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  • aaaaasdasdasdasdasda
  • September 8, 2014 at 7:40 AM
  • aaaaasdasdasdasdasda
    • December 17, 2014 at 5:45 AM
    • #21
    Quote from El Moroes

    Mmmh this new version doesn't work here.When I launch it, it does nothing (I mean, I double click on the icon >> nothing happens) :-/

    Are you sure you are using the latest version? There was an issue with the earlier one in some European areas. Otherwise, can you show me your debug.log file or any files in the ErrorLog folder?

  • El Moroes
    • December 17, 2014 at 11:18 PM
    • #22
    Quote from ruarai

    Are you sure you are using the latest version? There was an issue with the earlier one in some European areas. Otherwise, can you show me your debug.log file or any files in the ErrorLog folder?


    I'm sure yes, I followed the url you gave in your edited topic.

    My log :


    Code
    System.Windows.Markup.XamlParseException: L'invocation du constructeur sur le type 'CompilePalX.LaunchWindow' qui correspond aux contraintes de liaison spécifiées a levé une exception. ---> System.FormatException: Le format de la chaîne d'entrée est incorrect.
       à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
       à CompilePalX.CompileProcess..ctor(String metadataFile) dans c:UsersRuaraiReposCompilePalCompilePalXCompilersCompileProcess.cs:ligne 24
       à CompilePalX.ConfigurationManager.AssembleParameters() dans c:UsersRuaraiReposCompilePalCompilePalXConfigurationConfigurationManager.cs:ligne 32
       à CompilePalX.MainWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXMainWindow.xaml.cs:ligne 46
       à CompilePalX.LaunchWindow.Launch(GameConfiguration config) dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 68
       à CompilePalX.LaunchWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 59
       --- Fin de la trace de la pile d'exception interne ---
       à System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri)
       à System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri)
       à System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream)
       à System.Windows.Application.LoadBamlStreamWithSyncInfo(Stream stream, ParserContext pc)
       à System.Windows.Application.LoadComponent(Uri resourceLocator, Boolean bSkipJournaledProperties)
       à System.Windows.Application.DoStartup()
       à System.Windows.Application.<.ctor>b__1(Object unused)
       à System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       à MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)System.FormatException: Le format de la chaîne d'entrée est incorrect.
       à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
       à CompilePalX.CompileProcess..ctor(String metadataFile) dans c:UsersRuaraiReposCompilePalCompilePalXCompilersCompileProcess.cs:ligne 24
       à CompilePalX.ConfigurationManager.AssembleParameters() dans c:UsersRuaraiReposCompilePalCompilePalXConfigurationConfigurationManager.cs:ligne 32
       à CompilePalX.MainWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXMainWindow.xaml.cs:ligne 46
       à CompilePalX.LaunchWindow.Launch(GameConfiguration config) dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 68
       à CompilePalX.LaunchWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 59
    Display More
  • aaaaasdasdasdasdasda
    • December 18, 2014 at 12:02 AM
    • #23
    Quote from El Moroes

    Are you sure you are using the latest version? There was an issue with the earlier one in some European areas. Otherwise, can you show me your debug.log file or any files in the ErrorLog folder?


    I'm sure yes, I followed the url you gave in your edited topic.

    My log :


    Code
    System.Windows.Markup.XamlParseException: L'invocation du constructeur sur le type 'CompilePalX.LaunchWindow' qui correspond aux contraintes de liaison spécifiées a levé une exception. ---> System.FormatException: Le format de la chaîne d'entrée est incorrect.
       à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
       à CompilePalX.CompileProcess..ctor(String metadataFile) dans c:UsersRuaraiReposCompilePalCompilePalXCompilersCompileProcess.cs:ligne 24
       à CompilePalX.ConfigurationManager.AssembleParameters() dans c:UsersRuaraiReposCompilePalCompilePalXConfigurationConfigurationManager.cs:ligne 32
       à CompilePalX.MainWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXMainWindow.xaml.cs:ligne 46
       à CompilePalX.LaunchWindow.Launch(GameConfiguration config) dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 68
       à CompilePalX.LaunchWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 59
       --- Fin de la trace de la pile d'exception interne ---
       à System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri)
       à System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri)
       à System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream)
       à System.Windows.Application.LoadBamlStreamWithSyncInfo(Stream stream, ParserContext pc)
       à System.Windows.Application.LoadComponent(Uri resourceLocator, Boolean bSkipJournaledProperties)
       à System.Windows.Application.DoStartup()
       à System.Windows.Application.<.ctor>b__1(Object unused)
       à System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       à MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)System.FormatException: Le format de la chaîne d'entrée est incorrect.
       à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
       à CompilePalX.CompileProcess..ctor(String metadataFile) dans c:UsersRuaraiReposCompilePalCompilePalXCompilersCompileProcess.cs:ligne 24
       à CompilePalX.ConfigurationManager.AssembleParameters() dans c:UsersRuaraiReposCompilePalCompilePalXConfigurationConfigurationManager.cs:ligne 32
       à CompilePalX.MainWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXMainWindow.xaml.cs:ligne 46
       à CompilePalX.LaunchWindow.Launch(GameConfiguration config) dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 68
       à CompilePalX.LaunchWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 59
    Display More

    I mean there was another version that was released since this topic's creation that fixed the issue that you are having. You'll have to download it again. Sorry for not being clearer.

  • El Moroes
    • December 18, 2014 at 9:51 AM
    • #24
    Quote from ruarai

    Are you sure you are using the latest version? There was an issue with the earlier one in some European areas. Otherwise, can you show me your debug.log file or any files in the ErrorLog folder?


    I'm sure yes, I followed the url you gave in your edited topic.

    My log :


    Code
    System.Windows.Markup.XamlParseException: L'invocation du constructeur sur le type 'CompilePalX.LaunchWindow' qui correspond aux contraintes de liaison spécifiées a levé une exception. ---> System.FormatException: Le format de la chaîne d'entrée est incorrect.
       à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
       à CompilePalX.CompileProcess..ctor(String metadataFile) dans c:UsersRuaraiReposCompilePalCompilePalXCompilersCompileProcess.cs:ligne 24
       à CompilePalX.ConfigurationManager.AssembleParameters() dans c:UsersRuaraiReposCompilePalCompilePalXConfigurationConfigurationManager.cs:ligne 32
       à CompilePalX.MainWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXMainWindow.xaml.cs:ligne 46
       à CompilePalX.LaunchWindow.Launch(GameConfiguration config) dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 68
       à CompilePalX.LaunchWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 59
       --- Fin de la trace de la pile d'exception interne ---
       à System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri)
       à System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri)
       à System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream)
       à System.Windows.Application.LoadBamlStreamWithSyncInfo(Stream stream, ParserContext pc)
       à System.Windows.Application.LoadComponent(Uri resourceLocator, Boolean bSkipJournaledProperties)
       à System.Windows.Application.DoStartup()
       à System.Windows.Application.<.ctor>b__1(Object unused)
       à System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       à MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)System.FormatException: Le format de la chaîne d'entrée est incorrect.
       à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
       à CompilePalX.CompileProcess..ctor(String metadataFile) dans c:UsersRuaraiReposCompilePalCompilePalXCompilersCompileProcess.cs:ligne 24
       à CompilePalX.ConfigurationManager.AssembleParameters() dans c:UsersRuaraiReposCompilePalCompilePalXConfigurationConfigurationManager.cs:ligne 32
       à CompilePalX.MainWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXMainWindow.xaml.cs:ligne 46
       à CompilePalX.LaunchWindow.Launch(GameConfiguration config) dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 68
       à CompilePalX.LaunchWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 59
    Display More

    I mean there was another version that was released since this topic's creation that fixed the issue that you are having. You'll have to download it again. Sorry for not being clearer.


    Ok, I'll check that, thanks.


    EDIT : indeed it works thanks

  • Vorontsov
    • May 6, 2015 at 6:40 PM
    • #25

    If I have custom content in say a project folder in Google Drive, and then my custom models compiled to some other place, will it pack both? Automaticly?

  • FRAG
    • May 8, 2015 at 4:40 AM
    • #26

    Just got shown this by Austin, I love it, I love that I can just chuck my map in and compile, no lag and beautiful UI.


    Awesome piece of software!

  • Skybex
    • May 14, 2015 at 5:04 PM
    • #27

    Edit, Nevermind. I did a clean install instead of overwriting everything and it all works fine.


    --


    Using ver 18. If I try to save a custom compile profile it just instantly crashes when saving. Also when loading compilepal it tells me there is a newer version. my version is v18 and v14 is available


    Edit, I think this is the crash dump

    Code
    System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
       at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
       at CompilePal.PostCompileActions.LoadConfig(String configName)
       at CompilePal.MainWindow.LoadConfig(String configName)
       at CompilePal.MainWindow.ConfigComboBox_SelectionChanged(Object sender, SelectionChangedEventArgs e)
       at System.Windows.Controls.SelectionChangedEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
       at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
       at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
       at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
       at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
       at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
       at System.Windows.Controls.ComboBox.OnSelectionChanged(SelectionChangedEventArgs e)
       at System.Windows.Controls.Primitives.Selector.InvokeSelectionChanged(List`1 unselectedInfos, List`1 selectedInfos)
       at System.Windows.Controls.Primitives.Selector.SelectionChanger.End()
       at System.Windows.Controls.Primitives.Selector.SelectionChanger.SelectJustThisItem(ItemInfo info, Boolean assumeInItemsCollection)
       at System.Windows.Controls.ComboBox.NotifyComboBoxItemMouseUp(ComboBoxItem comboBoxItem)
       at System.Windows.Controls.ComboBoxItem.OnMouseLeftButtonUp(MouseButtonEventArgs e)
       at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)
       at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
       at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
       at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
       at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
       at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
       at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
       at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
       at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
       at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
       at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
       at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
       at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
       at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
       at System.Windows.Input.InputManager.ProcessStagingArea()
       at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
       at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
       at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
       at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
       at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
    Display More
  • aaaaasdasdasdasdasda
    • July 18, 2015 at 9:02 AM
    • #28

    It's certainly been a while since the last post in this thread, but I think there's been some big changes recently that I think will interest people:

    Error Fetching

    Compile Pal can detect and provide information relating to errors using the Interlopers error listings.

    [Blocked Image: http://i.imgur.com/JA3gH3x.png]

    This has everything from the Interlopers website, including community-reported errors. It's all done straight from the compile output, too:

    [Blocked Image: http://i.imgur.com/Ckz5XyA.png]

    Improved Packing


    Thanks to the work of contributor Maxdup, the PACK feature has been far improved, and is now able to pack nearly all content, including:

    • Materials
    • Models
    • Model Skins
    • Skybox Textures
    • Sprites
    • Water Materials
    • Color Correction
    • Detail Files
    • Menu Photos
    • Soundscapes
    • Soundscripts
    • Particle Manifests
    • Much more...

    As always, the latest version can be downloaded on GitHub.

    https://github.com/ruarai/CompilePal/releases/latest

  • tomm
    • July 18, 2015 at 10:03 AM
    • #29

    how exactly does the packing work? I opened the compiled bsp in pakrat and can only see some custom materials packed, but no models.

    anyway, loving the tool :) good job

  • aaaaasdasdasdasdasda
    • July 18, 2015 at 11:08 AM
    • #30
    Quote from tomm

    how exactly does the packing work? I opened the compiled bsp in pakrat and can only see some custom materials packed, but no models.

    anyway, loving the tool good job

    The packing is the most complicated part, since it has to account for nearly every little edgecase within the Source asset pipeline. Currently it works by reading the output BSP and parsing it for any custom content.

    How is your content stored in your game directory? Is it just in /csgo/materials, or something like /csgo/custom/materials? It's possible the packer can't find it.

  • biXen
    • July 18, 2015 at 7:22 PM
    • #31

    Nice tool, looks really clean and seemed to present errors nicely too. Will definitely use this. Btw Windows 8.1 gave a smartscreen warning when I started it, but maybe you can't do much about that. (do you have to register in their developer program or something to avoid it?)

  • tomm
    • July 19, 2015 at 11:28 AM
    • #32
    Quote from ruarai

    The packing is the most complicated part, since it has to account for nearly every little edgecase within the Source asset pipeline. Currently it works by reading the output BSP and parsing it for any custom content.

    How is your content stored in your game directory? Is it just in /csgo/materials, or something like /csgo/custom/materials? It's possible the packer can't find it.

    both materials and models have their own folder, so these are the paths I need to be looking at:

    csgo/materials/custom/

    csgo/materials/models/custom/

    csgo/models/custom/

  • aaaaasdasdasdasdasda
    • August 1, 2015 at 9:54 AM
    • #33
    Quote from tomm

    both materials and models have their own folder, so these are the paths I need to be looking at:

    csgo/materials/custom/

    csgo/materials/models/custom/

    csgo/models/custom/

    Just spoke to the developer working on PACK - sounds like the issue is with the newer model formats that CS:GO has. Apparently it's got an easy fix, so there should be a new release with this resolved soon.

  • laminutederire
    • August 1, 2015 at 10:40 AM
    • #34

    @ruarai I don't know if this has been talked about in the last, but since it does not pack model materials, one must pack them themselves. The issue I had was that: the nav file was packed during the compilation, and it is known that the nav file shouldn't be embedded with Pakrat, so I took it out, and it fucked everything. So I don't know how you pack it, but when you pack the nav file, game do not crash at all, so until everything isn't packed with the compiler, it is important to know that the nav file should be packed in the BSP and it does not causes any issues.

    I don't know if I'm clear, but I wanted to share my experience for others to not lose as much time as I did figuring it out!

    (It works great by the way :) )

  • marnamai
    • August 19, 2015 at 12:31 AM
    • #35

    would be nice if it was possible to manualy input extra compile parameters, I am using VMFII (instancing) and it requires extra command lines (custom exe => vmfii.exe) and extra compile parameters.


    [vmfii] $path\$file.$ext $path\$file.temp.$ext --fgd "D:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\halflife2.fgd"

    [vbsp] -game $gamedir $path\$file.temp.$ext

    [vmfii] $path\$file.$ext $path\$file.temp.$ext --cleanup

  • aaaaasdasdasdasdasda
    • October 10, 2015 at 7:04 AM
    • #36

    Maxime has fixed up the BSP packing so there's a new update. This should work perfectly with CS:GO models.

    https://github.com/ruarai/CompilePal/releases/latest

    Changes:

    [*]Allow BSP packing of CSGO model files[*]Fix for TF2 update that broke BSP pack[*]Improve detection of assets in BSP pack[*]Fix input dialogs for adding and cloning[*]Improve analytics[*]Improve update dialog[/list]Also, there were a few obvious bugs that had managed to survive for a while in the last version. In case it was just a case of not knowing where to report them, you can always go here: https://github.com/ruarai/CompilePal/issues

    I'm striving to make this a quality application, so don't be misled by the fact that it's free that the bugs are warranted.

  • Psyrius
    • October 10, 2015 at 9:55 PM
    • #37

    Wow, didn't know about this one. Will try it out later

  • laminutederire
    • October 12, 2015 at 11:55 AM
    • #38
    Quote from Psyrius

    Wow, didn't know about this one. Will try it out later

    it's fantastic :) I haven't compiled anything since the update but the only remaining thing to pack is the radar which saves some troubles. Before the update only the radar and custom model textures were missing and it already saved me a lot of time :)

  • aaaaasdasdasdasdasda
    • January 13, 2017 at 10:26 AM
    • #39

    So with the new year a new version of Compile Pal is out. This is the version that has been long awaited - the one that really finalises everything we wanted Compile Pal to be.

    It's all about productivity here, with new tools to automatically generate cubemaps and navmeshes in the compilation process. This is paired with repack support to further compress the BSP's used for Team Fortress 2. Got a long compile and want some sleep? Just enable the 'shutdown' tool and you won't need to stay up to see it finish.

    On the back end, each compile step has been made modular! Meaning you can now create your own tools and share them with fellow mappers. (Also, in JSON, not CSV!)

    This along with the usual UI improvements that make Compile Pal a breeze to use.

    Download here!

  • aaaaasdasdasdasdasda
    • January 13, 2017 at 11:32 AM
    • #40

    By the way, I'm curious if anyone here has had a map published in an operation and used/uses Compile Pal. I know it has a certain place in the TF2 community but curious about CSGO.

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