1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Promulle
    • October 5, 2015 at 10:13 PM
    • #12,181

    Some screenshots of the map I 'm working on.

    Not that far, as you can see.

    Still alot to do, but getting rid of the blue snow (I do not want those snow textures to look blue) is priority right now ;)

    Maybe a own thread for the map is following soon. :)

  • mr.P
    • October 6, 2015 at 2:58 PM
    • #12,182
    Quote from Promulle

    Some screenshots of the map I 'm working on.

    Not that far, as you can see.

    Still alot to do, but getting rid of the blue snow (I do not want those snow textures to look blue) is priority right now

    Maybe a own thread for the map is following soon.

    Display More

    I like snow maps!

  • Bodd Jonar
    • October 6, 2015 at 8:09 PM
    • #12,183

    Can't find any "hey need help about anything regarding mapping" thread so I will just ask here.

    Trying to understand hint and skip on an example map, but can't get it to work. Why does the platform and the barrel render from the small room with barrels?

    https://gyazo.com/60f6f29131c25bc052d06a6ff6a7122d

    http://images.akamai.steamusercontent.com/ugc/6432443156…838AA5A58FA186/

    https://gyazo.com/4237897a66f422d4f33d229c51bc623d

    When I stand in the little room it is completely sealed by hint or brushes.

  • El_Exodus
    • October 6, 2015 at 8:21 PM
    • #12,184

    The portal in the little room can "see" the portal on top of the platform.

  • Bodd Jonar
    • October 6, 2015 at 8:24 PM
    • #12,185
    Quote from El_Exodus

    The portal in the little room can "see" the portal on top of the platform.

    you mean something like this? https://gyazo.com/9bea3ebc1a60f3944d32b7814caf11bb


    How would I stop that from happening?

  • El_Exodus
    • October 6, 2015 at 8:27 PM
    • #12,186

    Exactly. Simply a higher wall, or use hint/skip in the little room once more, to get rid of the rendered platform.

  • Bodd Jonar
    • October 6, 2015 at 9:00 PM
    • #12,187
    Quote from El_Exodus

    Exactly. Simply a higher wall, or use hint/skip in the little room once more, to get rid of the rendered platform.

    I put a hint in the middle of the rooms height to make the visleaf shorter, http://images.akamai.steamusercontent.com/ugc/6432443156…F2ACED2473A505/


    Nothing expect for the platform now renders.

    I stand in this tiny visleaf, http://images.akamai.steamusercontent.com/ugc/6432443156…73F3A4BBAE5543/ , i made the visleaf short in height to make it invisbiel from the platform.

    http://images.akamai.steamusercontent.com/ugc/6432443156…F82F2406EBA8DA/

    I can't see any way possible that those two visleafs can see each other, still they both render each other. Is there a way to see how two visleavfs can see each other, like you can see leaks from areaportals etc?

  • El_Exodus
    • October 6, 2015 at 10:10 PM
    • #12,188

    I'm not entirely sure right now, but i think unless you're using areaportals, props are not affected by portals. That's why you have to make use of renderdistance for them. Correct me if i'm wrong on this one.

  • ElectroSheep
    • October 6, 2015 at 10:45 PM
    • #12,189

    Wrong !! They are.

    Try this : the goal is to make the "sky" visible from you small room not connected to the leaf that contains the platform.

  • Bodd Jonar
    • October 7, 2015 at 12:14 AM
    • #12,190
    Quote from 3Dnj

    Wrong !! They are.

    Try this : the goal is to make the "sky" visible from you small room not connected to the leaf that contains the platform.

    They are not, the platform is its own visleaf.

    https://gyazo.com/112ce315bf230a9ac0df52db90ed915a

    https://gyazo.com/f3dbbc53b3b8ac6952b520d3d7aa69f4

  • Sirlock
    • October 7, 2015 at 12:38 AM
    • #12,191

    I have been working on this map for CSGO for a couple months now and was hoping people would take a look at it so I could get some feedback. I just recently got help working out my minimap from people on this forum and on reddit, It is currently in Dev texture mode because I wanted to make sure that the flow of the map at its core is good before I go into texturing and props. This is the workshop link : http://steamcommunity.com/sharedfiles/fi…s/?id=530978504

    Any input would be awesome!!!


  • ElectroSheep
    • October 7, 2015 at 8:45 AM
    • #12,192
    Quote from Bodd Jonar

    They are not, the platform is its own visleaf.

    https://gyazo.com/112ce315bf230a9ac0df52db90ed915a

    https://gyazo.com/f3dbbc53b3b8ac6952b520d3d7aa69f4

    I don't know what happenned to the pictures I've put as a suggestion of leaves but nvm. You wre usng mat_leafvis 1 to see your leaf ingame, you can use mat_leafvis 3 to see what are the leaves that are calculated and visible frome you leaf. try to understand how.


    Also try to avoid the little mess you made with diagonal hint, try to simplify stuff like this :)

  • Bodd Jonar
    • October 7, 2015 at 1:26 PM
    • #12,193
    Quote from 3Dnj

    I don't know what happenned to the pictures I've put as a suggestion of leaves but nvm. You wre usng mat_leafvis 1 to see your leaf ingame, you can use mat_leafvis 3 to see what are the leaves that are calculated and visible frome you leaf. try to understand how.


    Also try to avoid the little mess you made with diagonal hint, try to simplify stuff like this

    I seriously don't know what to think of hint/skip, just can't make sense of it. I made a visleaf around one of the barrels, it is impossible for the two visleafs to see each other. But they still render each other.

    http://images.akamai.steamusercontent.com/ugc/6409931506…E882FA615838D0/

    The barrel I am aiming at is its own visleaf.

    http://images.akamai.steamusercontent.com/ugc/6409931506…B71B891812C8C7/

  • ElectroSheep
    • October 7, 2015 at 1:53 PM
    • #12,194

    Leaves took the bounding box of props and not the geometry so it's not that accurate. Also, I hope you aren't running vvis on fast.

  • Bodd Jonar
    • October 7, 2015 at 2:03 PM
    • #12,195
    Quote from 3Dnj

    Leaves took the bounding box of props and not the geometry so it's not that accurate. Also, I hope you aren't running vvis on fast.

    It worked, thanks! But even if I have vvis on fast, I can load portal file in sdk and see that the portals can't see each other. Having it on normal makes the egnine look "closer" on what other leafs it can see? Thought it only made better leafs.

  • ElectroSheep
    • October 7, 2015 at 2:31 PM
    • #12,196

    Vvis on fast makes the visibility calculation very lazy, that's why it's a lot faster. it didn't change the way leaves are created (this is vbsp work anyway)


    So yeah, when you want to test optimization, vvis in normal mode is a must.

  • Tensei
    • October 11, 2015 at 4:49 AM
    • #12,197

    It is going to be vehicle fuel station eventually for my bomb defusal map bombsite.

    [Blocked Image: http://i.imgur.com/Y76ze9b.jpg]

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

  • mr.P
    • October 14, 2015 at 5:40 PM
    • #12,198

    after some r&r slacking I'm back in biz...this heat remake is sure taking some time, but we are almost there...a few screens from the latest compile,

  • RivFader
    • October 14, 2015 at 9:13 PM
    • #12,199

    Nice, I wonder how the towers will look and play like.

  • Evert
    • October 15, 2015 at 9:30 AM
    • #12,200

    Sick work! Love the third screen composition

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

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

Latest Posts

  1. Any of the old guard still around? D:

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

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

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

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

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 2 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™