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] de_meat [Looking for gameplay feedback]

  • Tyker
  • August 31, 2015 at 12:29 AM
  • grapen
    • September 3, 2015 at 5:50 PM
    • #21
    Quote from Tyker

    Doesn't that then also override the file for any maps played afterwards until the game is restarted? I remember that being a problem when I made maps for TF2. Is that still an issue now?

    As far as I know, any packed files are only run for that specific map. When you make custom soundscapes you also have to pack your custom soundscape_manifest.txt, thus overiding (temporarily while the specific map is being ran) the local soundscape_manifest.txt for the user.

    I would assume the same applies to the voice files.

  • Squad
    • September 3, 2015 at 7:29 PM
    • #22
    Quote from Vaya

    @Squad used these models on zoo. I don't recall anyone complaining about hostage comments from the terrorist side.

    I never noticed this myself :P

    Custom soundscape files can be packed with the bsp, not sure if the same is possible for chat lines, but who knows. Then again, not sure if it's worth the effort and the extra filesize.

  • Vaya
    • September 3, 2015 at 7:37 PM
    • #23
    Quote from Squad

    I never noticed this myself

    Custom soundscape files can be packed with the bsp, not sure if the same is possible for chat lines, but who knows. Then again, not sure if it's worth the effort and the extra filesize.

    If you manage to get through the whole operation with no one nitpicking this on reddit I'll be impressed :lol:

  • Tyker
    • September 5, 2015 at 7:03 PM
    • #24

    I think the thread automatically got moved from the contest section to the 3D section?

    When we submitted this map for the contest it was in its b2 stage. We're still working into the rc stage before moving on to something else. Currently we are implementing the feedback in this thread (such as de-noising mid, texturing the mid -> B connector differently, and heightening the roof in mid), mostly for visual reasons because the gameplay is solid.

    One last thing:
    If you are an artist who thinks they can model a hanging dead cow (either whole, or split in two) that fits the CSGO artstyle: Hit me up!

  • Psyrius
    • September 7, 2015 at 11:07 AM
    • #25

    This is so sad, poor animals :( Everytime I spawn as CT, I will just let the T's blow it up :(

    *looks at clock* hmm, lunch time. Beef sounds nice :)

  • Tyker
    • September 8, 2015 at 9:47 PM
    • #26

    (I hope Mapcore can handle webm's)

    Finally found a way to have fog in the freezer without massive framerate drops! net_graph shows no big hits, although we haven't tested it in multiplayer yet. Gameplay wise it may add some cool ways to hide, but then again it might also be too annoying to play with? Once the map is ready for a playtest, we hope to find out!

  • Bodd Jonar
    • September 8, 2015 at 11:12 PM
    • #27

    From the gif it looks like it is way too much, maybe reduce it a little? :) Or take a screen with some bots in there.

  • Tyker
    • September 11, 2015 at 10:02 PM
    • #28

    Lots of stuff changed! Would love to know harsh and critical opinions if you have them!

    [Blocked Image: http://i.imgur.com/y8JOsq1.jpg][Blocked Image: http://i.imgur.com/UMaNOkt.jpg][Blocked Image: http://i.imgur.com/RkNYiLX.jpg][Blocked Image: http://i.imgur.com/2f6uFBJ.jpg][Blocked Image: http://i.imgur.com/98i6BBQ.jpg][Blocked Image: http://i.imgur.com/dhPSpm3.jpg][Blocked Image: http://i.imgur.com/iDdfOeW.jpg][Blocked Image: http://i.imgur.com/IDiXSx4.jpg][Blocked Image: http://i.imgur.com/IRPlROu.jpg][Blocked Image: http://i.imgur.com/e22Vmgs.png]

  • text_fish
    • September 12, 2015 at 9:08 AM
    • #29

    Love the lighting.

  • Squad
    • September 13, 2015 at 11:40 AM
    • #30
    Quote from Tyker

    One last thing:
    If you are an artist who thinks they can model a hanging dead cow (either whole, or split in two) that fits the CSGO artstyle: Hit me up!

    I remember some dead cow models for DoD:S, I think you can probably find a use for them Made by INsane. Here's a link.

    Edit: the models are actually by pedroleum, not INsane as I posted first.

    [Blocked Image: http://www.dodbits.com/dods/images/jd…owsvol028ds.jpg]

  • Quotingmc
    • September 13, 2015 at 11:56 AM
    • #31
    Quote from Squad

    I remember some dead cow models for DoD:S, I think you can probably find a use for them Made by INsane. Here's a link.

    [Blocked Image: http://www.dodbits.com/dods/images/jdownloads/screenshots/deadcowsvol028ds.jpg]

    This gives me the chills and I am not even a vegetarian or animal activist.

  • Tyker
    • September 18, 2015 at 1:40 PM
    • #32

    Thanks! I'll see if I can include those models in the next version, and see how they look in-game!

    Currently on the workshop is version b7, and I'm working on b8. b7 is fully optimized, and the map now runs at a minimum of 145 FPS in all areas on my machine! http://steamcommunity.com/sharedfiles/fi…s/?id=481597483
    [Blocked Image: http://i.imgur.com/SS3JQGH.jpg][Blocked Image: http://i.imgur.com/DcxlF1z.jpg][Blocked Image: http://i.imgur.com/ve3LsDn.jpg][Blocked Image: http://i.imgur.com/YINZFgd.jpg][Blocked Image: http://i.imgur.com/pHNQ3xv.jpg][Blocked Image: http://i.imgur.com/t7J5BQf.jpg][Blocked Image: http://i.imgur.com/QUPIxVK.jpg][Blocked Image: http://i.imgur.com/b05909v.jpg][Blocked Image: http://i.imgur.com/FimRm6n.jpg]
    These screenshots are from areas that I feel a bit insecure about on whether they look nice. What do you think?

  • Pampers
    • September 18, 2015 at 4:12 PM
    • #33
    Quote

    [Blocked Image: http://i.imgur.com/DcxlF1z.jpg]

    Love the right side of this image! put some lights or something on the left side to break up the gray dominance

  • wylde
    • September 24, 2015 at 6:08 PM
    • #34
    Quote from Tyker

    Thanks! I'll see if I can include those models in the next version, and see how they look in-game!

    Currently on the workshop is version b7, and I'm working on b8. b7 is fully optimized, and the map now runs at a minimum of 145 FPS in all areas on my machine! http://steamcommunity.com/sharedfiles/fi…s/?id=481597483
    [Blocked Image: http://i.imgur.com/SS3JQGH.jpg]

    The red floor stripe here looks very video-gamey. I think it could be darker, and maybe some trim would make it look better. The white and grey brick texture is beautiful and great for CS GO maps. I like the metal thing in the middle acting as a guide to new players.

    [Blocked Image: http://i.imgur.com/DcxlF1z.jpg]

    Beautiful little scene here. Good job.

    [Blocked Image: http://i.imgur.com/ve3LsDn.jpg]

    Same here, looks good. Maybe that middle roof tile is a little too light?

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

    Looks nice and clean.

    [Blocked Image: http://i.imgur.com/pHNQ3xv.jpg]

    The blue has the same issue as the red, just a little too bright I think. The floor could be grey here and people would call it blue halls already. Dust particles look nice as long as they don't impact gameplay.

    [Blocked Image: http://i.imgur.com/t7J5BQf.jpg]

    A little dark?[Blocked Image: http://i.imgur.com/QUPIxVK.jpg]

    A little bland and maybe prop heavy?

    [Blocked Image: http://i.imgur.com/b05909v.jpg]

    This looks pretty good to me.


    These screenshots are from areas that I feel a bit insecure about on whether they look nice. What do you think?

    Display More
  • Tyker
    • October 27, 2015 at 2:46 PM
    • #35

    There is one more thing I'm currently working on adding, before moving on to an other map:

    [Blocked Image: http://i.imgur.com/GydelET.jpg]
    [Blocked Image: http://i.imgur.com/gZ457SS.jpg]
    I'm using a prop_physics_multiplayer for the carcass and phys_ballsocket at the top so that if you shoot it, or it's near explosions, it will swing!

    Sadly though it swings a bit too much, and modifying the weight doesn't seem to change this. It can start rotating incredibly fast too. I'm not sure if it's possible to lock an axis with phys_ballsocket, so I'll have to add some kind of hook model at the top that can swing 360 degrees without clipping weirdly.

    I still want to ship this with swinging meat, but if I can't fix these issues I'll just let them stay put.

  • Vaya
    • October 27, 2015 at 3:53 PM
    • #36
    Quote from Tyker

    I still want to ship this with swinging meat, but if I can't fix these issues I'll just let them stay put.

    uh..phrasing?

  • marnamai
    • October 27, 2015 at 3:55 PM
    • #37

    try a phys_ragdollconstraint, you can limit on what axis it is allowed to rotate and add friction for each axis, also the dust motes on some of the screenshots look way too big, looks more like snow.

  • Squad
    • October 27, 2015 at 3:58 PM
    • #38

    Add a func_clip_vphysics to prevent the prop_physics_multiplayer from swinging too far.

    Example picture:

    [Blocked Image: http://i.imgur.com/y5rq5ve.jpg]

  • Pampers
    • October 27, 2015 at 4:06 PM
    • #39

    but...how else will you clutch with a 360 cow carcass backslap??

  • El_Exodus
    • October 27, 2015 at 4:08 PM
    • #40

    Squad is so mean :( This won't ever happen again

    [Blocked Image: http://i.imgur.com/p1l9ifW.jpg]

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

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