

    Please give actual constructive criticism, not just a "start over" please and thank you.

  • Submerged

    • DeadKnife
    • July 3, 2019 at 2:01 AM

    Changes:

    Added More Props.

    Added an extra route at A so there's more freedom in rushing/retreating.

    Shifted a few places around and widened a corridor.

    Play the Updated version here: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

  • Submerged

    • DeadKnife
    • June 30, 2019 at 6:35 AM

    Created an album: https://imgur.com/gallery/Ste4lKu and scheduled a playtest.

  • Submerged

    • DeadKnife
    • June 30, 2019 at 5:53 AM

    Workshop update: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

    Changes:

    More props and cover added. Replaced all lights with red, much like a real submarine in deep waters. Not too red though, as we still need to see where to shoot.

    Also, two details at both spawns. Ts have an emergency minisub, and CTs have an armory.

  • Submerged

    • DeadKnife
    • June 28, 2019 at 3:03 AM

    More props added and improvements. Also first workshop release: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

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™