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  1. Mapcore
  2. Zucth

Posts by Zucth

  • de_phish

    • Zucth
    • July 1, 2024 at 4:51 PM

    I have realize my mistake. It seem bigger than I thought. The portion & angle are terrible not just this map but both map. I will try come up with another one, if I could. If I'm still in schedule time. Which I feel like I won't make it out of the first group.

  • de_phish

    • Zucth
    • June 20, 2024 at 7:24 PM

    update day4 - nothing special really happen, but I think I know what I forgot. It's what the iconic gameplay of this map? I mean I did design it correctly follow what I want at the time. With not enough consider I guess? I don't think this is enough to complete in competitive scene... it's too basic with nothing really stand out with lot of simple mistake that I forgot during design phase. I'm fucked I guess... I wanna kept the theme but moving on a new one I think?

  • de_phish

    • Zucth
    • June 18, 2024 at 8:04 PM

    update day3 - whole map blocking & clipping. + steam workshop link

  • de_phish

    • Zucth
    • June 17, 2024 at 12:49 AM

    de_phish day2 - Finish block up the building within green area.

  • de_gnoll

    • Zucth
    • June 16, 2024 at 5:52 PM
    Quote

    Quote But I hope that the video showcase will be useful. When you want to look back at how the map was at a certain time. Maybe for that?[/i]

    Thanks man! I appreciate it! But I don't think this map will last long. I mean we have a playtest a few hours ago, and it doesn't goes well. Which I have realize for a while. See you on de_phish I would say.

  • de_phish

    • Zucth
    • June 14, 2024 at 11:54 PM

    It's insane just how much I improve between first try and second try. And able to finish the layout/timing adjust in one day. with all visual plan out! The first map de_gnoll success it purpose but I do worry that the quality might be too low. So I try another one... do one something I'm good at and feel like it's better in every way.

    .

    de_phish is a map reference from the word "fish". Yes a fish... The map will play the theme of fantasy base. The story set in the middle of the ocean, it's a trading town, the visual are fill of terracotta building rich by the smell of sea, with a lot of air exposing you could see the light shone down in most the place. CT track and found out about the nuke secretly move to attack another place. . steam link: https://steamcommunity.com/sharedfiles/fi…/?id=3270535677 .

    The following theme: fantasy, dream catcher, witch, fish market, terracotta, sunset, firestone lantern, pier, boat, fish, sea, drowned.

  • de_jura WIP

    • Zucth
    • June 9, 2024 at 5:10 PM

    look so good!

  • de_gnoll

    • Zucth
    • June 6, 2024 at 8:51 PM

    I don't know why radgen act a bit weird... some prop didn't get properly generate on the minimap. But this is what it is!

  • de_gnoll

    • Zucth
    • June 4, 2024 at 9:15 PM

    day 13 progress... wrap up most area! Nav is a bit f up. But I don't know how to fix it yet, At least nav isn't the main priority right now. I try to wrap all the basic as soon as possible. I know I'm slow compare to other. 😅

  • de_gnoll

    • Zucth
    • June 1, 2024 at 9:50 PM

    Did an update today. No picture though, I'm to tired atm. A lot of change has been made for the better game-flow. here map link: https://steamcommunity.com/sharedfiles/fi…/?id=3259196440 (condition: under construction)

  • de_gnoll

    • Zucth
    • May 30, 2024 at 7:54 PM

    day 9 update: change T spawn, better gameflow + T timing

    day 10 update, clean up A site & CT

  • de_gnoll

    • Zucth
    • May 18, 2024 at 2:06 PM

    A site, done! only need to clip, wall, light and minimap left and gray box is done!

  • de_gnoll

    • Zucth
    • May 11, 2024 at 12:38 PM

    a few update: Nothing too big, on this update, just add wall and shape up a few area, mostly clinic, T to b apt, A site,CT vent to mid. change/cut some line of sight. I feel like the spiral staircase T to A/Ct vent is weird af. I don't have any better idea rn. I Just wanna wrap A site up. After saw several project already done with layout and basic visual blocking. It made me scare that I might not be able to finish all the layout wall clip, ceiling, light within playtest time.

  • de_gnoll

    • Zucth
    • May 1, 2024 at 10:46 AM

    day 7 progress, a line of choke-point, where T/CT will met:

  • de_gnoll

    • Zucth
    • April 27, 2024 at 7:07 PM

    Update day: 6 Polish timing from T/CT to B site, and change CT base to original plan(cause before this chokepoint timing is wrong). I did start a bit of A site start from Mid short to A. Now I'm worry a bit that I might create something that off meta, I might do too much of micro tasking (which lead to old inferno that has lot of angle to play + narrow). 😅

  • de_gnoll

    • Zucth
    • April 23, 2024 at 7:12 PM

    a bit more update, B site: clear! for now

  • de_gnoll

    • Zucth
    • April 23, 2024 at 2:17 PM

    CT us half way there, mid short to A seem okay now, might have more change who know lol. fix mid to B path and spacing a bit more with a bit more detail. As situational update(day 5): B look stable now. A seem to find it place now as well. T spawn feel like need a new place/rework due to time & layout doesn't come-out as what I expect, I'm not satisfy with it. T A-main felt weird might all-go together with T-spawn.

  • de_gnoll

    • Zucth
    • April 20, 2024 at 1:47 PM

    Update: Nothing too crazy today, just mid fixing, the rotate timing, the angle are weird. Seem like Main to A need to move(which will make mid control even stronger). - Main to B, I was thinking about one way flex somewhere around apt. So that if rush fail player still have choice(which will be similar to Mirage under but no turn back). If T mid isn't getting too strong of course. - Mid and A main that has been fix

  • de_gnoll

    • Zucth
    • April 17, 2024 at 1:43 PM

    Update to the project: A bit delay, because of another league that I'm with rn. 😔 But mid to B is almost finish, hope it doesn't too long.

  • de_gnoll

    • Zucth
    • April 12, 2024 at 8:19 PM

    I will be working on a 5v5 defusal map, the map will has inferno hard site take vibe with lot of choke and height place to look at. The map has mid that not really like other mid, but still very important to take control, which you will see how/why in the final product. CT has to be aggressive than other map in the pool right now, if they want info/map control. But still without the info they are still very safe to cover the site. Rotate is very easy, but that also involve on how T control the map. The map will feature vent/ladder/stair and ramp, stair will be act as the main star of this map gameplay and tricks. The two site are very difference but still hold something that will be very similar. That's the intro of this map. I took the gameplay vibe heavily from inferno/mirage/cobblestone and anubis. . (By vibe, I might have very different meaning apart from what other people have on their mind. It was base on my gameplay analysis. : this is write to avoid misunderstood of copyright or whatever that I'm not intend to do that might appear later)

    .

    For the visual(even though I'm not sure if I have that ability of that level to do it): I have a few in my mind. For CT/A site it will be play inside historical type building style, B site will happen to be on outside of the city which lead to the field/flower/farm. and other part of the map will be fill with city in the mix some part will be still under-construct/repair. I don't have any city style in particular yet since I know very few of geographic stuff.

    People might ask me why name it de_gnoll? Welp, it doesn't mean anything in particular. I just can't get out of the fantasy world of RTS xD, So I end up with another fantasy name, but it might actually be good cause I don't think there are map that use this name yet :D (Actually, it was name of the first map I made back in csgo. So yea first map of cs2, so why not? That map has never ever be released anyway.) . map link: https://steamcommunity.com/sharedfiles/fi…/?id=3259196440 . Idea Picture: from day 7 progress, a line of choke-point, where T/CT will met: (some part of the map is already change during the process, but the timing is very similar, I don't think I will update those timing any soon) Day 15 progress, radgen is acting a bit weird, some object didn't get generate into the map...

    Timing record(sec) count the first reach: -Vent risky mid (AWP?) = CT: 5, T: 5 -Clinic(chokepoint before B_site_app) = CT to Clinic: 4-6, T: 8+ -B_app = CT(risky position): 9, CT(safe pos): 16, T: 10 -Second_mid(outside of clinic) = (hold from clinic) CT: 5, (hold from vent one-way drop aka. Risky mid AWP) CT: 4, (quick roof stack, hold for CT push) T: 4+, (normal route) T: 5+ -Rotate B garden(outside B_app, before B site) to A site = (Sniper angle B-site)CT: 9, (normal_walk)T: 13, (trick jump)T: -(+-)1.8 sec. -Rotate B to mid A via Vent = CT: 11 -Rotate B to mid A via Clinic = (Sniper angle B-site)CT: 10, T: 14 -Rotate B to mid A via A Main from garden = (normal-walk)T: 16

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