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. Marcos

Posts by Marcos

  • Post Your Pic Extravaganza 2010

    • Marcos
    • June 29, 2010 at 2:03 PM

    HI, i'm foxtrot 2 bravo!

  • WIP in WIP, post your level screenshots!

    • Marcos
    • June 29, 2010 at 10:20 AM

    Beacuse macroeconomic can be slightly booring sometimes, I'v been doing this "scene" during reading breaks.. Still need alot of work though and im not shure about the lighting. Something about the colours that dosnt seem to exactly right.. Would dig some input on that!

  • [UDK] Oil Field

    • Marcos
    • June 26, 2010 at 11:39 PM

    hot damn! looks awesome!

  • WIP in WIP, post your level screenshots!

    • Marcos
    • June 26, 2010 at 4:16 PM

    yay a cabin!

    Some things i noticed:

    - Logs seems way to large

    - Walls seems too flat

    - Loose the upper metal part (texture) of the cabin as it dosnt seem to fit

    Just looked up a ref pic for you, it would also be very cool if you did the grass thing on the roof, though the setting would need to be more forest like:

    [Blocked Image: http://www.norsklafteskole.no/userfiles/image/student-accomodation.jpg]

    other than that: cosy

  • E3 2010

    • Marcos
    • June 8, 2010 at 11:35 PM

    Let there be TES V!

    Though it will never happen [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]

  • Medal of Honor

    • Marcos
    • January 30, 2010 at 9:42 PM

    Looking forward to see how they'll pull of this kind of setting. For sure it gives some constrains regarding what kind of missions, settings ect. but if they manage to "renew" the genere like MW did, this setting might just be spot on brilliant (as st0vle said, there is alot to choose from). Maybe i'll recognize some places

    And great to see that SF isn't represented as Arnold with a moahawk haircut and pilot glasses

  • EYE Assets

    • Marcos
    • January 20, 2010 at 11:23 PM

    Overall very nice work there mate!

    But I wish to contribute to the weapons part aswell

    I agree with Sectors points above and here i something I noticed:

    - Is the mag on the "AK" longer than the grip? If so, laying down to aim with that weapon could in some cases be very discomfortable for the shooter

    - The grip could also use some ergonomic tweaks

    - Is the last one a sniper? If so, iron sights? And certainly if you have to use iron sights, make the first one (the one you aim through) round, ie like a hole

    - It also looks like a powerful weapon like 7.62 or even 12.7, and I realy think it would be painful to have that butt stock hammering your shoulder. Also svingarm butts (that it looks like) are jiggly and bad for precision

    Edit: It also makes it impossible for a good recoil absroption since the recoil spring usaly is attached at the back of the butt stock. Also the muzzle break flash looks abit unlogical as I cant realy understand how that would reduce muzzle flash. maybe look up some real weapons for inspiration

    Hope it helps!

  • WIP in WIP, post your level screenshots!

    • Marcos
    • September 1, 2009 at 11:43 PM

    Looks mighty cool!

    Digging the theme too!

  • WIP in WIP, post your level screenshots!

    • Marcos
    • August 30, 2009 at 10:41 PM

    Neato!

    siege brings back some good memories! The cave seems abit dark tho. Very frustrating for cs players

  • cl_leveloverview messing up (cs:s)

    • Marcos
    • August 30, 2009 at 2:59 PM

    Thanks for the tips! I'll have another go at it now

    edit: got i working now, thanks!

  • cl_leveloverview messing up (cs:s)

    • Marcos
    • August 27, 2009 at 5:33 PM

    Hello again. Haven't been mapping for ages (as you might have guessed) so here goes another Q:

    I'v been trying to create an overview and radar for my new cs:s map. At first it worked all just well, but a design change in my map forced me to make a new one. Problem is that now cl_leveloverview isn't my friend anymore and dosn't work like it should.

    OK, it worked fine the first time i tried (I could see the whole map and everything was neat), but now most of my map turns green. When I try to move around, some bits appear and some disapear. Like there is a difference in where the spec. cam. is in the world.

    Commands I have used/tried:

    fog_override 1

    fog_enable 0

    r_skybox 0

    cl_drawstaticprops 0

    r_novis 0/1

    r_portalsopenall 0/1

    cl_maxrenderable_dist 30000

    cl_leveloverview 1,2,3,4,5 ect.

    cl_leveloverviewmarker 1024

    At first I thought something was wrong with my map so I tried the same thing in de_dust but I still get the problem as you can see on the attached screenshot.

    Anyone know whats wrong here?

  • Making the sky a non solid (source)

    • Marcos
    • August 27, 2009 at 5:20 PM

    Good idea CJ, I will try that

  • Making the sky a non solid (source)

    • Marcos
    • August 25, 2009 at 8:58 AM

    Hello!

    Just a quick Q here:

    Remember in the old days (hl1), it was possible to add a command making the sky brushes in your maps non solid? In CS you could throw a nade in the sky and it would disapear. How do I get the same effect in source? Anyone knows?

  • WIP in WIP, post your level screenshots!

    • Marcos
    • August 13, 2009 at 5:15 PM

    Mmm nice! Though when maps have this kind of quality, it's easy to spot the little things. Something I just noticed:

    You got some antic architecture mixed in your overall industrial theme. Looks abit out of place. Like the collums in pic 3.

    Where are the sunbeams comming from? The sky looks to dark for it to be the sun and the angle is off. Is there another light source?

    Whats that "thing" in the middle of pic 1?

    Other than that, great progress so far i must say!

    Edit: JoshuaC, what about some horizinal support beams in the ceiling?

  • TF2 Model Release - Lifesavers, pillars, portholes

    • Marcos
    • August 13, 2009 at 5:07 PM

    Yeah, great stuff!

    TF2 mappers def need some new content to play with

    BTW, love the drawn details on the support model pic !

  • work in progress : de_manifoods

    • Marcos
    • May 27, 2009 at 11:05 PM

    Looks great mate! I dig the DM feeling this map has, it's bold but can create some great gameplay. It looks good, looks fast paced and simple

  • WIP in WIP, post your level screenshots!

    • Marcos
    • May 27, 2009 at 11:01 PM

    Wow stunning stuff here guys! Nice to see some new folks too

  • WIP in WIP, post your level screenshots!

    • Marcos
    • September 13, 2008 at 11:52 AM

    Still doing some work on my css map, progress is slow though:

    [Blocked Image: http://www.home.no/markus-l/css9.jpg]

  • Mapcore mapping contest?

    • Marcos
    • June 25, 2008 at 11:50 PM

    Totaly agree with PogoP !

  • race driver GRID

    • Marcos
    • June 16, 2008 at 5:13 PM

    Bought it on Steam and have been playing it for an week or so. Enjoying it much so far as i'm a big fan of cars and racing ect. It has a good balance between arcade and sim, tho it's considered an arcade game, but I have to agree to some issues defrag pointed out and some other minor things:

    * Menu dosnt support mouse, have to use the keyboard all the way here

    * Pressing "Enter" a good 5 times after each race gets annoying

    * You cant tune your car in any way

    * Sometimes it's just better to cut a corner and just go straight forward over the grass and it wont slow you down that much

    That said this game IS very good and has very much to offer. I will suggest this game to any of you who think NFS is too easy and arcade'ish, but want the fun and thrill of doing highspeed racing and not beeing forced to brake down to 20mph to do a left turn.

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™