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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • blackdog
    • November 16, 2013 at 6:26 PM
    • #10,661

    As others said: fancy blockout; that said i don't understand why brushing away prefabs when you have the very same props already available, wouldn't be much quicker to place a pallet or cement wall?

  • charlie
    • November 16, 2013 at 10:46 PM
    • #10,662

    I always just assumed the map is faster to compile if I create model references out of brushes that are func_detailed instead of using already existing models. It also saves me time for when I want to export them from hammer to use as an imported reference in 3ds Max 2012.

  • ©orporatefilth™
    • November 21, 2013 at 8:23 AM
    • #10,663

    Finally showing work in progress shots my first source map, "de_subtransit". Expect future versions to have plenty of custom models including a brand new train (with variations) to replace the default cs:go prop. I just haven't had much luck with importing models into cs:go lately. Custom textures will replace many of the default walls and floors as well. I haven't started beta testing yet, my computer is fairly old hence the low quality textures. But compiling this map (it's pretty big) takes at least a day on my poor machine...


    But, without further ado, Subtransit.


    [Blocked Image: http://cloud-3.steampowered.com/ugc/723121698733752557/83436CBAF3F3655A12C7652BCF25E4CD394E4ACC/] [Blocked Image: http://cloud-3.steampowered.com/ugc/723121698733755065/3781B590E9D5827E5BE08FFCD1036BB027B8A83D/] [Blocked Image: http://cloud-2.steampowered.com/ugc/723121698738815038/48C8761C539B096AAC6AAB734BE766209537C4F6/] [Blocked Image: http://cloud-4.steampowered.com/ugc/723121698738812550/2F083AF772F3DAF8F897B1B5DFC7A93AEA2C2843/] [Blocked Image: http://cloud.steampowered.com/ugc/723121698738806530/A3B809BB35516CF8F3E7723E4B555ACABC391D7F/] [Blocked Image: http://cloud-3.steampowered.com/ugc/723121698738809643/2CD771C64872F122E48CCD9287C8A021F38CEF7D/] [Blocked Image: http://cloud-3.steampowered.com/ugc/723121698734310284/05A2A3239E3B1DA848D763A64A5887FFD668E29E/] So tell me what you think of it, What could look better and what you'd like to see changed. I'll take any sort of criticism as long as it's reasonable.

  • esspho
    • November 21, 2013 at 1:25 PM
    • #10,664

    maybe add a closed door or something to this bridge:


    [Blocked Image: http://i.imgur.com/WXfamNN.jpg]

  • ©orporatefilth™
    • November 21, 2013 at 1:38 PM
    • #10,665
    Quote from esspho

    maybe add a closed door or something to this bridge:

    http://i.imgur.com/WXfamNN.jpg

    Not a bad idea

  • mjens
    • November 21, 2013 at 9:05 PM
    • #10,666
    Quote from ©orporatefilth™

    [Blocked Image: http://cloud-2.steampowered.com/ugc/723121698738815038/48C8761C539B096AAC6AAB734BE766209537C4F6/]


    Overall it's cool, it lacks detail and polish but it's still WIP so I understand. Anyway, you can put pipes where roof support should meet the wall. It's non-sense. BTW most metro tunnels doesn't need any pillars - that's why it's round, the soil load gets through the construction of the roof to the ground via the curves, no need to hold them but as you found some ref pics with that so it's fine. There COULD be such a situation, it's not usual but can be. Good luck with the level, keep up a good work!

  • Spherix
    • November 22, 2013 at 1:56 PM
    • #10,667

    Rough ride through the corners with those tracks ;-).


    @seir; all metro tunnels in Amsterdam are not round. Stations usually have pillars.

  • RaVaGe
    • November 22, 2013 at 6:21 PM
    • #10,668

    func_detail is your friend.

  • mjens
    • November 22, 2013 at 6:48 PM
    • #10,669

    Guys, how portals work? func_detail should be applied to every brush that isn't creating a wall or can I make whole building as detail and but there one portal?

  • RaVaGe
    • November 22, 2013 at 6:56 PM
    • #10,670

    You can make a whole building as func_detail if you want, but this way the building won't hide what's happening behind it basically.


    What do you mean by portals ? Visleaf ? https://developer.valvesoftware.com/wiki/Visibility_optimization

  • mjens
    • November 22, 2013 at 7:32 PM
    • #10,671
    Quote from RaVaGe

    You can make a whole building as func_detail if you want, but this way the building won't hide what's happening behind it basically.


    What do you mean by portals ? Visleaf ? https://developer.valvesoftware.com/wiki/Visibility_optimization


    I think so. I'm using

    External Content www.youtube.com
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    . It's the same shit?

  • RaVaGe
    • November 22, 2013 at 8:40 PM
    • #10,672

    I have no idea, never used it so I can't help you on that ^^

  • General Vivi
    • November 23, 2013 at 1:21 AM
    • #10,673

    Be sure to look up "Zombies optimization guide"

  • selmitto
    • November 23, 2013 at 2:20 AM
    • #10,674
    Quote from generalvivi

    Be sure to look up "Zombies optimization guide"

    This here?

    http://www.optimization.interlopers.net/index.php?chapter=func_detail

  • OrnateBaboon
    • November 23, 2013 at 2:22 AM
    • #10,675

    It would also be hugely beneficial to decompile some official maps, and look at how Valve have done it.


    https://developer.valvesoftware.com/wiki/Decompiling_Maps


    Generally, any brushes that are not blocking vis should be function detail. This often includes whole buildings. However, portals will only work if they are totally surrounded by world geometry.

  • Puddy
    • November 23, 2013 at 9:02 AM
    • #10,676

    DECOMPILING?!?!?!??!?!?!?!


               


    There's nothing wrong with that, fuck any taboo remaining. Unless you copy stuff from the maps you decompile. No-no.

  • General Vivi
    • November 23, 2013 at 9:05 AM
    • #10,677

    I love looking at all of the valve vmf files. I've even decompiled some of mapcore's finest

  • DrywallDreams
    • November 23, 2013 at 9:58 PM
    • #10,678
    Quote from OrnateBaboon

    It would also be hugely beneficial to decompile some official maps, and look at how Valve have done it.


    https://developer.valvesoftware.com/wiki/Decompiling_Maps


    Generally, any brushes that are not blocking vis should be function detail. This often includes whole buildings. However, portals will only work if they are totally surrounded by world geometry.

    I thought decompiling wouldn't give accurate optimization stuff. Isn't half of optimization for the compiler only?

  • blackdog
    • November 23, 2013 at 10:11 PM
    • #10,679

    In the SDK you get several example maps that are final maps from the shipped games decompiling does still output maps that are missing bits and pieces like in the old days?

  • OrnateBaboon
    • November 23, 2013 at 10:28 PM
    • #10,680

    Nah. Decompile a map - de_dust is a good example.


    View the underpass, then go to the vis groups, and turn off everything except the world geometry and area portals. From here, it should be easy to see how area portals work - especially if you go in game and use the mat_wireframe commands to see the effect they are having. Same deal with func_detail.


    https://developer.valvesoftware.com/wiki/Mat_wireframe


    edit: That was a reply to Marcem

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