1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Evert

Posts by Evert

  • Quake Champions

    • Evert
    • August 5, 2016 at 7:57 AM

    Yeah that one shot really feels like UT. The game looks like a ton of fun though, really hoping there´s a radiant released or whatever is used in house now and not only snap map.

  • My Summer Car

    • Evert
    • August 3, 2016 at 2:19 PM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Gameplay from last year, amazing

  • Overwatch

    • Evert
    • June 1, 2016 at 9:27 AM

    https://masteroverwatch.com/profile/shared/a4ff6daa9ea2f91e

    Have not played many heroes since beta ended and since I play solo I don't wanna let down randoms by being terrible as healer/support :P Didn't play much soldier in the beta, maybe I'm too casual but I'm having really fun playing him now.

  • Mirrors Edge Catalyst

    • Evert
    • April 21, 2016 at 10:33 AM

    There are three settings: Off, Classic, and Full View. Depending on your player style you’ll be able to pick a fitting setting. If you want your exploration to be completely undisturbed you can turn Runner’s Vision off, and if you want some guidance to keep momentum, Classic and Full View are good choices.

    Regarding the red help system

  • Map Theme | How do you decide?

    • Evert
    • February 17, 2016 at 8:10 PM

    https://www.reddit.com/r/earthporn

    https://www.reddit.com/r/cityporn

    https://www.reddit.com/r/IWishIWasThere

    https://en.wikipedia.org/wiki/Imaginationland

    Edit: not to be a cock, but looking around for inspiration as a start is usually super helpful, and then just go from there when looking for better references, narrowing down the theme.

  • [CS:GO] Tulip

    • Evert
    • December 24, 2015 at 11:57 PM

    Best looking cs:go level imho, great job!

  • Mapcore plays Quake Live

    • Evert
    • October 29, 2015 at 9:23 AM

    I don't care if they charge 10 bucks for it, super nice to see the workshop. But removing all my amazing stats what the fuck!

  • Doom (4)

    • Evert
    • October 27, 2015 at 9:46 AM

    With snapmap I'm sure there will be plenty of mutators/mods that will adress the speed for people looking for some more old school FPS coolness, seems as if that's the kind of mods it's intended for besides making maps.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Evert
    • October 27, 2015 at 9:24 AM

    I loved those parts due to the exploration, probably my favorite parts of the game :s

  • WIP in WIP, post your level screenshots!

    • Evert
    • October 15, 2015 at 9:30 AM

    Sick work! Love the third screen composition

  • cs_shichang

    • Evert
    • September 9, 2015 at 10:13 AM

    That looks great, I love all the colors.

  • [CS:GO] - Lighting and compiling questions

    • Evert
    • August 21, 2015 at 3:18 PM

    @biXen https://developer.valvesoftware.com/wiki/Func_instance

    It's pretty much a vmf inside a vmf so yeah it's exactly what you're describing. They can be handy for organizing levels, but can also make stuff a become a hierarchic mess :P I just found them very handy for seperating the skybox from the level, it's a matter of preference I guess.

  • [CS:GO] - Lighting and compiling questions

    • Evert
    • August 21, 2015 at 1:57 PM

    Yeah true, does that work as intended when scaling though?

    Since the scaling is based on the bounding volume of the selection IIRC?
    Never tried it

  • [CS:GO] - Lighting and compiling questions

    • Evert
    • August 21, 2015 at 1:43 PM

    Regarding the skybox question:

    I've always found 3d-skyboxes to be cumbersome to iterate on, but now with the instances support in CS:GO I've noticed a pretty decent work flow.

    It requires a few steps to set up BUT once it's been done it should be smooth sailing.
    1. Place a dummy entity in the origin of the world. Select that and fly around and select the most important geometry from your level, like the extents of the playable area, or where the framing of the 3dskybox is the most important or whatever.
    2. Paste that stuff into a new 3dskybox instance and place the sky camera on that dummy entity.
    3. Scale it all and align it as closely to the grid as possible (the ref geometry will not be compiled so it doesn't necessary have to be on grid, but I usually make sure that the ref dummy is in the origin here)
    4. Put the reference geometry in it's own vis-group so that you can easily disable the it before compiling.
    5. Place the skybox func_instance anywhere in your level.

    I've found this to be as close to building around the level, but without having to constantly select and re-scale stuff when aligning stuff.

  • Uncharted: The Nathan Drake Collection

    • Evert
    • August 19, 2015 at 9:55 AM

    I wonder if they've gone with the same aiming/sensitivity in all the games now? It was changed between all the games IIRC.

    It felt great in UC2, and super stiff and sluggish in UC3, the first one I don't even remember :)

  • [CS: GO] What tools/programs do you use?

    • Evert
    • August 15, 2015 at 12:23 AM

    Since you're new to level design; its awesome that you want to explore stuff etc, but honestly, just start making levels and be creative with what's there as a start =)

  • The Witcher 3

    • Evert
    • August 14, 2015 at 1:54 PM

    This is the best game I've played in years, hurry up and make a huge expansion please.

  • How to get models out of maps

    • Evert
    • August 11, 2015 at 9:58 AM

    Both Rick and Yanzl are such cool guys so they released the content used in those levels you mentioned

  • WIP in WIP, post your level screenshots!

    • Evert
    • April 27, 2015 at 9:24 AM

    Agreed, second one. Third one also has great potential but would benefit of some more point lighty stuff =)

  • Temple of Utu - Unreal Engine 4 env for Polycount's Throne Room contest!

    • Evert
    • April 1, 2015 at 11:06 AM

    Looks great!!

    Awesome work little fella.

Discord

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

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

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

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

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

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

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™