Hello everyone,
just in time for you to play over the easter break, I have pushed an update to Loreley addressing the feedback from the last playtesting session.
Yiu can find all updated screenshots at the imgur link: https://imgur.com/gallery/yfOQJZQ
Long time no see everyone. I finally started up Hammer again and worked on this a bit.
I created a new path inside the house, reproportioned the map and gave it a new dark aesthetic, just because.
What do you all think?
More pictures on Imgur: https://imgur.com/gallery/kLiYONZ
Layout picture to follow. I am working with MANY instances and that's a pain for Terri's Autoradar.
Please feel free to message me, if you've figured out a smart workaround / fix for that.
Workshop link after Overview is done.
What's up, Mapcore? It's your boi, Radman, with some fresh mappa. I finally got around to officially releasing it on the workshop. It's been a while in the works, still has a few rough edges to smooth out, but just wanted to get it in people's games for the moment.
Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2728946194
Thanks! Some of the Overwatch maps like Havana and Dorado were a main source of inspiration while working on this. And of course, TK's video on the power of simplicity.
There's also a playable demo that you can check out here: DEMO
This was my most time consuming project that I've started back in 2018, but then scrapped and returned to it in 2021.
It took about 8 months to complete and was a great learning experience for me.
Hi all,
I am new to Mapcore and relatively new to mapping. However I have always been fascinated with architecture (my first word was roof, which still sounds strange to me today) and I have found a hobby in using the SDK editor. I by no means expect an amazing final product to this map I am starting to work on, especially given I have no knowledge of making custom assets so I will be relying on what is available. However for now I will give you the idea behind my map as well as a gallery of pictures I am using for inspiration. For now all you need to know is the idea is to have a fun, fast paced competitively viable cs-go map made in however long it takes to get there (probably will still be here updating in a decade knowing me.)
Why Sillar?
In 2020 I was watching a series called "Race Across the World". In this series pairs have to try and make it from one location to another in the least possible time with limited resources such as money. The second series was a race through Latin America and in one particular episode one of the pairs went to a city in Peru named Arequipa. The architecture and in particular the white materials used to build much of the historical center caught my eye immediately, and upon further research I found that this material used in much of Arequipa is called Sillar, a type of rhyolite that was formed over centuries from volcanic activity in the region's nearby volcanoes. At some point I intend to make custom textures based on Sillar but that is a long way off considering I haven't yet even come up for a map design.
What notable features do I want my map to have?
One feature I would like is fast rotates, I am not a huge fan of Nuke but I liked how the incredibly fast rotates made the map harder to learn but more rewarding for those who mastered it like Astralis. Another feature I want is a unique middle, I do not want a middle of the form seen for example on Dust 2 or Mirage. I want a system in which the counter terrorists maybe dedicate 1 player to each site but there are opportunities to push forward and take map control like on Overpass, and the middle section would somehow be split into multiple connectors. The idea is that it would be quite easy for counter terrorists to hold the bombsites at first however if they loose control over middle it becomes incredibly hard to go for a fast retake and CTs will either be forced to take longer rotates through spawn areas or take loads of risks going through open courtyards and streets. I also want to utilise sound as much as possible - quicker routes to sites or certain regions of the map might come with the trade-off that you make sound-queues. I also want a good mix of one way drops, wall bang spots, fair boost spots and water elements. I think having a sky box with the volcanoes that surround Arequipa in the background would also add something to the map. In general, I also want to utilise elevation and geometry to the greatest extent possible - I don't want to fill the map with generic crates, I want the angles to come naturally from the map's design and in doing this I will probably save myself a lot of work later on. I also want to experiment with lighting a lot, since it always seems to be left unused in many maps to its full potential.
Image Gallery
Since I haven't yet got a map design, I will share some inspirational photos I found of Arequipa, I would like in some way to include the Plaza de Armas and the nearby Cathedral but I will try to avoid copying things from real life, and merely take inspiration from the architecture:
This is probably ambitious for a first map, however I intend to get as much fun out of the process as possible and share it with others along the way!