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. Squad

Posts by Squad

  • [CS:GO]de_thrill

    • Squad
    • March 18, 2016 at 6:11 PM
    Quote from popillil

    15 hours ago, popillil said: Is there any way we can get an WIP download to this?

    Not at this time, but maybe later when we've made more progress.

  • Counter-Strike: Global Offensive

    • Squad
    • March 17, 2016 at 10:35 PM
    Quote from El_Exodus

    1 minute ago, El_Exodus said: Some guy guessed the link and checked it regularily. Valve didn't publish it yet.

    Neat! ... Wait, what if ... http://www.valvesoftware.com/halflife3

  • Counter-Strike: Global Offensive

    • Squad
    • March 17, 2016 at 10:30 PM
    Quote from Fnuggi

    4 hours ago, Fnuggi said: It is that time of year again

    I have to pay a lot of money for virtual stickers, so I can get my virtual gold trophy.

    ...oh, and they are playing counter-strike. Go Astralis whooo!

    Where did you find out about this? Just wondering, since I can't find it on CSGO blog or the ingame menu.

  • You can now sell content through Steam Workshop

    • Squad
    • March 16, 2016 at 6:43 PM

    Megabump!

    Valve to add paid Custom Game Pass to Dota 2

  • [CS:GO]de_thrill

    • Squad
    • March 15, 2016 at 7:10 PM
    Quote from Wrakk

    On 13-3-2016 at 9:09 PM, Wrakk said: Pretty cool. One thing I'm worried about is being able to distinguish between playable and unplayable areas. Invisible walls everywhere can be really annoying.

    In the final version this should be very clear to the players. At the moment it should be already fairly obvious (I think :p), except maybe on the spawns. But we're definately taking stuff like this into account.

    Quote from Jacket

    On 13-3-2016 at 11:01 PM, Jacket said: Any images of the overview/layout?

    The overview is currently outdated, we made some changes since the last playtest.

    Quote from Vaya

    9 hours ago, Vaya said: Thill works well because it's basically a standard layout with a rollercoaster running around it outside the playing area. This like the rollercoaster housing are used to split up areas and sightlines

    I guess the trick is to flavour the map with the theme - rather than dictate the layout /emoticons/[email protected] 2x" title=":)" width="15">

    I guess that's true for the most part /emoticons/[email protected] 2x" title=":)" width="15">

  • [CS:GO]de_thrill

    • Squad
    • March 13, 2016 at 7:31 PM

    Thanks all!

    Quote from poLemin

    Awesome work so far!!! I like the lighting. Did you drop the "wild west" area?

    Yes.

    Quote from Skybex

    Looking excellent. Are we going to see some moving trains or roller coaster carts?

    I believe that's a possibility, but not in the playable area :)

  • [CS:GO]de_thrill

    • Squad
    • March 13, 2016 at 3:07 PM

    Hello there!

    We've been working on this for a while now and we want to start sharing some progress. Everything is still very much WIP, but we'd be happy to get any and all C&C we can get.

    Some info about the map: it's being worked on by @BubkeZ, @Yanzl and myself. It is build from the 1.6 version that was released by BubkeZ a year ago (Youtube link).

    Originally, @FMPONE took the job to port this map to CS:GO, but due to Santorini he wasn't able to spend enough time to this project.

    Its original name was de_mirage2, but we've chosen to go with a different theme and name.

    Since then we've been hard at work and a lot has changed both visually and layout-wise. Now on to some pictures!

    [Blocked Image: http://i.imgur.com/0LlDWnj.jpg]

    [Blocked Image: http://i.imgur.com/0gweXEJ.jpg]

    [Blocked Image: http://i.imgur.com/pwmP8Nf.jpg]

    [Blocked Image: http://i.imgur.com/HC9v7Wr.jpg]

    [Blocked Image: http://i.imgur.com/3QiTXrp.jpg]

  • WIP in WIP, post your level screenshots!

    • Squad
    • March 12, 2016 at 7:49 PM
    Quote from RaVaGe

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/intel0000.jpg]


    Just for the lulz

    the lulz, as in, this will be finished one day? It better! :)

  • de_nuke_zoo [New content resource]

    • Squad
    • March 10, 2016 at 9:10 PM
    Quote from akjn

    Hey guys, i'm looking for the .vmf file of the new nuke, can anyone send it to me ? Can't find it anywhere !

    You have to decompile it using a program like BSPsource. The vmf doesn't come with the SDK.

  • Tinted props aren't properly displayed anymore in the CSGO SDK

    • Squad
    • March 5, 2016 at 1:39 AM
    Quote from El_Exodus

    Didn't think about that one. That was the "problem". :<

    But the shaded view looks soo much better!! :(

    I noticed the shaded view doesn't always show tinted textures correctly either. But it doesn't seem to happen to every tinted texture either, so no idea what is causing it. Maybe it depends on whether it is defined by "$color" or "$color2"?

  • Tinted props aren't properly displayed anymore in the CSGO SDK

    • Squad
    • March 5, 2016 at 1:26 AM

    Are you using 3D shaded textures view? If so, try just normal textures view maybe.

  • Counter-Strike: Global Offensive

    • Squad
    • March 2, 2016 at 10:43 AM
    Quote from El_Exodus

    It seems to be pretty much confirmed, that the next map remake by Valve will be Inferno. Alongside the fact, that the new Nuke hints Australia on some decals, it shouldn't be a surprise if Inferno is going to be set there.

    What makes you think that?

  • The random model thread!

    • Squad
    • March 2, 2016 at 10:21 AM

    The recently added 2nd UV support for decals could help you out with mirroring the UV, but still have unique sides.

  • Counter-Strike: Global Offensive

    • Squad
    • March 2, 2016 at 10:08 AM
    Quote from Beck

    IEM Katowice starts today. First games in about 1 hour 20 from this post. Fnatic vs NaVi which should be a good match to kick off with!

    http://www.hltv.org/news/17223-iem-katowice-viewers-guide

    No pick 'em challenge this time around?

    I believe that's only for Valve-sponsored events.

  • Valve: Future Hardware Plans

    • Squad
    • March 1, 2016 at 10:39 PM
    Quote from blackdog

    yeah, but average people just have a cheap big TV, with a sound bar if at best. So… a movie guy could get good headphones, aren't there 5.1 headphones? :)

    There are 7.1 headphones too.

  • CS:GO Blog - Lighting and Shader Improvements

    • Squad
    • February 25, 2016 at 5:56 PM
    Quote from Vorontsov

    @LATTEH You could use normalmaps on models before though or am I missing something here

    Yes, but they updated it. The effect looks a lot more similar to lightmapped brushes.

    [Blocked Image: http://media.steampowered.com/apps/csgo/blog/images/workshop/lighting/04.png]

  • de_royal (previously de_street)

    • Squad
    • February 25, 2016 at 3:42 PM

    If you post about it in the Private comments of the workshop page they should get a notification. Or just hit up Magnar :)

  • De_forlorn WIP

    • Squad
    • February 25, 2016 at 2:03 AM
    Quote from sevin

    I opened the .bsp with GCFScape to see if anything was packed, and I didn't see anything. You extracted them from the .bsp? I have this issue with other maps as well.

    Yes, I checked with Pakrat to see if any models were packed. And extracted all of them that I spotted. Strangely enough they're all located in a folder called "autocombine/". That folder name and the fact it works just fine (without extracting anything) for most other people and the fact that all "autocombine" props in Hammer look like a combination of regular modular props make it seem something went horribly wrong somewhere for some of us :)

  • De_forlorn WIP

    • Squad
    • February 25, 2016 at 12:47 AM
    Quote from will2k

    :D

    but seriously though, this is gonna suck when you are in the lighting tweaking phase. Source 2 Hammer (or whatever it will be called) needs to be streamlined and targeted at 2016 not 1996.

    Valve just released more info about the vrad update. I'm sure you'll be interesed in it :)

    Quote from sevin

    The HL inspiration is readily apparent. You are a master texture artist! All the little references you're dropping in are a great touch.

    I'm wondering about something a bit unrelated. When you started using the new Nuke assets, did you decompile the map or find them using console commands in-game or is there a separate folder in materials/models for the new assets? I ask because I'm having trouble decompiling the map. BSPSrc does it with no errors, but in Hammer all the models show up as errors. As far as I can tell the assets are in the .vpk so I'm at a loss. This has happened with a number of other official maps, though not all. Do you have experience with this?

    Sorry for the tangential question, looking forward to beta1!

    It seems for some people it works just fine to just decompile the map and load it into Hammer, while for others it's littered with missing models (like for me). I explained it here how you can fix this (unless your problem is something else, but then just let us know).

  • Counter-Strike: Global Offensive

    • Squad
    • February 25, 2016 at 12:27 AM

    Lighting and shader improvements!

    Hopefully this will help fixing some of the (lighting) issues people are having around here since the update.

Discord

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

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™