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. TheOrbitHeart

Posts by TheOrbitHeart

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 15, 2024 at 8:17 PM

    Finally able to put the thing up on the workshop. I didn't realize steam sent a confirmation email before it can be published. Nevertheless, If you'd like to check it out, you can find it here:

    http://www.steamcommunity.com/sharedfiles/fi…/?id=3247254689

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 15, 2024 at 5:28 PM

    On another note, I got around to populating the bombsites. I ended up with a bunch of crates on a square but what more can you expect from a first map.


    Bombsite A:


    Bombsite B:

    I also made the dropdown at bombsite B climbable, so it's no longer a one way drop. Also, the little room at the back of B has a ladder, for a sneaky entry into the site (ladder is left side in the picture).

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 15, 2024 at 5:21 PM

    The fix is simple, but not easy: Redo all the stair clips from scratch. It wasn't that bad because I now know how to make them efficiently. Behold! the smoothest spiral staircase in the world!

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 15, 2024 at 5:20 PM

    Turns out I suck at clipping spiral stairs. When testing I kept getting snagged on the inner edge, but only sometimes and randomly. Turns out I had bad geometry there, which made a very tiny ramp with a slope > 45 deg. But because its so small, most of the time you would walk over it. (check out the face highlighted in the picture)

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 15, 2024 at 11:54 AM

    Finally got around to clipping all those damn stairs

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 6, 2024 at 8:13 PM
    Quote from csWaldo

    On 5/3/2024 at 11:54 AM, csWaldo said: That's a really cool concept but it will also be really difficult to pull off well. A vertical, stacked structure like this will be difficult to read on the radar and messes with the players ability to properly locate enemies footsteps. It's a bit hard to tell your current layout from the images you posted, but you'll need to think hard about how you can actually integrate an element like this into the map where it adds to the gameplay rather than taking away from it. What I would suggest would be a layout similar to overpass where you don't have a traditional middle and instead you have expanded A and B lanes, that split into two separate entrances for each bombsite. Then you could place this spiral between both bomb sites in such a way that it offers rotates for both teams in the same spot while still being separated. I'm not sure how that would look or play, but it's a cool idea for sure.

    The content cannot be displayed because you do not have authorisation to view this content.

    Something like this? You could also mess with which arm of the spiral is connected to which connector in this diagram.

    For example:

    The content cannot be displayed because you do not have authorisation to view this content.

    Although it's an interesting suggestion, I feel like that design would either recede into a three lane or leave out the staircase alltogether depending on the timings. The whole point is to explore the gameplay potential of the spiral and to have be the center piece rather than a glorified connector. I agree it's gonna be very hard to pull off, and to be honest, highly unlikely to succeed. But perhaps it leads to something interesting.

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 6, 2024 at 8:07 PM
    Quote from z0ro4rk

    23 hours ago, z0ro4rk said: The Spiral Staircase Saga Pt. 2 👀 I hope the clipping will be on point 😋

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    You are a god send! I was breaking my head over the wall trying to remember who made that video. Once I get the clipping done I'll upload this thing to the workshop for people to check out.

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 3, 2024 at 1:35 AM

    Suggestions, and comments from more experienced mappers is always helpful, since this is my first map.

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 3, 2024 at 1:34 AM

    At the very top of T stairs is Heaven, a very powerful position that overlooks bombsite B and partially A, it will make a B take very difficult to defend against, making the stairs a very important structure to control. Although there are many options for flanking by the CTs.


    Heaven entrance at the end of the stairs:


    Bombsite B from Heaven:

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 3, 2024 at 1:26 AM

    The bombsites are tied together by a passage way connecting bombsite B to the A ramp. So far, it's a one way drop from B, meaning you can only rotate from B to A, but not the opposite. I did this because I didn't want the T's to be able to rush B in the same way they can A. However, this decision will require actual playtesting.


    The drop down in B:

    The passage way:

    the connecting point at A ramp:

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 3, 2024 at 1:21 AM

    Bombsite B is only accessible through CT stairs, or the elevated platform at the very top of the T stairs, making it harder to retake, but requiring a lot of control over the stairs from the T's.

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 3, 2024 at 1:14 AM

    Bombsite A is reacheable through the ramp very quickly, and without having to engage with the CTs that much, making it a good target for a rush.

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 3, 2024 at 1:12 AM

    Here's a view of CT spawn (right) and bomsite a (unfinished, left).

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 3, 2024 at 1:10 AM

    The outside structure, with the T's spawning at the very bottom of the staircase and the CT's starting at the top.

  • de_spiral [WIP]

    • TheOrbitHeart
    • May 3, 2024 at 1:09 AM

    Spiral is a map with an experimental layout that takes place on a decomissioned oil platform converted into an offshore server farm and communications center.

    http://www.steamcommunity.com/sharedfiles/fi…/?id=3247254689

    The center piece is a double spiral staircase that's inspired by a similar structure present in darksouls.

    Despite what it may look like, there is no way to reach the orange stairs from the blue ones and vice versa.

    Essentially, there are T accessible stairs, and CT accessible stairs, with various connecting points where the action will be concentrated.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™