<?xml version="1.0"?>
<rss version="2.0"><channel><title>Articles</title><link>https://www.mapcore.org/articles/</link><description>Lovely MapCore articles</description><language>en</language><item><title>ellicott</title><link>https://www.mapcore.org/articles/general/ellicott-r126/</link><description><![CDATA[<p>
	here is a map originally made for garry's mod by my friend and never recontinued, so i decided to recontinue it and make it into a playable map for CSS.<br />
	enjoy(?)
</p>
<p>
<a class="ipsAttachLink" href="https://www.mapcore.org/applications/core/interface/file/attachment.php?id=30114&amp;key=fa5007265f7a9059ea4704221f7133ef" data-fileExt='zip' data-fileid='30114' data-filekey='fa5007265f7a9059ea4704221f7133ef'>ellicott.zip</a></p>]]></description><guid isPermaLink="false">126</guid><pubDate>Fri, 20 Oct 2023 05:01:23 +0000</pubDate></item><item><title>Prince [Wingman]</title><link>https://www.mapcore.org/articles/general/prince-wingman-r125/</link><description><![CDATA[<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="29906" data-ratio="56.25" width="1200" alt="20230330092052_1.jpg.fdff4322b6234ffb9856c7d4e72fcbc1.jpg" src="https://www.mapcore.org/uploads/monthly_2023_03/20230330092052_1.jpg.fdff4322b6234ffb9856c7d4e72fcbc1.jpg" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29905" data-ratio="56.25" width="1200" alt="20230330092033_1.jpg.3a922149c4edd250d55c1bfac9107155.jpg" src="https://www.mapcore.org/uploads/monthly_2023_03/20230330092033_1.jpg.3a922149c4edd250d55c1bfac9107155.jpg" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29904" data-ratio="56.25" width="1200" alt="20230330092016_1.jpg.a18a6f0682e095527f3def6713acf3b7.jpg" src="https://www.mapcore.org/uploads/monthly_2023_03/20230330092016_1.jpg.a18a6f0682e095527f3def6713acf3b7.jpg" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29903" data-ratio="56.25" width="1200" alt="20230330091939_1.jpg.9354e88299ae5e6e86aeeea1003876e0.jpg" src="https://www.mapcore.org/uploads/monthly_2023_03/20230330091939_1.jpg.9354e88299ae5e6e86aeeea1003876e0.jpg" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29902" data-ratio="56.25" width="1200" alt="20230330091931_1.jpg.61e3dab55cc6253fd8f2038d3f4842f9.jpg" src="https://www.mapcore.org/uploads/monthly_2023_03/20230330091931_1.jpg.61e3dab55cc6253fd8f2038d3f4842f9.jpg" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29901" data-ratio="56.25" width="1200" alt="20230330091919_1.jpg.39d5bc2e9ee8e3fe2f65d475abcde8ea.jpg" src="https://www.mapcore.org/uploads/monthly_2023_03/20230330091919_1.jpg.39d5bc2e9ee8e3fe2f65d475abcde8ea.jpg" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29900" data-ratio="56.25" width="1200" alt="20230330091905_1.jpg.a9b97076603f57a7709a79e7ff921a97.jpg" src="https://www.mapcore.org/uploads/monthly_2023_03/20230330091905_1.jpg.a9b97076603f57a7709a79e7ff921a97.jpg" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29899" data-ratio="56.25" width="1200" alt="20230330091857_1.jpg.3eaf72279c5eed05e4a8ee1d14107d98.jpg" src="https://www.mapcore.org/uploads/monthly_2023_03/20230330091857_1.jpg.3eaf72279c5eed05e4a8ee1d14107d98.jpg" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29907" data-ratio="100.00" width="1024" alt="image.png.388e227d311f61434edc0f6d13305ed1.png" src="https://www.mapcore.org/uploads/monthly_2023_03/image.png.388e227d311f61434edc0f6d13305ed1.png" />
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="29898" data-ratio="56.25" width="1200" alt="20230330091830_1.jpg.3bf16e241b545f8e7bc6b6eae5b4cb9d.jpg" src="https://www.mapcore.org/uploads/monthly_2023_03/20230330091830_1.jpg.3bf16e241b545f8e7bc6b6eae5b4cb9d.jpg" />
</p>
]]></description><guid isPermaLink="false">125</guid><pubDate>Thu, 30 Mar 2023 06:40:39 +0000</pubDate></item><item><title>Introducing verticality to aim maps for a more consistent aim in all axes?</title><link>https://www.mapcore.org/articles/general/introducing-verticality-to-aim-maps-for-a-more-consistent-aim-in-all-axes-r124/</link><description><![CDATA[<p style="background-color:#ffffff;color:#353c41;font-size:15.6px;text-align:left;">
	<strong>A problem in all "aim" style maps, with a potential solution?</strong>
</p>

<p style="background-color:#ffffff;color:#353c41;font-size:15.6px;text-align:left;">
	After playing to much and many aim maps, I realized that my<span> </span><strong>flick shots</strong><span> </span>were<span> </span>only accurate horizontally; so I tried making a map that made your opponent spawn on a different vertical level than you. This not only to increase vertical aim and muscle memory, but also to increase complexity with having to visually keep track of more potential angles from above/below as well has horizontally. However I think I made a <strong>shocking discover</strong>, most of which is anecdotal since I <strong>don't</strong> have enough time yet to make a <strong>numerical statistical comparative study</strong>. However after practicing on my map for comparatively similar amounts of time to another similarly sized standard aim map, I feel my aim is <strong>much more accurate</strong>. I will be starting to collect data on this, Ill publish it here soo. Anyways for mapping I then made it even a little more complex by having it spawn you on the same level as you opponent 25% of the time, to increase constant "<em>looking up and down</em>". Which should hypothetically increase even more vertical movements. I even added: ladders, stairs, cars, trains, colorful lighting and much more. In it's current development it's only good for 2v2, 3v3, 4v4...
</p>

<p style="background-color:#ffffff;color:#353c41;font-size:15.6px;text-align:left;">
	 
</p>

<p style="background-color:#ffffff;color:#353c41;font-size:15.6px;text-align:left;">
	I believe for this increase in uniform range of comfortability in all axes of shooting could influence more of a demand for vertically emphasized maps in the base game! Please let me know what you think and any improvements I should make!
</p>

<p>
	<a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2094697085" rel="external nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=2094697085</a>
</p>

<p>
	<img alt="?imw=5000&amp;imh=5000&amp;ima=fit&amp;impolicy=Letterbox&amp;imcolor=#000000&amp;letterbox=false" data-ratio="56.25" width="1200" src="https://steamuserimages-a.akamaihd.net/ugc/1007062822775722735/A20F23559537E7F0787C2806F417CA5B62899CB0/?imw=5000&amp;imh=5000&amp;ima=fit&amp;impolicy=Letterbox&amp;imcolor=#000000&amp;letterbox=false" />
</p>

<p>
	<img alt="?imw=5000&amp;imh=5000&amp;ima=fit&amp;impolicy=Letterbox&amp;imcolor=#000000&amp;letterbox=false" data-ratio="56.25" width="1200" src="https://steamuserimages-a.akamaihd.net/ugc/1007062822775722759/3F92E8036FABF649320B68144EBD11354E5EEAAD/?imw=5000&amp;imh=5000&amp;ima=fit&amp;impolicy=Letterbox&amp;imcolor=#000000&amp;letterbox=false" />
</p>

<p>
	<img alt="?imw=5000&amp;imh=5000&amp;ima=fit&amp;impolicy=Letterbox&amp;imcolor=#000000&amp;letterbox=false" data-ratio="56.25" width="1200" src="https://steamuserimages-a.akamaihd.net/ugc/1007062822775722719/D17B8AF9B149DA5219AFD118C114D31B10E0F309/?imw=5000&amp;imh=5000&amp;ima=fit&amp;impolicy=Letterbox&amp;imcolor=#000000&amp;letterbox=false" />
</p>

<p>
	<img alt="?imw=5000&amp;imh=5000&amp;ima=fit&amp;impolicy=Letterbox&amp;imcolor=#000000&amp;letterbox=false" data-ratio="56.25" width="1200" src="https://steamuserimages-a.akamaihd.net/ugc/1007062822775722745/4BE2D2F11C197E849C98D90F286F31E555F33100/?imw=5000&amp;imh=5000&amp;ima=fit&amp;impolicy=Letterbox&amp;imcolor=#000000&amp;letterbox=false" />
</p>
]]></description><guid isPermaLink="false">124</guid><pubDate>Fri, 28 Oct 2022 07:52:57 +0000</pubDate></item><item><title>Customizing the loading screen for your map in CS:GO</title><link>https://www.mapcore.org/articles/tutorials/customizing-the-loading-screen-for-your-map-in-csgo-r120/</link><description><![CDATA[
<p><img src="https://www.mapcore.org/uploads/monthly_2022_03/thumbnail.png.998ddeae3ba65adafb7141d7d38037f5.png" /></p>
<p>
	<font><span style="font-size:26px;"><strong>Introduction</strong></span><br />
	<span style="font-size:14px;">Have you ever looked at Valve's map loading screens and can't figure out how they added those damn icons, backgrounds, and more? This article will provide some information about it.</span></font><br />
	<br />
	<span style="font-size:14px;">A <a href="https://github.com/redesaile/cs2-minecraft-dungeon/tree/9a4aecde6cded6fd52ba7c78b8eed0329a2aac52" rel="external nofollow">repository</a> on <span>Github</span> that will allow you to better understand the location of the files.</span><br />
	<br />
	<span style="font-size:10px;"><strong><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cb.png" class="ipsEmoji" alt="📋"></strong></span><span style="font-size:14px;"><strong> Note:</strong> Text surrounded by arrows indicates what needs to be entered here. Arrows should not be written, it is only necessary for a more convenient understanding of important elements. For example, instead of <span style="color:#c0392b;">&lt;mapname&gt;</span>.png I will write de_dust2.png</span><br />
	<span style="font-size:10px;"><strong><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cb.png" class="ipsEmoji" alt="📋"></strong></span><span style="font-size:14px;"><strong> Note:</strong> Spoiler blocks replaces code blocks</span>
</p>

<p>
	<br />
	<font><span style="font-size:26px;"><strong>Background</strong></span><br />
	The loading screen uses PNG images as background. You need to create two images, where the first image will be have resolution 640x360 and the second will be have 1920x1080. After creation, you need to put the images in these paths<span style="font-size:14px;">:</span></font>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<font><strong>640x360</strong><br />
			../Counter-Strike Global Offensive/csgo/materials/panorama/images/map_icons/screenshots/360p/<span style="color:#c0392b;">&lt;mapname&gt;</span>.png <br />
			<br />
			<strong>1920x1080</strong><br />
			../Counter-Strike Global Offensive/csgo/materials/panorama/images/map_icons/screenshots/1080p/<span style="color:#c0392b;">&lt;mapname&gt;</span>.png</font>
		</p>
	</div>
</div>

<p>
	<br />
	<font><span style="font-size:26px;"><strong>Radar</strong></span><br />
	<span style="font-size:14px;">Loading screen uses default radar file. If you want to use some image instead of the radar that the player should not see on the map (for example, a screenshot of the map with heroes, as is done in some of Valve's cooperative maps), then you should use heights that will hide the unnecessary image somewhere in 32 thousand units from the zero point of the map.<br />
	<br />
	In the already created TXT file of the radar, we prescribe this code that adjusts the high-altitude images:</span></font>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<font><span style="font-size:14px;">"verticalsections"</span><br />
			<span style="font-size:14px;">{</span><br />
			<span style="font-size:14px;">    "default" <span style="color:#999999;">// &lt;mapname&gt;_radar.dds</span></span><br />
			<span style="font-size:14px;">    {</span><br />
			<span style="font-size:14px;">            "AltitudeMax" "<span style="color:#c0392b;">&lt;valueMax&gt;</span>"<br />
			            "AltitudeMin" "<span style="color:#c0392b;">&lt;valueMin&gt;</span>"</span><br />
			<span style="font-size:14px;">    }</span><br />
			<span style="font-size:14px;">    "<span style="color:#c0392b;">&lt;sectionname&gt;</span>" <span style="color:#999999;">// &lt;mapname&gt;_&lt;sectionname&gt;_radar.dds (you can create multiple sections)</span></span><br />
			<span style="font-size:14px;">    {</span><br />
			<span style="font-size:14px;">        "AltitudeMax" "<span style="color:#c0392b;">&lt;valueMax&gt;</span>"<br />
			        "AltitudeMin" "<span style="color:#c0392b;">&lt;valueMin&gt;</span>"</span><br />
			<span style="font-size:14px;">    }</span><br />
			<span style="font-size:14px;">}</span></font>
		</p>
	</div>
</div>

<p>
	The final version of the files needed for the radar:
</p>

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		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-size:14px;"><strong>Configuration</strong><br />
			../csgo/resource/overviews/<span style="color:#c0392b;">&lt;mapname&gt;</span>.txt</span><br />
			<br />
			<strong><span style="font-size:14px;">Default Radar, Loading Screen</span></strong><br />
			<span style="font-size:14px;">../csgo/resource/overviews/<span style="color:#c0392b;">&lt;mapname&gt;</span>_radar.dds</span><br />
			<br />
			<strong><span style="font-size:14px;">High-Altitude Image</span></strong><br />
			<span style="font-size:14px;">../csgo/resource/overviews/<span style="color:#c0392b;">&lt;mapname&gt;</span>_<span style="color:#c0392b;">&lt;sectionname&gt;</span>_radar.dds</span><br />
			<br />
			<strong><span style="font-size:14px;">For Spectators</span></strong><br />
			<span style="font-size:14px;">../csgo/resource/overviews/<span style="color:#c0392b;">&lt;mapname&gt;</span>_radar_spectate.dds</span>
		</p>
	</div>
</div>

<p>
	<br />
	<strong>The problem with vertical sections of the radar</strong><br />
	<font><span style="font-size:14px;">If the sections contain the same values in AltitudeMax and AltitudeMin, then the game just crashes without any messages. The same values can only be in one of the parameters!<br />
	<br />
	Problem code example:</span></font>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-size:14px;">"aim_underground_build1"<br />
			{<br />
			    "material" "overviews/aim_underground_build1"<br />
			    "pos_x" "-1688.000000"<br />
			    "pos_y" "1328.000000"<br />
			    "scale" "1.930000"<br />
			    "verticalsections"<br />
			    {<br />
			        "default"<br />
			        {<br />
			            "AltitudeMax" "10000"<br />
			            "AltitudeMin" "5000"<br />
			        }<br />
			        "layer0"<br />
			        {<br />
			            "AltitudeMax" "5000"<br />
			            "AltitudeMin" "160"<br />
			        }<br />
			        "layer1"<br />
			        {<br />
			<span style="color:#c0392b;">            </span>"AltitudeMax" "160"</span><br />
			<span style="font-size:14px;">            "AltitudeMin" "-10"<br />
			        }<br />
			        "layer2"<br />
			        {<br />
			<span style="color:#c0392b;">            </span><span style="color:#999999;">// The problem is that layer1 has the same parameters</span><br />
			<span style="color:#c0392b;">            "AltitudeMax" "160"<br />
			            "AltitudeMin" "-10"<br />
			        }</span><br />
			    <span style="color:#c0392b;">}<br />
			}</span></span>
		</p>
	</div>
</div>

<p>
	<span style="font-size:14px;">Correct code example:</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-size:14px;">"aim_underground_build1"<br />
			{<br />
			    "material" "overviews/aim_underground_build1"<br />
			    "pos_x" "-1688.000000"<br />
			    "pos_y" "1328.000000"<br />
			    "scale" "1.930000"<br />
			    "verticalsections"<br />
			    {<br />
			        "default"<br />
			        {<br />
			            "AltitudeMax" "10000"<br />
			            "AltitudeMin" "5000"<br />
			        }<br />
			        "layer0"<br />
			        {<br />
			            "AltitudeMax" "5000"<br />
			            "AltitudeMin" "160"<br />
			        }<br />
			        "layer1"<br />
			        {<br />
			            "AltitudeMax" "160"<br />
			            "AltitudeMin" "-10"<br />
			        }<br />
			        "layer2"<br />
			        {<br />
			            <span style="color:#27ae60;">"AltitudeMax" "-10"<br />
			            "AltitudeMin" "-10000"<br />
			        }<br />
			    }<br />
			}</span></span>
		</p>
	</div>
</div>

<p>
	<br />
	<font><span style="font-size:26px;"><b>Title</b></span><br />
	<span style="font-size:14px;">I tried to find a file that regulates the names of official maps, but nothing came of it. For now, the name depends on the Steam Workshop and some sort of Valve magic file.</span></font>
</p>

<p>
	<br />
	<font><span style="font-size:26px;"><strong>Map icon</strong></span><br />
	<span style="font-size:14px;">The loading screen uses SVG for the map icon. Valve uses Adobe illustrator to create and export the svg.</span><br />
	<br />
	<span style="font-size:14px;"><strong>Export your svg</strong></span><br />
	<span style="font-size:14px;">You need to create a document with the resolution you want (Valve use 35x35 or 80x80), create your nice gamemode/map icon, and then save it (File &gt; Save As) to this path:</span><br />
	<span style="font-size:14px;">"../Counter-Strike Global Offensive/csgo/materials/panorama/images/map_icons/map_icon_&lt;mapname&gt;.svg"</span><br />
	<br />
	<span style="font-size:14px;"><strong>Settings for the Save As panel</strong></span><br />
	<span style="font-size:14px;">SVG Profiles: SVG 1.1</span><br />
	<strong><span style="font-size:14px;">Fonts:</span></strong></font><br />
	• Type: SVG<br />
	• Subsetting: None (Use System Fonts)<br />
	<font><span style="font-size:14px;"><strong>Advanced Option:</strong></span></font><br />
	• CSS Properties: SVG<br />
	• Decimal Places: 3<br />
	• Encoding: Unicode (UTF-8)<br />
	• Addaptive SVG / Responsive: Disabled
</p>

<p>
	 
</p>

<p>
	<font><span style="font-size:26px;"><strong>Description</strong></span><br />
	<span style="font-size:14px;">Go to the map folder and create a blank TXT there and name it with the BSP name, for example: de_dust2.txt</span><br />
	<br />
	<span style="font-size:14px;"><strong>Adding an official command with a list of authors</strong></span><br />
	<span style="font-size:14px;">Open an TXT file and write code like this:</span></font>
</p>

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		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#e53935;"><span style="font-size:14px;">COMMUNITYMAPCREDITS:</span></span><br />
			<span style="font-size:14px;">THE OWL<br />
			Garry<br />
			Robert<br />
			Box<br />
			<br />
			RGB</span>
		</p>
	</div>
</div>

<p>
	<img alt="CommunityMapCredits01.png.d92f7d911bf4f7a524de90fd03504f4b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29214" data-ratio="65.51" width="345" src="https://www.mapcore.org/uploads/monthly_2022_03/CommunityMapCredits01.png.d92f7d911bf4f7a524de90fd03504f4b.png" /><br />
	<br />
	<font><span style="font-size:14px;"><strong>Using HTML syntax</strong></span><br />
	<span style="font-size:14px;">You can use the html syntax without COMMUNITYMAPCREDITS, but I am giving an example with this command.</span><br />
	<br />
	<span style="font-size:14px;">Open an TXT file and write code like this (</span></font><span style="font-size:14px;">Use HEX or RGB for colors)</span><font><span style="font-size:14px;">:</span></font>
</p>

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	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#e53935;"><span style="font-size:14px;">COMMUNITYMAPCREDITS:</span></span><br />
			<span style="font-size:14px;"><span style="color:#e53935;">&lt;b&gt;</span>THE OWL<span style="color:#e53935;">&lt;/b&gt;</span></span><br />
			<span style="font-size:14px;">Garry</span><br />
			<span style="font-size:14px;"><span style="color:#e53935;">&lt;font </span><span style="color:#f39c12;">color</span>=<span style="color:#91b859;">"rgb(255,255,0)"</span><span style="color:#e53935;">&gt;</span>Robert<span style="color:#e53935;">&lt;/font&gt;</span></span><br />
			<span style="font-size:14px;"><span style="color:#e53935;">&lt;font </span><span style="color:#f39c12;">color</span>=<span style="color:#91b859;">"#00FFFF"</span><span style="color:#e53935;">&gt;</span>Box<span style="color:#e53935;">&lt;/font&gt;</span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="color:#e53935;">&lt;font</span><span style="color:#2980b9;"><span style="font-size:14px;"> </span></span><span style="color:#f39c12;">color</span>=<span style="color:#91b859;">"rgb(255,0,0)"</span><span style="color:#e53935;">&gt;</span>R<span style="color:#e53935;">&lt;/font&gt;&lt;font</span><span style="color:#2980b9;"><span style="font-size:14px;"> </span></span><span style="color:#f39c12;">color</span>=<span style="color:#91b859;">"rgb(0,255,0)"</span><span style="color:#e53935;">&gt;</span>G<span style="color:#e53935;">&lt;/font&gt;&lt;font</span><span style="color:#2980b9;"><span style="font-size:14px;"> </span></span><span style="color:#f39c12;">color</span>=<span style="color:#91b859;">"rgb(0,0,255)"</span><span style="color:#e53935;">&gt;</span>B<span style="color:#e53935;">&lt;/font&gt;</span></span>
		</p>
	</div>
</div>

<p>
	<img alt="CommunityMapCredits02.png.6edc3957ec9770b279da3e9f61133be7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29215" data-ratio="63.66" width="344" src="https://www.mapcore.org/uploads/monthly_2022_03/CommunityMapCredits02.png.6edc3957ec9770b279da3e9f61133be7.png" />
</p>

<p>
	 
</p>

<p>
	<span style="font-size:26px;"><font><strong>Final result</strong></font></span><br />
	<img alt="FinalResult01.png.944bfd47ce01907e0a62c620f69c6c5f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29216" data-ratio="75.00" width="1200" src="https://www.mapcore.org/uploads/monthly_2022_03/FinalResult01.png.944bfd47ce01907e0a62c620f69c6c5f.png" /><br />
	<br />
	<img alt="FinalResult02.png.f7c09d09d8e8775dade1e8bb37c1c214.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29217" data-ratio="75.00" width="1200" src="https://www.mapcore.org/uploads/monthly_2022_03/FinalResult02.png.f7c09d09d8e8775dade1e8bb37c1c214.png" />
</p>

<p>
	<font><span style="font-size:14px;"><strong>Tags for search engines:</strong> Counter-Strike: Global Offensive, csgo, cs, mini-map.</span></font>
</p>
]]></description><guid isPermaLink="false">120</guid><pubDate>Fri, 18 Mar 2022 15:56:56 +0000</pubDate></item><item><title>De_coralline</title><link>https://www.mapcore.org/articles/development/de_coralline-r119/</link><description><![CDATA[<p style="text-align:center;">
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="29023" data-ratio="56.21" style="height:auto;" width="1200" alt="thumb_PRINCIPAL.jpg.f31c162d595173ca17434d61ccad5ddd.jpg" src="https://www.mapcore.org/uploads/monthly_2022_01/thumb_PRINCIPAL.jpg.f31c162d595173ca17434d61ccad5ddd.jpg" /></p>

<p style="text-align:center;">
	<strong>de_Coralline is a map I've been making since the release of the not very desired map de_veteran_10, from the beginning I started to develop it in silence without talking much about well... a lot of time passed and my map was already in beta, version that I wanted to launch it but the computer had some problems causing me to lose all the files including all the maps I was making at the beginning until 4 months before the year ended and then I started to redo it with an entirely new layout;</strong>
</p>

<p>
	Welcome to de_coralline, de_coralline is a map that takes place in a village / castle of the <span style="color:#e67e22;">queen</span> coralline well... the map has a history and since the beginning of the creation of the map concept I always thought of placing statues de_piranesi style that would tell the map history in general this is the basic understanding of the map concept
</p>

<p>
	Currently it is in <strong>BETA version 1.5</strong> and the final version of the beta is 3.0, my concept of the beta is as follows
</p>

<p>
	<span style="font-size:16px;"><strong>Beta Phase:</strong></span>
</p>

<ul><li>
		<span style="font-size:16px;"><strong>Version 1: work on the constructions, make sense of them</strong></span>
	</li>
	<li>
		<span style="font-size:16px;"><strong>Version 2: Detail the ground and buildings from the inside</strong></span>
	</li>
	<li>
		<span style="font-size:16px;"><strong>Version 3: Put Developer Props on the entire map, and make the map make more sense, ending the beta</strong></span>
	</li>
</ul><p>
	Well... the concept is very simple but I ended up changing the layout a little making the map stay in the middle of the 3 phases so the number 1.5,<em> and any english mistakes.. just sorry i'm not usa american.</em>
</p>

<p>
	<span style="font-size:18px;"><strong>Downloads</strong></span>
</p>

<ul><li>
		<span style="font-size:18px;"><strong><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2709657398" rel="external nofollow">STEAM WORKSHOP</a></strong></span>
	</li>
	<li>
		<span style="font-size:18px;"><strong><a href="https://gamebanana.com/wips/64271" rel="external nofollow">GAME BANANA</a> (SUBJECT TO CHANGE)</strong></span>
	</li>
</ul><p>
	<strong><span style="font-size:22px;">THE RADAR / LAYOUT</span></strong>
</p>

<p>
	<span style="font-size:11px;"><img class="ipsImage ipsImage_thumbnailed" data-fileid="29022" data-ratio="100.00" style="width:700px;height:auto;" width="1024" alt="1615074287_De_coralline_overview-Imgur.png.3ad5e716bb773366e3c0f7970fa86bdd.png" src="https://www.mapcore.org/uploads/monthly_2022_01/1615074287_De_coralline_overview-Imgur.png.3ad5e716bb773366e3c0f7970fa86bdd.png" /></span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">119</guid><pubDate>Mon, 17 Jan 2022 12:02:32 +0000</pubDate></item><item><title>Static Prop Combine in CS:GO</title><link>https://www.mapcore.org/articles/tutorials/static-prop-combine-in-csgo-r111/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="spc_header.png.849b454905c458e59dac78c81f6a4201.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22611" data-ratio="16.67" width="1200" src="https://www.mapcore.org/uploads/monthly_2019_10/spc_header.png.849b454905c458e59dac78c81f6a4201.png" /></p>

<p style="text-align:center;">
	<span style="font-size:36px;"><strong>Static Prop Combine in Counter-Strike: Global Offensive</strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:24px;"><strong>A step by step guide</strong></span><br /><span style="font-size:16px;">thanks to <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/31536-untor/?do=hovercard" data-mentionid="31536" href="https://www.mapcore.org/profile/31536-untor/" rel="">@untor</a></span>
</p>

<p>
	<span style="font-size:20px;"><strong>What is Static Prop Combine?</strong></span>
</p>

<p>
	<span style="font-size:16px;"><em>Static prop combine, or informally speaking "autocombine", is a new feature in CS:GO's VBSP.<br />
	It allows VBSP to merge together multiple static props into a single static prop, either automatically or with user-defined rules.</em></span>
</p>

<p>
	<img alt="prop_combine.png.9320d8a89bb30d8d286a9f61daa498e5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22612" data-ratio="50.00" width="1024" src="https://www.mapcore.org/uploads/monthly_2019_10/prop_combine.png.9320d8a89bb30d8d286a9f61daa498e5.png" /></p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>What is static prop combine good for?</strong></span><br /><span style="font-size:16px;">Static prop combine is another feature to optimize your maps. Most people might think that "the less geometry rendered the better". So if you use small props, it's easier to hide what is not visible.<br />
	That's not wrong. But there is a problem:<br />
	In Source, there is <strong>one draw call per model per material</strong>. And these draw calls are very performance-hungry.<br />
	That's where static prop combine comes into play:<br />
	By combining models sharing the same materials, less draw calls are performed, which greatly helps optimization.<br />
	Valve has stated that Nuke runs 40% faster after they implemented static prop combine.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>How do I use static prop combine?</strong></span><br /><span style="font-size:16px;">The static prop combine feature was added in 2016 with the release of the reworked de_nuke. But since then it was not (?) used by community mappers, there are no (?) guides on the Internet except <a href="https://developer.valvesoftware.com/wiki/Static_Prop_Combine" rel="external nofollow">this documentation</a>.<br /><span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/31536-untor/?do=hovercard" data-mentionid="31536" href="https://www.mapcore.org/profile/31536-untor/" rel="">@untor</a></span> helped me to make static prop combine feature do its job. So we decided that it's time to publish a step by step guide how to use static prop combine.</span>
</p>

<ul><li>
		<span style="color:#c0392b;"><span style="font-size:16px;">We presuppose that you are already familiar with the creation of props</span></span>
	</li>
</ul><p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>0. Backup your CS:GO folder (optional)</strong></span><br /><span style="font-size:16px;">We do not take responsibility for any damage done to your files. So it's time to backup your game files now if you have not already. In general we recommend to duplicate your "Counter-Strike Global Offensive" folder, so you can use a separate installation of CS:GO for mapping while keeping the other one clean for playing.</span>
</p>

<p>
	<br /><span style="font-size:20px;"><strong>1. Source files</strong></span><br /><strong><span style="font-size:16px;">You must have the source files of the models you want to be combined. </span></strong><span style="font-size:16px;">Usually 3 files for each prop: </span>
</p>

<ul><li>
		<span style="font-size:16px;">*.qc</span>
	</li>
	<li>
		<span style="font-size:16px;">reference mesh (supported formats are *.smd, *.dmx and *.fbx)</span>
	</li>
	<li>
		<span style="font-size:16px;">physics mesh</span>
	</li>
</ul><p>
	<span style="font-size:16px;">So if you want to combine props made by you, you should already have these files.<br />
	If you want to combine props made by Valve, you will need to decompile them first. And then change the names - otherwise, the version of the prop that is packed in the VPK would overwrite your version.<br />
	    <br /><strong>In this guide we will use two different pipe props:</strong></span>
</p>

<p>
	<img alt="single_props.png.f7995a2573a5693fda9b5ca837f72dc7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22613" data-ratio="50.00" width="1024" src="https://www.mapcore.org/uploads/monthly_2019_10/single_props.png.f7995a2573a5693fda9b5ca837f72dc7.png" /></p>

<p>
	<span style="font-size:16px;"><strong>You can download the example files here </strong>(contains the *.qc and *.smd files) <strong><span>:</span></strong></span>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="22623" href="https://www.mapcore.org/applications/core/interface/file/attachment.php?id=22623" rel="">example.zip</a>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong>Browse to "...\Steam\steamapps\common\content\csgo\</strong>"<br />
	Create a folder "models". In our example we have another subfolder "example". <strong>Save the model source files there:</strong></span><br />
	 
</p>

<p>
	<img alt="source_files.png.75852e01893bfa32660049205b1162f2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22614" data-ratio="33.33" width="768" src="https://www.mapcore.org/uploads/monthly_2019_10/source_files.png.75852e01893bfa32660049205b1162f2.png" /></p>

<p>
	<strong><span style="font-size:16px;">These are our QCs:</span></strong>
</p>

<p>
	<strong><span style="font-size:16px;">pipe_straight.qc</span></strong>
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<strong><span style="color:#2980b9;"><span style="font-size:16px;">$modelname         "props\example\pipe_straight.mdl"<br />
			$staticprop<br />
			$body "pipe_straight"    "pipe_straight_reference.smd"<br />
			$surfaceprop         "metal"<br />
			$cdmaterials         "models\props\de_nuke\hr_nuke\metal_pipe_001"<br />
			$collisionmodel     "pipe_straight_physics.smd" { $concave }<br />
			$sequence "idle"    "pipe_straight_reference.smd"</span></span></strong>
		</p>
	</div>
</blockquote>

<p>
	<strong><span style="font-size:16px;">pipe_curved.qc</span></strong>
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<strong><span style="color:#2980b9;"><span style="font-size:16px;">$modelname         "props\example\pipe_curved.mdl"<br />
			$staticprop<br />
			$body "pipe_curved"    "pipe_curved_reference.smd"<br />
			$surfaceprop         "metal"<br />
			$cdmaterials         "models\props\de_nuke\hr_nuke\metal_pipe_001"<br />
			$collisionmodel     "pipe_curved_physics.smd" { $concave }    <br />
			$sequence "idle"    "pipe_curved_reference.smd"</span></span></strong>
		</p>
	</div>
</blockquote>

<p>
	<br /><span style="font-size:16px;">Notes:<br />
	Restrictions for the *.qc:</span>
</p>

<ul><li>
		<span style="font-size:16px;">Only the first $body is recognized.</span>
	</li>
	<li>
		<span style="font-size:16px;">$model is not recognized.</span>
	</li>
	<li>
		<span style="font-size:16px;">$appendsource and $addconvexsrc are not recognized.</span>
	</li>
	<li>
		<span style="font-size:16px;">You can only use $upaxis Z or Y.</span>
	</li>
</ul><p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>2. Compile your props</strong></span><br /><span style="font-size:16px;">Your models have to be compiled from this directory now:<br />
	Open your model compile tool (I use <a href="https://steamcommunity.com/groups/CrowbarTool" rel="external nofollow">Crowbar</a>)<br /><strong>Then browse to "...\Steam\steamapps\common\content\csgo\models\example\" and compile the QCs.</strong><br />
	The compiled model files should be in "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\props\example\" now.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>3. spcombinerules.txt</strong></span><br /><span style="font-size:16px;"><strong>Browse to "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\hammer\spcombinerules\"</strong></span>
</p>

<p>
	 
</p>

<p>
	<img alt="spcombinerules.png.2bbf124abc6857afa2057ab6e3770041.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22621" data-ratio="16.67" width="768" src="https://www.mapcore.org/uploads/monthly_2019_10/spcombinerules.png.2bbf124abc6857afa2057ab6e3770041.png" /><br /><span style="font-size:16px;">There you will find "spcombinerules.txt". In this file the combine rules for Valves props are defined. It is a standard KeyValues-formatted text file. Each entry follows the format below.<br />
	Rename it to "spcombinerules_valve.txt" (or whatever you want) and create a new text file "spcombinerules.txt".</span>
</p>

<p>
	<strong><span style="font-size:16px;">Then copy and paste the following into "spcombinerules.txt" and save it.</span></strong>
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<strong><span style="color:#2980b9;"><span style="font-size:16px;">"combine rules"<br />
			{<br />
			    "pipe_combine"<br />
			    {<br />
			        // this is a stub qc that will be used to generate combined models<br />
			        "qc_template_path"    "scripts/hammer/spcombinerules/qc_templates/example/pipe_combine.qc"<br />
			        <br />
			        // max models per cluster using these peers<br />
			        "cluster_limit" 24<br />
			        <br />
			        // don't cluster models greater than this far apart<br />
			        "distance_limit" 500</span></span></strong>
		</p>

		<p>
			<strong><span style="color:#2980b9;"><span style="font-size:16px;">        // these are models that can combine with each other<br />
			        "peers"<br />
			        {<br />
			            "models/props/example/pipe_straight.mdl" ""<br />
			            "models/props/example/pipe_curved.mdl" ""<br />
			        }<br />
			    }<br />
			}</span></span></strong>
		</p>
	</div>
</blockquote>

<p>
	 
</p>

<p>
	<br /><span style="font-size:20px;"><strong>4. Stub QCs</strong></span><br /><span style="font-size:16px;">Stub QCs are QCs which contain a base template for the QCs which static prop combine generates. Generally, they should only include:</span>
</p>

<ul><li>
		<span style="font-size:16px;">$staticprop</span>
	</li>
	<li>
		<span style="font-size:16px;">$surfaceprop</span>
	</li>
	<li>
		<span style="font-size:16px;">$cdmaterials</span>
	</li>
	<li>
		<span style="font-size:16px;">Any $texturegroups used by the models.</span>
	</li>
</ul><p>
	<span style="font-size:16px;"><strong>Browse to "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\hammer\spcombinerules\qc_templates\".</strong><br />
	In our example we create a new subfolder "example", open it and then <strong>create a text file and rename it to "pipe_combine.qc":</strong></span><br /><br /><img alt="stub_qc.png.4d07aa575196d1414e4a63e7bfa8b42f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22615" data-ratio="16.67" width="768" src="https://www.mapcore.org/uploads/monthly_2019_10/stub_qc.png.4d07aa575196d1414e4a63e7bfa8b42f.png" /></p>

<p>
	<strong><span style="font-size:16px;">Copy and paste the following into "pipe_combine.qc" and save it:</span></strong>
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<span style="color:#2980b9;"><strong><span style="font-size:16px;">$staticprop<br />
			$surfaceprop     "metal"</span></strong></span>
		</p>

		<p>
			<span style="color:#2980b9;"><strong><span style="font-size:16px;">$cdmaterials    "models\props\de_nuke\hr_nuke\metal_pipe_001\"<br />
			$texturegroup     metal_pipe<br />
			{<br />
			        { "metal_pipe_001" }<br />
			}</span></strong></span>
		</p>
	</div>
</blockquote>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>5. Compile your map</strong></span><br /><span style="font-size:16px;"><strong>Add some of our example props to your map in Hammer and compile the map.</strong><br />
	In our example we use the following compile parameters for VBSP</span>
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<span style="font-size:16px;"><span style="color:#2980b9;"><strong>-staticpropcombine -staticpropcombine_mininstances 3 -keepsources -game $gamedir $path\$file</strong></span></span>
		</p>
	</div>
</blockquote>

<p>
	<span style="font-size:16px;"><strong>Compile parameters</strong> (full list <a href="https://developer.valvesoftware.com/wiki/VBSP" rel="external nofollow">here</a>) <span>:</span></span>
</p>

<p>
	<em><span style="font-size:16px;">-StaticPropCombine: Merges static props together according to the rules defined in scripts/hammer/spcombinerules/spcombinerules.txt. This lowers the number of draw calls, increasing performance. It can also be used to lower the number of static props present in a map.<br />
	-StaticPropCombine_AutoCombine: Automatically generate static prop combine rules for props that VBSP deems should be combined.</span><span style="font-size:16px;"> Note: This does not write to spcombinerules.txt.<br />
	-StaticPropCombine_ConsiderVis: Instead of using the distance limit, combine all props in the group that share visclusters.<br />
	-StaticPropCombine_SuggestRules: Lists models sharing the same material that should be added to spcombinerules.txt.<br />
	-StaticPropCombine_MinInstances &lt;int&gt;: Set the minimum number of props in a combine group required to create a combined prop. Tip:Valve had this set to 3 for the new Dust 2.<br />
	-StaticPropCombine_PrintCombineRules: Confirm: Prints the combine rules?<br />
	-StaticPropCombine_ColorInstances: Instances of combined props get colored.<br />
	-KeepSources: Don't delete the autogenerated QCs and unpacked model files after finishing.<br />
	-CombineIgnore_FastReflection: Combine props, even if they have differing Render in Fast Reflections settings.<br />
	-CombineIgnore_Normals: Combine props, even if they have differing Ignore Normals settings.<br />
	-CombineIgnore_NoShadow: Combine props, even if they have differing Disable Shadows settings.<br />
	-CombineIgnore_NoVertexLighting: Combine props, even if they have differing Disable Vertex lighting settings.<br />
	-CombineIgnore_NoFlashlight: Combine props, even if they have differing Disable flashlight settings.<br />
	-CombineIgnore_NoSelfShadowing: Combine props, even if they have differing Disable Self-Shadowing settings.<br />
	-CombineIgnore_DisableShadowDepth: Combine props, even if they have differing Disable ShadowDepth settings.</span></em>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>6. Success?</strong></span><br /><span style="font-size:16px;">The combined props look exactly like the single props. So how can you be sure that the static prop combine process was successful?<br />
	- Once the map is compiled, the combined props will be packed into your *.bsp automatically.<br />
	- If you add -keepsources to the compile parameters, you can also find the combined props in "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\props\autocombine\*name of your map*\"<br />
	and their QCs in "...\Steam\steamapps\common\content\csgo\models\props\autocombine\*name of your map*\".<br />
	- If you add </span> <em><span style="font-size:16px;">-StaticPropCombine_ColorInstances</span></em> <span style="font-size:16px;"> to the compile parameters, instances of combined props are colored in CS:GO.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>7. Additional notes</strong></span>
</p>

<p>
	<span style="font-size:16px;"><strong>Hammer:</strong></span><br /><img alt="keyvalues.png.d790dd8ff542fda7acf63d3ab445c5cb.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22616" data-ratio="88.55" width="664" src="https://www.mapcore.org/uploads/monthly_2019_10/keyvalues.png.d790dd8ff542fda7acf63d3ab445c5cb.png" /></p>

<p>
	<br /><span style="font-size:16px;">- You can manually disable static prop combine for individual props with the "Disable Prop Combine" keyvalue.<br />
	- Prop scaling (Uniform Scale Override) is not supported yet (?)<br />
	- If the original props don't have a collision model, you will have to set collisions to "Not Solid" in the properties. Otherwise the combined prop will be solid (automatically generated collision mesh; causes problems).<br />
	- If the props differ in specific keyvalues, in most cases the default (e.g. Alpha) or the higher value will be used (e.g. fade distances)<br />
	- Props that differ in the below keyvalues will NOT be combined, unless manually overridden with the appropriate VBSP option:</span>
</p>

<ul><li>
		<span style="font-size:16px;">Render in Fast Reflections (-combineignore_fastreflection)</span>
	</li>
	<li>
		<span style="font-size:16px;">Ignore Normals (-combineignore_normals)</span>
	</li>
	<li>
		<span style="font-size:16px;">Disable Shadows (-combineignore_noshadows)</span>
	</li>
	<li>
		<span style="font-size:16px;">Disable Vertex lighting (-combineignore_novertexlighting)</span>
	</li>
	<li>
		<span style="font-size:16px;">Disable Flashlight (-combineignore_noflashlight)</span>
	</li>
	<li>
		<span style="font-size:16px;">Disable Self-Shadowing (-combineignore_noselfshadowing)</span>
	</li>
	<li>
		<span style="font-size:16px;">Disable ShadowDepth (-combineignore_disableshadowdepth)</span>
	</li>
</ul><p>
	<span style="font-size:16px;">- Props that differ in the below keyvalues will NOT be combined:</span>
</p>

<ul><li>
		<span style="font-size:16px;">Skin</span>
	</li>
	<li>
		<span style="font-size:16px;">Color</span>
	</li>
	<li>
		<span style="font-size:16px;">Disable Flashlight</span>
	</li>
</ul><p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>TO DO</strong></span>
</p>

<ul><li>
		<span style="font-size:16px;">some fps tests with an actual map!</span>
	</li>
	<li>
		<span style="font-size:16px;">which gives better results: " -StaticPropCombine_ConsiderVis" or prop combining based on distances?</span>
	</li>
	<li>
		<span style="font-size:16px;">Is there a console command to display the number of performed draw calls/props?</span>
	</li>
	<li>
		...
	</li>
</ul><p>
	 
</p>

<p>
	<span style="font-size:16px;">______________________________________________________________________<br /><em>Sources:<br /><a href="https://developer.valvesoftware.com/wiki/Static_Prop_Combine" rel="external nofollow">https://developer.valvesoftware.com/wiki/Static_Prop_Combine</a><br /><a href="https://developer.valvesoftware.com/wiki/QC" rel="external nofollow">https://developer.valvesoftware.com/wiki/QC</a><br /><a href="https://developer.valvesoftware.com/wiki/VBSP" rel="external nofollow">https://developer.valvesoftware.com/wiki/VBSP</a></em></span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">111</guid><pubDate>Wed, 09 Oct 2019 14:11:52 +0000</pubDate></item><item><title>Creating your own 4wayblend material with Danger Zone style grass</title><link>https://www.mapcore.org/articles/tutorials/creating-your-own-4wayblend-material-with-danger-zone-style-grass-r110/</link><description><![CDATA[
<p><img src="https://www.mapcore.org/uploads/monthly_2022_03/thumb01-4wayblend-part2.png.3c1bb5f3716c599620232bb4b3489543.png" /></p>
<p>
	<span style="font-size:20px;"><strong>Cre</strong></span><span style="font-size:20px;"><strong>ating a custom grass variant for the Danger Zone</strong></span>
</p>

<ol>
	<li>
		<span style="font-size:14px;">Open your </span><a href="http://nemesis.thewavelength.net/?p=26" rel="external nofollow">GCFScape</a> <span style="font-size:14px;">and after open </span>pak01_dir.vpk<span style="font-size:14px;"> in "</span>Counter-Strike Global Offensive/csgo" go to "materials/hr_massive" and found there broken_road_1_4wayblend_1.vmt. Extract that file into your materials folder, for example: "../csgo/materials/my_project_folder", and rename it, example: <span style="font-size:14px;">my_custom_4wayblend_material.vmt</span>.<br />
		 
	</li>
	<li>
		<span style="font-size:14px;">Go back to pak01_dir.vpk and find the detailsprites_survival.vmt file in "materials/detail", then extract it to "../csgo/materials/detail"</span><br />
		<span style="font-size:10px;"><strong><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cb.png" class="ipsEmoji" alt="📋"></strong></span><span style="font-size:14px;"><strong> Note:<span style="color:#e67e22;"> </span></strong>Rename "detailsprites_survival.vmt", for example: "detailsprites_test.vmt".</span><br />
		 
	</li>
	<li>
		<span style="font-size:14px;">Open the extracted file and delete the lines below to remove the texture that controls the density of the grass.</span>
		<blockquote class="ipsQuote" data-ipsquote="">
			<div class="ipsQuote_citation">
				Quote
			</div>

			<div class="ipsQuote_contents">
				<p>
					<span style="font-size:14px;">$worldspacetint "detail/test_massive9_grass_tint"<br />
					$worldspacetype "detail/test_massive9_grass_type"</span>
				</p>
			</div>
		</blockquote>
		<img alt="Screenshot_91.png.6cd9e819c8cc81adac17903e41aa058d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21964" data-ratio="33.94" width="819" src="https://www.mapcore.org/uploads/monthly_2019_08/Screenshot_91.png.6cd9e819c8cc81adac17903e41aa058d.png" /><br />
		 
	</li>
	<li>
		<span style="font-size:14px;">Go to "../Counter-Strike Global Offensive/csgo"<strong> </strong>and find there<strong> </strong>detail.vbsp<strong>. </strong>Open it (You can use <a href="https://notepad-plus-plus.org/download/v7.7.1.html" rel="external nofollow">Notepad++</a>)<strong> </strong>and find there the cluster<strong> </strong>"survival_grass_2"<strong>. </strong>Copy that and paste after that cluster, but with new name, for example: survival_grass_theowl.</span><br />
		<span style="font-size:14px;">Find line (inside the cluster) "associated_material" "detail\detailsprites_survival" and replace "detail\detailsprites_survival" to your custom texture which you created recently. Example: </span>"associated_material" "detail\detailsprites_mycustommap")<br />
		<img alt="Screenshot_92.png.6c85c4bb8b4e1ee5672b1d4ae97d7298.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21965" data-ratio="36.47" width="521" src="https://www.mapcore.org/uploads/monthly_2019_08/Screenshot_92.png.6c85c4bb8b4e1ee5672b1d4ae97d7298.png" /><br />
		 
	</li>
	<li>
		<span style="font-size:14px;">Inside your custom vmt file ("my_custom_4wayblend_material.vmt") you should replace %detailtype survival_grass_2 to %detailtype &lt;your name of cluster inside detail.vbsp&gt;", for example: %detailtype survival_grass_theowl</span><br />
		<img alt="Custom 4WayBlend .vmt file" class="ipsImage ipsImage_thumbnailed ipsAttachLink_image" data-fileid="21963" data-ratio="75.43" style="width:818px;height:auto;" width="818" src="https://www.mapcore.org/uploads/monthly_2019_08/Screenshot_90.png.98ce4d53ed35cfdf31cd9ba87c992ffa.png" />
	</li>
</ol>

<p>
	<span style="font-size:20px;"><strong>Links</strong></span><br />
	• <span style="font-size:14px;"><a href="https://nemstools.github.io/pages/GCFScape-Download.html" rel="external nofollow">GCFScape</a></span><br />
	• <span style="font-size:14px;"><a href="https://gira-x.github.io/VMT-Editor/" rel="external nofollow">VMT Editor</a></span><br />
	• <span style="font-size:14px;"><a href="https://notepad-plus-plus.org/download/v7.7.1.html" rel="external nofollow">Notepad++</a></span>
</p>
]]></description><guid isPermaLink="false">110</guid><pubDate>Fri, 23 Aug 2019 17:46:06 +0000</pubDate></item><item><title>Using official 4wayblend materials from Danger Zone</title><link>https://www.mapcore.org/articles/tutorials/using-official-4wayblend-materials-from-danger-zone-r109/</link><description><![CDATA[
<p><img src="https://www.mapcore.org/uploads/monthly_2022_03/thumb01-4wayblend-part1.png.8269e942932cd3ebc9ba49e4dae714c6.png" /></p>
<p>
	<span style="font-size:20px;"><strong>First connection with Mapcore</strong></span><br />
	<strong>Hello!</strong> On Mapcore for the first time, so I don’t know if you write something like that here. In general, I recently encountered a problem I had been thinking about for a long time, and the solution was the simplest...<br />
	<br />
	4wayblend textures stumped me and I didn't understand how to work with them. Since I could not find any articles about this issue, I decided to write about them.
</p>

<p>
	<br />
	<span style="font-size:20px;"><strong>Connecting and using grass sprites on your map</strong></span><br />
	<span style="font-size:14px;">In order for 4wayblend textures to use grass, you must write the path to these details in the <strong>Map Properties </strong>(The path you must follow is shown below).<br />
	<br />
	Find the <strong>Map </strong>menu on the top panel in Hammer World Editor &gt; Further <strong>Map Properties</strong> &gt; Property Name <strong>Detail material file</strong> &gt; Set the value of <strong>Detail material file</strong> to <strong>detail/detailsprites_survival</strong>.<br />
	<br />
	<strong>List of Danger Zone values for Detail material file:</strong></span><br />
	• <span style="font-size:14px;">detail/detailsprites_survival [dz_blacksite]</span><br />
	• <span style="font-size:14px;">detail/dust_massive_detail_sprites [dz_sirocco]</span><br />
	<br />
	<img alt="screenshot01-base.png.e7e163d065931365ae9091976e68d994.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29202" data-ratio="53.04" width="1054" src="https://www.mapcore.org/uploads/monthly_2022_03/screenshot01-base.png.e7e163d065931365ae9091976e68d994.png" /><br />
	<br />
	<span style="font-size:14px;">To set the grass to the material, use "<strong>Paint Alpha</strong>" in the Displacement settings, but be aware that the official materials are governed by a mask that will not allow you to set the grass manually, more on that in <a href="https://www.mapcore.org/articles/tutorials/dz_blacksite-info-about-use-4wayblend-textures-2-r110/" rel="">another thread</a>.<br />
	If you are using a mask and are experiencing performance troubles due to grass, click "<strong>Invert Alpha</strong>" to remove the already placed grass.</span>
</p>

<p>
	<br />
	<span style="font-size:20px;"><strong>Let's start blending</strong></span><br />
	<span style="font-size:14px;">Go to the settings "<strong>Displacement</strong>" and select there "<strong>Sculpt</strong>"<strong>,</strong> then find the button "<strong>Blend</strong>" and there select the desired texture.<br />
	<br />
	<strong>Blending control:</strong></span><br />
	• [<span style="font-size:14px;">Left mouse button</span><u><span style="font-size:14px;">]</span></u><span style="font-size:16px;text-align:left;"> – </span><span style="font-size:14px;">Apply selected texture.</span><br />
	• [<span style="font-size:14px;">Ctrl<u>]</u> + [Left mouse button<u>]</u> </span><span style="font-size:16px;text-align:left;">– </span><span style="font-size:14px;">Remove selected texture.</span><br />
	• [<span style="font-size:14px;">Right mouse button] + Mouse movement left or right </span><span style="font-size:16px;text-align:left;">– </span><span style="font-size:14px;">Resize blending area.</span><br />
	<br />
	<span style="font-size:10px;"><strong><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f41e.png" class="ipsEmoji" alt="🐞"></strong></span><span style="font-size:14px;"><strong> <span style="color:#e74c3c;">Bug:</span> </strong>If the camera mode in 3D view is set to "3D Shaded Textured Polygons", then you will not see the drawn part of the texture. Camera mode should be set to "3D Textured" when drawing (fixed in <a href="https://ficool2.github.io/HammerPlusPlus-Website/" rel="external nofollow">Hammer++</a>).</span><br />
	<img alt="screenshot02-base.png.bbee5ffd686185f7f676ff9096730811.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29204" data-ratio="56.52" width="1200" src="https://www.mapcore.org/uploads/monthly_2022_03/screenshot02-base.png.bbee5ffd686185f7f676ff9096730811.png" />
</p>

<p>
	<span style="font-size:14px;"><strong><a href="https://www.mapcore.org/articles/tutorials/creating-your-own-4wayblend-material-with-danger-zone-style-grass-r110/" rel="">Creating your own 4wayblend material with Danger Zone style grass →</a></strong></span>
</p>
]]></description><guid isPermaLink="false">109</guid><pubDate>Sat, 13 Jul 2019 11:15:25 +0000</pubDate></item><item><title>2018: Mapcore's Year in Review</title><link>https://www.mapcore.org/articles/general/2018-mapcores-year-in-review-r104/</link><description><![CDATA[
<p><img src="https://www.mapcore.org/uploads/monthly_2019_01/thumbnail2.jpg.587a9ca5aca56d00896c95463d33f7db.jpg" /></p>

<p style="text-align:center;">
	<img alt="unknown.png.cefe9c3dfc28b9f8ba348bc340fc2c46.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19043" src="https://www.mapcore.org/uploads/monthly_2019_01/unknown.png.cefe9c3dfc28b9f8ba348bc340fc2c46.png" /></p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#000000;"><span style="font-size:18px;">Keeping with tradition, I'd say it's about time we took a look at what our community has achieved throughout the year. If last time I was saying how 2017 was a year of immense growth, then 2018 was surely one of significant change. And it hasn't been without its troubles and anxious moments. No change ever is, but I believe it to be for the best. We've seen some of our friends become parents, change work fields or get their first job in the industry. We've even seen a few pursue their dream projects. And for that, we have to applaud them. It takes courage to keep moving forward and to realise when it's time for something new. In the meantime, I hope this article inspires you and I wish everyone </span></span>
</p>

<p style="text-align:center;">
	<span style="color:#000000;"><span style="font-size:18px;">good luck!</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#000000;"><strong style="background-color:#fcfcfc;color:#353c41;font-size:36px;text-align:center;">2018: Mapcore's Year in Review</strong></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="002_r.jpg.0d976056958a5ab538f80a7ef6a17492.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18940" src="https://www.mapcore.org/uploads/monthly_2019_01/002_r.jpg.0d976056958a5ab538f80a7ef6a17492.jpg" /></p>

<p style="text-align:center;">
	<span style="color:#000000;"><span style="font-size:18px;"><strong>SteamVR -</strong></span></span><span style="font-size:18px;"><strong><span style="color:#000000;"> </span><a href="https://www.scraggyrascalgames.com/" rel="external nofollow"><span style="color:#2980b9;">Gulping Goat Space Farm</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/31129-steve/?do=hovercard" data-mentionid="31129" href="https://www.mapcore.org/profile/31129-steve/" rel="">@Steve</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/14363-marnamai/?do=hovercard" data-mentionid="14363" href="https://www.mapcore.org/profile/14363-marnamai/" rel="">@marnamai</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/15070-the-horse-strangler/?do=hovercard" data-mentionid="15070" href="https://www.mapcore.org/profile/15070-the-horse-strangler/" rel="">@The Horse Strangler</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/35102-sersch/?do=hovercard" data-mentionid="35102" href="https://www.mapcore.org/profile/35102-sersch/" rel="">@Sersch</a> and others at Scraggy Rascal Studios</span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">produced in collaboration with Valve</span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"Scraggy Rascal has been working with Valve to create all new SteamVR content, we've been given a lot of liberty to create these locations. Our goal </span></em><em><span style="color:#000000;">was to </span></em><em><span style="color:#000000;">create interesting and fun locations for the player to explore. These projects, over the last couple months, have been a </span></em><em><span style="color:#000000;">crash course</span></em><em><span style="color:#000000;"> in </span></em><em><span style="color:#000000;">Source 2,</span></em><em><span style="color:#000000;">VR, project management, delivering within deadlines, working together as a team and personal growth. </span></em><em><span style="color:#000000;">It has been an invaluable experience </span></em><em><span style="color:#000000;">and </span></em><em><span style="color:#000000;">great opportunity ... and we're just getting started!" - marnamai</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="002.jpg.44cb29868e5b4f92962b79ea1ebc2251.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18914" src="https://www.mapcore.org/uploads/monthly_2019_01/002.jpg.44cb29868e5b4f92962b79ea1ebc2251.jpg" /></p>

<p style="text-align:center;">
	<strong><span style="font-size:18px;background-color:rgb(252,252,252);"><span style="color:#000000;">Darksiders III - </span><a href="https://www.mapcore.org/topic/22976-ue4-darksiders-3-art-dump/" rel=""><span style="color:#2980b9;">Art</span></a></span></strong>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="background-color:rgb(252,252,252);text-align:center;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/15070-the-horse-strangler/?do=hovercard" data-mentionid="15070" href="https://www.mapcore.org/profile/15070-the-horse-strangler/" rel="">@The Horse Strangler</a></span></span><span style="color:#000000;"> and others at Gunfire Games</span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><span style="color:#000000;"><span style="background-color:rgb(255,255,255);"><em>"Probably one of the biggest challenges the artists and designers faced on Darksiders 3 was working with both a platforming and fully connected streamed world. This meant that everything exists all the time. While we streamed levels in and out, areas couldn't intersect and we couldn't do the classic "Small exterior, big interior" swap. This was especially challenging because of how much verticality our design must support. We had a few "vistas", but for the most part every aspect of the level was accessible. If you can see it, you will likely be able to get there, jump on it, fight around it, etc. Fury, the main playable character can double jump, swing, float, glide and even rocket jump over 10 meters high. Personally for me it completely changed how I looked at art filling up a space. Every single mesh we placed impacted design. Art was design, and design was art." - The Horse Strangler</em></span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="030_r.jpg.0f020d044b99ced317cf870e901cbb17.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="19007" src="https://www.mapcore.org/uploads/monthly_2019_01/030_r.jpg.0f020d044b99ced317cf870e901cbb17.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><a href="https://twitter.com/EuropaGame" rel="external nofollow"><span style="color:#2980b9;">Europa</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;">by <span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/14305-hp/?do=hovercard" data-mentionid="14305" href="https://www.mapcore.org/profile/14305-hp/" rel="">@[HP]</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">"Europa is a relaxing narrative experience. </span></em></span></span><span style="font-size:18px;"><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">The goal with this game is to offer just enough challenge that its rewarding to get from one area to the other for more than just the visuals by using environmental hazards, platforming sequences and light puzzles that you can beat by exploring.The game is split into linear sections and wider areas, that's at the core of the game and as you play, you keep improving your characters moving ability, which will further exploration and give you the ability to solve newer light puzzles. There's none of the typical character upgrading systems, rather, the levels will offer the incremental challenges and the sense of progression. </span></em></span></span><span style="font-size:18px;"><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">Europa's main focus lies in environmental storytelling and immersing the player in it's universe with passive storytelling, evoking awe and bliss with colorful watercolor-like art and music.</span></em></span></span><em><span style="color:#000000;"><span style="font-size:18px;"><span style="background-color:rgb(255,255,255);">" - Helder Pinto</span></span></span></em>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="003.jpg.8eb26f026c0cc7e5cafb27600d3fed59.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18915" src="https://www.mapcore.org/uploads/monthly_2019_01/003.jpg.8eb26f026c0cc7e5cafb27600d3fed59.jpg" /></p>

<p style="text-align:center;">
	<font color="#000000"><span style="font-size:18px;background-color:rgb(252,252,252);"><b><span>C</span>ounter-Strike: Global Offensive - </b></span></font><span style="font-size:18px;background-color:rgb(252,252,252);"><b><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1590186147" rel="external nofollow"><span style="color:#2980b9;">Turnpike</span></a></b></span>
</p>

<p style="text-align:center;">
	<span style="background-color:#fcfcfc;color:#000000;font-size:14px;text-align:center;">by<span> <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/13285-squad/?do=hovercard" data-mentionid="13285" href="https://www.mapcore.org/profile/13285-squad/" rel="">@Squad</a></span></span>
</p>

<p style="text-align:center;">
	<em><span style="color:#000000;"><span style="font-size:18px;">"For a while the "Highway Restaurant" theme has been sitting in my little Concepts.txt file. When the Wingman Contest was announced, it felt like the perfect opportunity to turn this idea into a map, as its relatively small size would be fitting for the Wingman gamemode. The casual nature of Wingman made me add some elements that I would not normally add to, let's say, a Defusal map, like the TF2-esque team color coding (albeit subtle), the moving vehicles and the silly bomb target. Additionally, since the playable space is (almost) completely indoors, making it nighttime felt right, as it both emphasizes the interiors and makes for an atmospheric blorange background." - Squad</span></span></em>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="004_r.jpg.43609ba49d71d671ebc6f210d74a242f.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18956" src="https://www.mapcore.org/uploads/monthly_2019_01/004_r.jpg.43609ba49d71d671ebc6f210d74a242f.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;background-color:rgb(252,252,252);"><b><span style="color:#000000;">Dying Light - </span><a href="https://www.mapcore.org/topic/21481-a-new-hope-will2ks-dying-light-single-player-campaign-wip/" rel=""><span style="color:#2980b9;">A New Hope</span></a></b></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="background-color:rgb(252,252,252);"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/31097-will2k/?do=hovercard" data-mentionid="31097" href="https://www.mapcore.org/profile/31097-will2k/" rel="">@will2k</a></span></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"A full-fledged custom single player campaign that ties in to the original story of the main game. It will see the main protagonist, Kyle Crane,leaving </span></em><em><span style="color:#000000;">the City for the countryside to search for a specific elusive medicinal herb and bring it back to Dr. Camden who believes </span></em><em><span style="color:#000000;">it could be </span></em><em><span style="color:#000000;">the cure to the Harran Virus. </span></em><em><span style="color:#000000;">This campaign is a one man show as I’m doing everything myself: level design, environment art/detailing, </span></em><em><span style="color:#000000;">story creation, </span></em><em><span style="color:#000000;">scripting/quest creation, custom dialog, custom audio, custom materials/textures, custom foliage systems, custom </span></em><em><span style="color:#000000;">brushes </span></em><em><span style="color:#000000;">for </span></em><em><span style="color:#000000;">terrain painting/sculpting, lighting, manual nav mesh tuning, scripted NPCs…" - will2k</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="005.jpg.161d2325e123c43617d2d79d9863e8df.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18918" src="https://www.mapcore.org/uploads/monthly_2019_01/005.jpg.161d2325e123c43617d2d79d9863e8df.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><a href="https://store.steampowered.com/app/964800/Prodeus/" rel="external nofollow"><span style="color:#2980b9;">Prodeus</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/13910-general-vivi/?do=hovercard" data-mentionid="13910" href="https://www.mapcore.org/profile/13910-general-vivi/" rel="">@General Vivi</a> and <a href="http://vfxmike.blogspot.com/" rel="external nofollow">Michael Voeller</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"Prodeus is the first person shooter of old, re-imagined using modern rendering techniques. Oh, and tons of blood, gore, and secrets. Creating Prodeus has meant a lot to us over the last year. It feels great to finally be doing something for ourselves. It can be pretty ambitious at times since there are just two of us, but I’m confident we can pull it off. Keep an eye out for the end of February for a big announcement." - General Vivi</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="008.jpg.5bb73b2fad6909911eae97c09f682fe0.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18919" src="https://www.mapcore.org/uploads/monthly_2019_01/008.jpg.5bb73b2fad6909911eae97c09f682fe0.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Counter-Strike: Global Offensive - </span><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1364646330" rel="external nofollow"><span style="color:#2980b9;">Ruby</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/17049-catfood/?do=hovercard" data-mentionid="17049" href="https://www.mapcore.org/profile/17049-catfood/" rel="">@catfood</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><span style="color:#000000;">"When I was on vacation in Portugal years ago I was so impressed by the city Lisbon that I really wanted to build a map that has the same vibe. At the time I was already working on different projects so I decided whenever I got enough time to work on a map this size I would go back. So early 2017 the moment was finally there, I went back to Lisbon to shoot (~2000) reference photos then made a list of things that are iconic for Lisbon and started working on Ruby. Adding a lot of height differation, warm colors, tile patterns and ofcourse trams was essentiental to get the Lisbon vibe." - catfood</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="026.jpg.11a9b70204b15148c3f17f9a8e4a5fe1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18941" src="https://www.mapcore.org/uploads/monthly_2019_01/026.jpg.11a9b70204b15148c3f17f9a8e4a5fe1.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><a href="https://store.steampowered.com/app/264710/Subnautica/" rel="external nofollow"><span style="color:#2980b9;">Subnautica</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/13359-dux/?do=hovercard" data-mentionid="13359" href="https://www.mapcore.org/profile/13359-dux/" rel="">@dux</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/14442-pogop/?do=hovercard" data-mentionid="14442" href="https://www.mapcore.org/profile/14442-pogop/" rel="">@PogoP</a> and others at Unknown Worlds Entertainment</span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"A mix of Survival, story, mystery, resource gathering, base building with some accidental horror and plenty of deep, deep water. <span style="background-color:rgb(255,255,255);">We had not long </span></span></em><em><span style="color:#000000;"><span style="background-color:rgb(255,255,255);">finished up with Natural Selection 2 and were hungry to develop a different kind of game. During development we were (and still are) a small team </span></span></em><em><span style="color:#000000;"><span style="background-color:rgb(255,255,255);">but the game kept getting bigger and grew into something far larger in scope than originally planned. So we soon realised that what we had could </span></span></em><em><span style="color:#000000;"><span style="background-color:rgb(255,255,255);">be turned into something really unique if we put our heads down and just cranked on it.</span></span></em><em><span style="color:#000000;"><span style="background-color:rgb(255,255,255);">" - dux</span></span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="006.jpg.ae0fe9c0343585b90ef8fd4e79952649.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18920" src="https://www.mapcore.org/uploads/monthly_2019_01/006.jpg.ae0fe9c0343585b90ef8fd4e79952649.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Unreal Tournament 4 - </span><a href="https://www.mapcore.org/topic/21822-ut4-dm-chamber/?tab=comments#comment-440512" rel=""><span style="color:#2980b9;">Chamber</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/31554-ubuska/?do=hovercard" data-mentionid="31554" href="https://www.mapcore.org/profile/31554-ubuska/" rel="">@Ubuska</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">"I used Halo and Warframe artstyle as a reference. </span></em></span><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">The goal of this project was to make fun and cool looking map with 100% custom art </span></em></span><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">that </span></em></span><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">is 100 mb in file size. To achieve that I used several advanced techniques such as custom vertex normals, deferred mesh decals, no bake, </span></em></span><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">tiling </span></em></span><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">base materials and masks. There are basically 5 or so texture maps used in the entire map,  most of the filesize space </span></em></span><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">was taken by lightmaps. </span></em></span><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">I learned a lot doing this project in terms of composition, art direction and optimization. Hope you enjoy this map as much as I do!﻿" - Ubuska</span></em></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="009.jpg.42c94e6dcfa88df4fccf4d0294a6bbe3.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18921" src="https://www.mapcore.org/uploads/monthly_2019_01/009.jpg.42c94e6dcfa88df4fccf4d0294a6bbe3.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Counter-Strike: Global Offensive - </span><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1490155704&amp;tscn=1545077255" rel="external nofollow"><span style="color:#2980b9;">Pitstop</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/32651-quotingmc/?do=hovercard" data-mentionid="32651" href="https://www.mapcore.org/profile/32651-quotingmc/" rel="">@Quotingmc</a> and Quadratic</span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"It is not often that CS: GO receives a new game-mode, especially one as competitively focused as Wingman. I was understandably pleased at the </span></em><em><span style="color:#000000;">announcement of the 2018 CSMapMakers contest for the mode. Pitstop was my entry where I set out to create a thematically bold centre piece </span></em><em><span style="color:#000000;">for my portfolio. With the help of my teammate Quadratic and support from multiple Mapcore members, I learnt a lot about taking a level from a simple </span></em><em><span style="color:#000000;">blockout to completion; I can say for certain I’m thrilled with the end result!" - Quoting</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="024_r.jpg.2e80182855abe119e296ec4cba7e9872.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18955" src="https://www.mapcore.org/uploads/monthly_2019_01/024_r.jpg.2e80182855abe119e296ec4cba7e9872.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Black Mesa - </span><a href="https://www.youtube.com/watch?v=TAIJich73NY" rel="external nofollow"><span style="color:#2980b9;">Xen</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/14204-jeanpaul/?do=hovercard" data-mentionid="14204" href="https://www.mapcore.org/profile/14204-jeanpaul/" rel="">@JeanPaul</a>, Adam Engels and others at Crowbar Collective</span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><span style="color:#000000;"><em><span style="background-color:rgb(255,255,255);">"While building Xen we had to design, iterate, and iterate (then iterate some more). We took what we thought we knew, and put it to the test. We learned how design and scope work together, and how to build momentum as a team. We are extremely proud of what we have accomplished over the year(s)! Despite the long and occasionally frustrating timeline, it has been a real testament to the commitment that this team and this community have for Half-Life." - Adam Engels</span></em></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="007.jpg.c76baeadf541239ae609cfc7e49e40b2.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18922" src="https://www.mapcore.org/uploads/monthly_2019_01/007.jpg.c76baeadf541239ae609cfc7e49e40b2.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><a href="https://www.mapcore.org/topic/1302-wip-in-wip-post-your-level-screenshots/?page=915&amp;tab=comments#comment-439956" rel=""><span style="color:#2980b9;">Unreal Engine 4 scene</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by </span><span style="color:#000000;"><span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/32615-vorontsov/?do=hovercard" data-mentionid="32615" href="https://www.mapcore.org/profile/32615-vorontsov/" rel="">@Vorontsov</a></span></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"</span></em><em><span style="color:#000000;">So I decided I would step out of my comfort zone and create a small environment in an engine I've never used before, UE4. Although I think </span></em><em><span style="color:#000000;">I did a fairly decent job at the time there were ultimately many nuances I could have done better, but that is the artist dilemma. This project taught me the </span></em><em><span style="color:#000000;">value of properly blocking out your environment, gathering as many references as you can and to have patience and not rush through assets, when </span></em><em><span style="color:#000000;">breaking any of these rules I was punished for it. Stay tuned for my next project which will be a giant mech, coming soon Valve time TM." - Vorontsov</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="010.jpg.844b1cbd115c32b3a2f1b6dbe8a0f205.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18923" src="https://www.mapcore.org/uploads/monthly_2019_01/010.jpg.844b1cbd115c32b3a2f1b6dbe8a0f205.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Counter-Strike: Global Offensive - </span><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1217276956" rel="external nofollow"><span style="color:#2980b9;">Opal</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/33860-mikegon/?do=hovercard" data-mentionid="33860" href="https://www.mapcore.org/profile/33860-mikegon/" rel="">@MikeGon</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"My goal with this project was to make a fun and compact defuse map, with a simple level flow, ample verticality, and an overlapped layout! I wanted to have interior and exterior, and break the grid a lot, to avoid having that "90 degrees grid" feel in the layout. I needed to have a vista on one side of the map to help with orientation, so I decided to make it a coastal town, inspired by those found on the island of Skopelos, Greece. Expect more updates in the near future, as I'm not yet satisfied with it. Since this is my only CSGO map, I want to put all my time and effort into it, and focus on quality instead of quantity. Thank you everybody for your support and feedback! &lt;3" - MikeGon</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="028.jpg.8c9ed9a3d4ad3f02bf6cc3410bbe4bbf.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18945" src="https://www.mapcore.org/uploads/monthly_2019_01/028.jpg.8c9ed9a3d4ad3f02bf6cc3410bbe4bbf.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Insurgency: Sandstorm - </span><a href="https://store.steampowered.com/app/581320/Insurgency_Sandstorm/" rel="external nofollow"><span style="color:#2980b9;">Precinct</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/14228-xanthi/?do=hovercard" data-mentionid="14228" href="https://www.mapcore.org/profile/14228-xanthi/" rel="">@Xanthi</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/13285-squad/?do=hovercard" data-mentionid="13285" href="https://www.mapcore.org/profile/13285-squad/" rel="">@Squad</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/13978-jonny-phive/?do=hovercard" data-mentionid="13978" href="https://www.mapcore.org/profile/13978-jonny-phive/" rel="">@Jonny Phive</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/18598-latteh/?do=hovercard" data-mentionid="18598" href="https://www.mapcore.org/profile/18598-latteh/" rel="">@LATTEH</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/13597-steppenwolf/?do=hovercard" data-mentionid="13597" href="https://www.mapcore.org/profile/13597-steppenwolf/" rel="">@Steppenwolf</a> and others at New World Interactive</span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"Precinct, was a fun and challenging map to work on. We decided early on to melt District and Contact two of our very nostalgic maps together into </span><span style="color:#000000;">a </span></em><em><span style="color:#000000;">single large-scale urban environment. The goal was to preserve the nostalgic feeling and at the same time create something unique and fresh not</span><span style="color:#000000;"> just </span></em><em><span style="color:#000000;">a 1:1 copy. In the block-out stage we started playing with different terrain heights, which eventually was the key to accomplish our goal. Terrain height </span></em><em><span style="color:#000000;">was</span><span style="color:#000000;"> a bit of a trial and error process; I remember driving up a hill and not having enough torque, oops!!" </span><span style="color:#000000;">-Xanthi</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="011.jpg.92bcc6e45c2ae289503e24483d75f953.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18924" src="https://www.mapcore.org/uploads/monthly_2019_01/011.jpg.92bcc6e45c2ae289503e24483d75f953.jpg" /></p>

<p style="text-align:center;">
	<span style="color:#000000;"><span style="font-size:18px;"><strong>Counter-Strike: Global Offensive -</strong></span></span><span style="font-size:18px;"><strong><span style="color:#000000;"> </span><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1317130948" rel="external nofollow"><span style="color:#2980b9;">Killhouse</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/14288-fmpone/?do=hovercard" data-mentionid="14288" href="https://www.mapcore.org/profile/14288-fmpone/" rel="">@FMPONE</a></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><span style="color:#000000;"><em>"Killhouse showcases brutal duels, player reaction times, and close-quarters combat. A highly vertical layout ensures the sort of unpredictability and replayability ideal for CS:GO’s 2vs.2 "Wingman" game-mode." - FMPONE</em></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="012.jpg.4b70824c340434b4803ddcc3a7b97d4a.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18929" src="https://www.mapcore.org/uploads/monthly_2019_01/012.jpg.4b70824c340434b4803ddcc3a7b97d4a.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Counter-Strike: Global Offensive - </span><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1589183373" rel="external nofollow"><span style="color:#2980b9;">Station</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/34693-roald/?do=hovercard" data-mentionid="34693" href="https://www.mapcore.org/profile/34693-roald/" rel="">@Roald</a> and <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/31536-untor/?do=hovercard" data-mentionid="31536" href="https://www.mapcore.org/profile/31536-untor/" rel="">@untor</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"</span></em><em><span style="color:#000000;">All experiences contribute to where I am at this point. I am just a hobbiest but I think </span></em><em><span style="color:#000000;">I learned</span></em><em><span style="color:#000000;"> alot </span></em><em><span style="color:#000000;">about level design just by doing it and enjoying it. </span></em><em><span style="color:#000000;">Overal my goal is to </span></em><em><span style="color:#000000;">improve myself on level design, but also enviorment art. </span></em><em><span style="color:#000000;">I think I archieved a </span></em><em><span style="color:#000000;">goal on level design and it's now time to</span></em><em><span style="color:#000000;"> continue </span></em><em><span style="color:#000000;">on enviorment art. This is where untor morozov comes in. </span></em><em><span style="color:#000000;">I have </span></em><em><span style="color:#000000;">met untor a while ago. </span></em><em><span style="color:#000000;">He made </span></em><em><span style="color:#000000;">this</span></em><em><span style="color:#000000;"> map 'Waterfall' which was</span></em><em><span style="color:#000000;"> pretty populair. </span></em><em><span style="color:#000000;">I liked </span></em><em><span style="color:#000000;">his designs and added him as a friend. When I had </span></em><em><span style="color:#000000;">this </span></em><em><span style="color:#000000;">wingman </span></em><em><span style="color:#000000;">map going on with positive </span></em><em><span style="color:#000000;">feedback I just contacted him again to work on it with </span></em><em><span style="color:#000000;">me </span></em><em><span style="color:#000000;">and since this </span></em><em><span style="color:#000000;">moment we have had a</span></em><em><span style="color:#000000;"> incredible </span></em><em><span style="color:#000000;">teamwork.</span></em><em><span style="color:#000000;"> I am gameplay </span></em><em><span style="color:#000000;">orientated </span></em><em><span style="color:#000000;">and he is art orientated so we were a great couple. We just </span></em><em><span style="color:#000000;">enjoyed </span></em><em><span style="color:#000000;">work </span></em><em><span style="color:#000000;">on this project and respected eachother </span></em><em><span style="color:#000000;">and </span></em><em><span style="color:#000000;">had </span></em><em><span style="color:#000000;">alot of fun.</span></em><em><span style="color:#000000;">" - Roald</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="001_r.jpg.5347757f0ad98cdd6a0ae8af5b520262.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18938" src="https://www.mapcore.org/uploads/monthly_2019_01/001_r.jpg.5347757f0ad98cdd6a0ae8af5b520262.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><a href="https://twitter.com/TheGapGame" rel="external nofollow"><span style="color:#2980b9;">The Gap</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/31087-yanzl/?do=hovercard" data-mentionid="31087" href="https://www.mapcore.org/profile/31087-yanzl/" rel="">@Yanzl</a> and Sara Lukanc</span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"The Gap is a sci-fi thriller first person narrative exploration video game. You play as Joshua Hayes, a neuroscientist </span><span style="color:#000000;">trying to figure </span><span style="color:#000000;">out what </span></em><em><span style="color:#000000;">happened, barely remembering anything about his past. It started as a project for our BA thesis and has now grown into a standalone game. </span></em><em><span style="color:#000000;">It's also my first "real" indie game project, helping me learn a lot about Unreal Engine 4 and game development in general." - Yanzl</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="016_r.jpg.5fb01e512826d12e17e849b63b03223a.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18959" src="https://www.mapcore.org/uploads/monthly_2019_01/016_r.jpg.5fb01e512826d12e17e849b63b03223a.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Counter-Strike: Global Offensive - </span><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1252942284" rel="external nofollow"><span style="color:#2980b9;">Alexandra remake</span></a></strong></span>
</p>

<p style="text-align:center;">
	<em><span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/32838-serialmapper/?do=hovercard" data-mentionid="32838" href="https://www.mapcore.org/profile/32838-serialmapper/" rel="">@Serialmapper</a></span></span></em>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"My first successful map was born 10 years ago for CS1.6. It was done in just 4 days. Since then it has been ported/improved several times on CS:S </span></em><em><span style="color:#000000;">then finally on CS:GO. It always had a "dust" theme. Initially i wanted to remake it with an "inferno" style but when the new dust2 came i switched </span></em><em><span style="color:#000000;">the </span></em><em><span style="color:#000000;">plan to use the new assets. The map was and is frequently played on public servers especially in </span></em><em><span style="color:#000000;">Eastern Europe so i had plenty of</span></em><em><span style="color:#000000;"> feedback</span></em><em><span style="color:#000000;"> to </span></em><em><span style="color:#000000;">improve it. For some it's just another "dust" map, but for me it's my dust2." - Serialmapper</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="025.jpg.a178b1f07666a209f55410d2e30d49e1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18926" src="https://www.mapcore.org/uploads/monthly_2019_01/025.jpg.a178b1f07666a209f55410d2e30d49e1.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Far Cry 5 - </span><a href="https://www.mapcore.org/topic/21826-fc5-wetland-turmoil-and-a-little-review-of-sorts/" rel=""><span style="color:#2980b9;">Wetland Turmoil</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/33262-grapen/?do=hovercard" data-mentionid="33262" href="https://www.mapcore.org/profile/33262-grapen/" rel="">@grapen</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><span style="color:#000000;"><em>"I wanted to try working with location design in an (imaginary) open world game for the first time, so I made this backwater cabin neighborhood. </em></span><span style="color:#000000;"><em>At the time I also wanted to see what the limits were in Farcry Arcade and how far I could push it. The level has </em></span><span style="color:#000000;"><em>fixed spawns (a limitation of the editor), </em></span><span style="color:#000000;"><em>but I toyed with the idea of making it work regardless from which direction the player would have approached it. The pathing and player </em></span><span style="color:#000000;"><em>guidance is </em></span><span style="color:#000000;"><em>more </em></span><span style="color:#000000;"><em>or less shaped like the number eight, with the church acting as an outlook. Your task is to eliminate all the bad guys. In the end I wanted to do </em></span><span style="color:#000000;"><em>so much more, but couldn't due to technical limitations. All in all it was a fun experience to </em></span><span style="color:#000000;"><em>make it." - grapen</em></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="015.jpg.7bf74443d1e6e2dfe69d67a316ee0273.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18930" src="https://www.mapcore.org/uploads/monthly_2019_01/015.jpg.7bf74443d1e6e2dfe69d67a316ee0273.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Counter-Strike: Global Offensive - </span><a href="https://www.mapcore.org/topic/20584-csgowip-trailerpark/?page=4&amp;tab=comments#comment-445034" rel=""><span style="color:#2980b9;">Trailerpark</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/13879-ornatebaboon/?do=hovercard" data-mentionid="13879" href="https://www.mapcore.org/profile/13879-ornatebaboon/" rel="">@OrnateBaboon</a></span></span> and <span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/13431-skybex/?do=hovercard" data-mentionid="13431" href="https://www.mapcore.org/profile/13431-skybex/" rel="">@Skybex</a></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><span style="color:#000000;"><em>"We wanted to make a map for CSGO, using a theme that had not been seen in any previous version of Counter-Strike.The map had to incorporate </em></span><span style="color:#000000;"><em>everyday plausibility, provide for enough variety so that things remained visually interesting,  but also be flexible enough to allow for the use of</em></span><span style="color:#000000;"><em> low </em></span><span style="color:#000000;"><em>geometry for easy grenade strategies. Being able to immediately recognize a theme in a map is always important, so with all this criteria in</em></span><span style="color:#000000;"><em> mind,</em></span><span style="color:#000000;"><em> A trailer </em></span><span style="color:#000000;"><em>park fitted the bill perfectly. There is still some way to go before a full release, but 2018 was a great year for progress on this project." - OrnateBaboon</em></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="022.jpg.9b55aac111a78db393e75108126257c3.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18932" src="https://www.mapcore.org/uploads/monthly_2019_01/022.jpg.9b55aac111a78db393e75108126257c3.jpg" /></p>

<p style="text-align:center;">
	<strong><span style="font-size:18px;"><a href="https://www.mapcore.org/topic/1302-wip-in-wip-post-your-level-screenshots/?page=914&amp;tab=comments#comment-439825" rel=""><span style="color:#2980b9;">Unreal Engine 4 scene</span></a></span></strong>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/31447-corvus/?do=hovercard" data-mentionid="31447" href="https://www.mapcore.org/profile/31447-corvus/" rel="">@Corvus</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"I was inspired by games like stalker and the last of us. The goal was to </span></em><em><span style="color:#000000;">make something </span></em><em><span style="color:#000000;">photoreal with a lot of foliage. It took a couple </span></em><em><span style="color:#000000;">of </span></em><em><span style="color:#000000;">iterations </span></em><em><span style="color:#000000;">but </span></em><em><span style="color:#000000;">I think I achieved the goal in the end. While making this project </span></em><em><span style="color:#000000;">I've had to learn a lot </span></em><em><span style="color:#000000;">about Speedtree to make all the </span></em><em><span style="color:#000000;">foliage, it was </span></em><em><span style="color:#000000;">a</span></em><em><span style="color:#000000;"> really cool </span></em><em><span style="color:#000000;">experience. </span></em><em><span style="color:#000000;">Right now I'm in the army so unfortunately I can't make any </span></em><em><span style="color:#000000;">more scenes </span></em><em><span style="color:#000000;">right now, but after I'll come back I'll try to make more scenes like that." - Corvus</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="001.jpg.df24ebe4ca674778c7111b560199e67e.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18947" src="https://www.mapcore.org/uploads/monthly_2019_01/001.jpg.df24ebe4ca674778c7111b560199e67e.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong style="background-color:#fcfcfc;color:#000000;font-size:18px;text-align:center;"><span style="color:#000000;">Overwatch</span><span style="color:#2980b9;"> - </span><a href="https://www.youtube.com/watch?v=ieSpPxaNyJQ" rel="external nofollow"><span style="color:#2980b9;">Busan</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="background-color:rgb(252,252,252);color:rgb(0,0,0);text-align:center;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/13101-minos/?do=hovercard" data-mentionid="13101" href="https://www.mapcore.org/profile/13101-minos/" rel="">@Minos</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/14305-hp/?do=hovercard" data-mentionid="14305" href="https://www.mapcore.org/profile/14305-hp/" rel="">@[HP]</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/13091-philipk/?do=hovercard" data-mentionid="13091" href="https://www.mapcore.org/profile/13091-philipk/" rel="">@PhilipK</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/18401-ixenoni/?do=hovercard" data-mentionid="18401" href="https://www.mapcore.org/profile/18401-ixenoni/" rel="">@IxenonI</a>, Phil Wang, Lucas Annunziata and others at Blizzard Entertainment</span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"Busan was a challenging map to make. Due to the game having 12 different heroes on screen we have a somewhat limited memory budget for maps,</span></em><em><span style="color:#000000;"> </span></em><em><span style="color:#000000;">that</span></em><em><span style="color:#000000;"> includes </span></em><em><span style="color:#000000;">all models, textures, effects, collision data, lighting information, etc... Fitting three radically different areas </span></em><em><span style="color:#000000;">(Downtown, Sanctuary and MEKA Base) </span></em><em><span style="color:#000000;">into one single map budget required us to find new ways to optimize our work. In the end, we were even squeezing</span></em><em><span style="color:#000000;"> kilobytes out of collision data to </span></em><em><span style="color:#000000;">make </span></em><em><span style="color:#000000;">it all fit, no kidding! But the result speaks for itself, the map was fun to work on and we are very proud of what we accomplished!" - Minos</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="018.jpg.ca7ac10cba6d82de455569d6b7a731ac.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18933" src="https://www.mapcore.org/uploads/monthly_2019_01/018.jpg.ca7ac10cba6d82de455569d6b7a731ac.jpg" /></p>

<p style="text-align:center;">
	<strong><span style="font-size:18px;"><span style="color:#000000;">Counter-Strike: Global Offensive - </span><a href="https://www.mapcore.org/topic/17645-csgo-de_highlands-wip/?page=11&amp;tab=comments#comment-445256" rel=""><span style="color:#2980b9;">Highlands</span></a></span></strong>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/15568-electrosheep/?do=hovercard" data-mentionid="15568" href="https://www.mapcore.org/profile/15568-electrosheep/" rel="">@ElectroSheep</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/14413-el-moroes/?do=hovercard" data-mentionid="14413" href="https://www.mapcore.org/profile/14413-el-moroes/" rel="">@El Moroes</a> and <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/27836-rzl/?do=hovercard" data-mentionid="27836" href="https://www.mapcore.org/profile/27836-rzl/" rel="">@'RZL</a></span></span>
</p>

<p style="text-align:center;">
	<span style="color:#000000;"><em><span style="font-size:18px;">"We wanted to make a m﻿ap in Scotland because, thanks to dishonored 2, we were browsing a lot of references froms this area and we really loved it. I also went myself here in holliday after that. <span style="background-color:rgb(255,255,255);">We asked one of our close friends to make some special props, like the police van, the taxi, the phonebox and some others. Unfortunatly the hard development of Dishonored 2 put us in a difficult state where we weren't able to work on the map. So we lost motivation. </span>Then RZL contacted us because he didn't want the project to die so we gave him the keys. And RZL became busy too ^^. Life sometime say NO I guess, hehe. Now Highlands Is my only advanced project I still didn't finished and I'm ready to give it a try, I hope." - ElectroSheep</span></em></span>
</p>

<p style="text-align:center;">
	<em><span style="color:#000000;"><span style="font-size:18px;">"Highlands...is this map is a joke? Certainly no but we can say that the development is quite longer than what we expected. Perhaps we learn well how the famous "Valve time" works? :p No seriously I think we can explain that with the motivation. Of course we were motivated to create something cool with this map but with the time and, I think, with what we live in our life we never took the time to do it correctly...I mean we never had a constant rythm on the map. This (and other personal things) led to the current statut of the map; </span></span></em><em><span style="color:#000000;"><span style="font-size:18px;">a still "work in progress" map started in 2014. But ElectroSheep came back and his goal is to finish it, and because he's right, I'll come back too to help him. </span></span></em><em><span style="color:#000000;"><span style="font-size:18px;">Just, be patient (again) ;)" - El Moroes</span></span></em>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="019.jpg.fed40e7f0f06107191cab50a98285d9e.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18934" src="https://www.mapcore.org/uploads/monthly_2019_01/019.jpg.fed40e7f0f06107191cab50a98285d9e.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong><span style="color:#000000;">Battlefield V - </span><a href="https://www.ea.com/games/battlefield/news/battlefield-5-fjell-652-map" rel="external nofollow"><span style="color:#2980b9;">Fjell</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/14171-puddy/?do=hovercard" data-mentionid="14171" href="https://www.mapcore.org/profile/14171-puddy/" rel="">@Puddy</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/14721-pampers/?do=hovercard" data-mentionid="14721" href="https://www.mapcore.org/profile/14721-pampers/" rel="">@Pampers</a> and others at DICE</span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"Fjell was an explosive experiment which paired a new Battlefield dynamic, planes and infantry only, with an epic gosh darn mountain top. Tackling this design combination was like dealing with a bear after you've kicked it in the balls. It was a fun challenge and even though its extreme gameplay is quite polarizing when compared to more middle-of-the-road maps, I am happy that we went there!" - Puddy</span></em></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<img alt="020.jpg.f66805d36d1beea9cd99882a5c784ab7.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18935" src="https://www.mapcore.org/uploads/monthly_2019_01/020.jpg.f66805d36d1beea9cd99882a5c784ab7.jpg" /></p>

<p style="text-align:center;">
	<strong><span style="font-size:18px;"><span style="color:#000000;">Counter-Strike: Global Offensive - </span><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1591780701" rel="external nofollow"><span style="color:#2980b9;">Iris</span></a></span></strong>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/33919-bubkez/?do=hovercard" data-mentionid="33919" href="https://www.mapcore.org/profile/33919-bubkez/" rel="">@BubkeZ</a></span></span> and <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/33196-oliver/?do=hovercard" data-mentionid="33196" href="https://www.mapcore.org/profile/33196-oliver/" rel="">@Oliver</a>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><span style="color:#000000;"><em>"Iris was born out of a shared interest in the TV-show "Seinfeld", funnily enough. One day BubkeZ noticed I had changed my Steam profile </em></span><span style="color:#000000;"><em>picture </em></span><span style="color:#000000;"><em>to </em></span><span style="color:#000000;"><em>a </em></span><span style="color:#000000;"><em>photo of "George Costanza" and just like that the wheels were in motion! In the beginning, BubkeZ had the vision of an old </em></span><span style="color:#000000;"><em>city environment </em></span><span style="color:#000000;"><em>with </em></span><span style="color:#000000;"><em>lots </em></span><span style="color:#000000;"><em>of dirty alleyways and brick architecture. We didn't want to fall in the trap of making the map look too bleak, so we came up </em></span><span style="color:#000000;"><em>with the idea </em></span><span style="color:#000000;"><em>of </em></span><span style="color:#000000;"><em>making </em></span><span style="color:#000000;"><em>a mid-century town set in autumn. While the map certainly have visual elements from the 50's, I would say the overall </em></span><span style="color:#000000;"><em>theme of Iris is </em></span><span style="color:#000000;"><em>american auto-industry. Making the old cars was definitely my favorite part of making this map!" - Oliver</em></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="021.jpg.2b82653ff5672291395f49660c296495.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18936" src="https://www.mapcore.org/uploads/monthly_2019_01/021.jpg.2b82653ff5672291395f49660c296495.jpg" /></p>

<p style="text-align:center;">
	<strong><span style="font-size:18px;"><a href="https://www.mapcore.org/topic/1302-wip-in-wip-post-your-level-screenshots/?page=924&amp;tab=comments#comment-443976" rel=""><span style="color:#2980b9;">Unreal Engine 4 scene</span></a></span></strong>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/36563-brightness/?do=hovercard" data-mentionid="36563" href="https://www.mapcore.org/profile/36563-brightness/" rel="">@Brightness</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"I have always been a fan of retro and vintage, so this was like a dream to me. After watching the first season of True Detective, </span></em><em><span style="color:#000000;">I immediately </span></em><em><span style="color:#000000;">fell in </span></em><em><span style="color:#000000;">love </span></em><em><span style="color:#000000;">with the office set and the way the series was shot. I have definitely learned a lot from this project, mostly lighting techniques that can fill your scene </span></em><em><span style="color:#000000;">with </span></em><em><span style="color:#000000;">a story. The goal was to recreate their environment in my own style, and I'm pretty satisfied with how it turned out. </span></em><em><span style="color:#000000;">I definitely wasn't expecting this much </span></em><em><span style="color:#000000;">of </span></em><em><span style="color:#000000;">positive feedback and I'm really thankful for this community. </span></em><em><span style="color:#000000;">I want to do something with the environments, not just as a portfolio </span></em><em><span style="color:#000000;">piece, but </span></em><em><span style="color:#000000;">make </span></em><em><span style="color:#000000;">a </span></em><em><span style="color:#000000;">short film or make a small adventure game out of them." - Brightness</span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="023.jpg.3d33488289dcaec247f576d92929d286.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18937" src="https://www.mapcore.org/uploads/monthly_2019_01/023.jpg.3d33488289dcaec247f576d92929d286.jpg" /></p>

<p style="text-align:center;">
	<strong><span style="font-size:18px;"><span style="color:#000000;">Counter-Strike: Global Offensive - </span><a href="https://oskarslim89.wixsite.com/oskmos/insertion2" rel="external nofollow"><span style="color:#2980b9;">Insertion 2</span></a></span></strong>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#000000;">by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.mapcore.org/profile/30881-oskmos/?do=hovercard" data-mentionid="30881" href="https://www.mapcore.org/profile/30881-oskmos/" rel="">@Oskmos</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><em><span style="color:#000000;">"Being the follow up to the first Insertion it will have the same overall concept with the spawning and open-world like layout. However this time it will be a more urban setting and overall higher quality art assets. I always love to make environments that feels real. And that are familiar. Its all made up. But the details and various elements in Insertion 2 is from my childhood basically. Friends that grew up in the same place I have recognizes it aswell." - Oskmos</span></em></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	_______________________________________________________________________________________________________________________________________________
</p>

<p style="text-align:center;">
	_______________________________________________________________________________________________________________________________________________
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="color:#000000;"><strong>The Door Challenge</strong></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><img alt="article004.jpg.cc7c65d56d78c863f21b2991a455f851.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="19011" src="https://www.mapcore.org/uploads/monthly_2019_01/article004.jpg.cc7c65d56d78c863f21b2991a455f851.jpg" /></span>
</p>

<p style="text-align:center;">
	<span style="font-size:16px;"><strong><a href="https://www.mapcore.org/topic/22024-the-door-challenge-2018-submission-thread/" rel=""><span style="color:#2980b9;">Submission thread</span></a></strong></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="color:#000000;"><strong>Articles</strong></span></span>
</p>

<p style="text-align:center;">
	<img alt="article001.jpg.f157f7a14ec9613db875aaf9eb962339.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="19008" src="https://www.mapcore.org/uploads/monthly_2019_01/article001.jpg.f157f7a14ec9613db875aaf9eb962339.jpg" /></p>

<p style="text-align:center;">
	<span style="font-size:16px;"><strong><a href="https://www.mapcore.org/articles/development/designing-highly-replayable-stealth-levels-for-payday-2-r102/" rel=""><span style="color:#2980b9;">Designing Highly Replayable Stealth Levels for Payday 2</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><img alt="article002.jpg.6b2e88a86508a47f1e039dfcd912a16d.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="19009" src="https://www.mapcore.org/uploads/monthly_2019_01/article002.jpg.6b2e88a86508a47f1e039dfcd912a16d.jpg" /></span>
</p>

<p style="text-align:center;">
	<span style="font-size:16px;"><strong><a href="https://www.mapcore.org/articles/development/level-design-in-max-payne-roscoe-street-station-r101/" rel=""><span style="color:#2980b9;">Level Design in Max Payne: Roscoe Street Station</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><img alt="article003.jpg.fc2d2330ff0c330dd3d84b015375d4c0.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="19010" src="https://www.mapcore.org/uploads/monthly_2019_01/article003.jpg.fc2d2330ff0c330dd3d84b015375d4c0.jpg" /></span>
</p>

<p style="text-align:center;">
	<span style="font-size:16px;"><strong><a href="https://www.mapcore.org/articles/development/effect-and-cause-titanfall-2-level-breakdown-r96/" rel=""><span style="color:#2980b9;">Effect and Cause - Titanfall 2 Level Breakdown</span></a></strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><img alt="article005.jpg.e17da3e9a7da1ae4df92df00dfdc4e48.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="19012" src="https://www.mapcore.org/uploads/monthly_2019_01/article005.jpg.e17da3e9a7da1ae4df92df00dfdc4e48.jpg" /></span>
</p>

<p style="text-align:center;">
	<span style="font-size:16px;"><strong><a href="https://www.mapcore.org/articles/general/2017-mapcores-year-in-review-r99/" rel=""><span style="color:#2980b9;">2017: Mapcore's Year in Review</span></a></strong></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="emot_hurg2.gif.64c2b23fae29f773503a6b613682f25f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19013" src="https://www.mapcore.org/uploads/monthly_2019_01/emot_hurg2.gif.64c2b23fae29f773503a6b613682f25f.gif" /></p>

<p style="text-align:center;">
	<span style="color:#999999;"><strong>Hurg smiles upon you all!</strong></span>
</p>
]]></description><guid isPermaLink="false">104</guid><pubDate>Mon, 14 Jan 2019 18:40:00 +0000</pubDate></item><item><title>The Door Challenge - 2018</title><link>https://www.mapcore.org/articles/special-events/the-door-challenge-2018-r103/</link><description><![CDATA[
<p><img src="https://www.mapcore.org/uploads/monthly_2018_08/thedoor.png.f4c27ff9efc16baba36a46ed871422b3.png" /></p>

<p dir="ltr" style="text-align:center;">
	<img alt="thedoor.png.ea99fcb54485811f82999bd9bb0a7b15.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17890" src="https://www.mapcore.org/uploads/monthly_2018_08/thedoor.png.ea99fcb54485811f82999bd9bb0a7b15.png" /></p>

<p dir="ltr" style="text-align:center;">
	<strong><span style="font-size:48px;">THE DOOR CHALLENGE!</span></strong>
</p>

<p dir="ltr">
	<span style="font-size:18px;">I want to start out by welcoming you to the 2ND Door Challenge! It’s been a little over 7 Years since we held the first one! A lot has changed in our industry and new engines have made level design more accessible than ever before. With all the fresh talent coming into our industry, I think it’s important that we challenge ourselves and each other to push our creative thinking.</span>
</p>

<p dir="ltr">
	<span style="font-size:18px;">This challenge is meant to be for everyone to join in, from your first time level designer to your Senior and Lead Designers! Everyone is in a different place throughout their careers and it’s always fun to hone your skills on one of the most old school puzzles of our time “Get the Door Open!”. The last time we did this we had a fantastic turn out of completed and submitted puzzles! Especially since we are focusing on JUST design and scripting and NOT on art!</span>
</p>

<p dir="ltr">
	<span style="font-size:18px;">As this is a scripting challenge, you are encouraged to use Dev textures or simple greyscale materials and only what art assets are absolutely necessary to communicate key ideas. The point is to focus on your Scripting / Presentation / Storytelling / Puzzle Making skills.</span>
</p>

<p dir="ltr">
	<span style="font-size:18px;">Most entries generally took a few days to build from start to finish, so don't sweat worrying about the deadline. If you would like to get a better idea, check out some of the entries from the first door challenge.</span>
</p>

<p dir="ltr" style="text-align:center;">
	<strong><span style="font-size:48px;">Remembering our Past</span></strong>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:24px;"><strong>SOLEVAL - First Place</strong></span>
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/z03VLKy8hmo?feature=oembed" width="480"></iframe>
	</div>
</div>

<p style="text-align:center;">
	  <span style="font-size:24px;"><strong>Magnar Jenssen - Participation</strong></span>
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="344" src="https://www.youtube.com/embed/XF8nY-AMgqg?feature=oembed" width="459"></iframe>
	</div>
</div>

<p style="text-align:center;">
	  <span style="font-size:24px;"><strong>Robert Yang - Participation</strong></span>
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/2HMMAdpb0TA?start=20&amp;feature=oembed" width="480"></iframe>
	</div>
</div>

<p dir="ltr" style="text-align:center;">
	<strong><span style="font-size:24px;">Jason Mojica - Participation</span></strong>
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="344" src="https://www.youtube.com/embed/ehwMgOyz3iI?feature=oembed" width="459"></iframe>
	</div>
</div>

<p dir="ltr" style="text-align:center;">
	<strong><span style="font-size:48px;">Rules and QA</span></strong>
</p>

<p dir="ltr">
	<strong><span style="font-size:24px;">Build a puzzle and craft a story to creatively open “<span style="color:#e74c3c;">The Door</span>”! It doesn't matter whether you're entering, exiting, or just moving from one room to another - just get that DOOR OPEN!</span></strong>
</p>

<ul><li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;"><strong>Acceptable Engines </strong>: UE4 / Unity / Source SDK</span>
		</p>

		<ul><li dir="ltr">
				<p dir="ltr">
					<span style="font-size:18px;">For UE4 or Unity, you will be <strong>REQUIRED</strong> to provide an EXE of your game</span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="font-size:18px;">For Source SDK, a <strong>simple bsp</strong> will do with info on the game you built it in. (</span><span style="font-size:18px;">Eg. Half-life 2, Portal 2, CS:GO, TF2)</span>
				</p>
			</li>
		</ul></li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;">We encourage you <strong>DON’T </strong>use Art unless needed to sell your idea. Simple meshes / Dev textures / grey textures should do fine.</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;">You are <strong>ALLOWED</strong> to use Templates to start yourself off. Example: UE4 has a FPS , Third Person , and VR template.</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;">You are <strong>ALLOWED</strong> to use existing scripting/ blueprints or Code to help you make your puzzle.</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;">You <strong>CAN </strong>choose - First person, Third Person , Virtual Reality (VR)</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;"><strong>DON’T </strong>submit anything larger than 250 mbs , we want simple entries that everyone can download.</span>
		</p>
	</li>
</ul><p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<strong><span style="color:#e74c3c;"><span style="font-size:24px;">The challenge will begin Friday, </span><u><span style="font-size:28px;">August 10th</span></u><span style="font-size:24px;">, and end Sunday, </span><u><span style="font-size:28px;">September 16th</span></u><span style="font-size:24px;"> at 11:59PM US CENTRAL time (GMT -6)</span></span></strong>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Must Haves</strong> :</span>
</p>

<ul><li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;">A <strong>zip file</strong> including your EXE or map file</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;"><strong>2 screenshots</strong> of your scene (ATTACHED! This will help us archive our entries for posterity)</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;">A <strong>video</strong> showing the puzzle's intended solution (hosted on youtube would be fine)</span>
		</p>
	</li>
</ul><p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:18px;"><strong>Optional</strong> :</span>
</p>

<ul><li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;">Full Name (optional)</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;">Website or Portfolio (optional)</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;">The original level source (and any other relevant files) for inquiring minds to examine your scripting</span>
		</p>
	</li>
</ul><p dir="ltr">
	 
</p>

<p dir="ltr">
	<strong><span style="font-size:18px;">Judging : </span></strong><span style="font-size:18px;">We will start judging the day after closing, Everyone will get 3 votes and then we will vote on the top 3 one week later. Things to think about when judging or making an entry.</span>
</p>

<ul><li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;"><strong>Innovation - </strong>More than just a simple Door!</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;"><strong>Theme -</strong> How close did you stay to the idea of the challenge</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;"><strong>Readability -</strong> Was your idea clear and easy to understand?</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;"><strong>Humor -</strong> Did you make someone laugh or enjoy your entry?</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;"><strong>Overall -</strong> Wrap everything together! Was it awesome?</span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="font-size:18px;"><strong>Door - </strong>Q: How much Door you got? A: Hell yes</span>
		</p>
	</li>
</ul><p dir="ltr" style="text-align:center;">
	<span style="font-size:48px;"><strong>Prizes</strong></span>
</p>

<p dir="ltr" style="text-align:center;">
	<strong><span style="font-size:18px;">As with the previous challenge, there will be <span style="color:#e74c3c;"><u>no prize</u></span> other than the pride of knowing people thought you were awesome. Woo!</span></strong>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">103</guid><pubDate>Tue, 07 Aug 2018 02:16:00 +0000</pubDate></item></channel></rss>
