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

  • Counter-Strike: Global Offensive

    • Squad
    • February 21, 2016 at 9:09 PM

    @LizardPL You're forgetting dust2_winter, dust2_night and dust2_winter_night.

  • de_nuke_zoo [New content resource]

    • Squad
    • February 21, 2016 at 4:04 PM
    Quote from Endritv

    Do you still have those files uploaded? I have the same model problem, but ur link doesn't work anymore

    Should be back up now.

  • Counter-Strike: Global Offensive

    • Squad
    • February 20, 2016 at 11:57 PM

    Someone figured out what cs_cruise is actually about.

    Quote
  • de_nuke_zoo [New content resource]

    • Squad
    • February 19, 2016 at 8:01 PM

    I get this:

    [Blocked Image: http://i.imgur.com/huAMQ0G.jpg]

  • de_nuke_zoo [New content resource]

    • Squad
    • February 19, 2016 at 7:53 PM

    Weird. It was covered with these missing model errors for me.

  • de_nuke_zoo [New content resource]

    • Squad
    • February 19, 2016 at 7:41 PM
    Quote from FMPONE

    can anyone get the actual map .vmf working? I'm not into prop farms

    Yes. You need to extract a shitload of props from the bsp though. I zipped them and uploaded it here. Extract into csgo\models\props\autocombine\de_nuke.

  • Counter-Strike: Global Offensive

    • Squad
    • February 18, 2016 at 11:38 PM
    Quote from MitBit

    Sorry if this is a silly question but where did you find de_nuke_d.vmf? My sdk_content/maps/ folder doesn't have a official CSGO folder.

    I decompiled it with BSP Source.

  • Counter-Strike: Global Offensive

    • Squad
    • February 18, 2016 at 10:52 PM
    Quote from MitBit

    Anyone know if its possible to open up the new nuke in hammer, been going through the .pak files but haven't found a way.

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

    For some reason Valve embedded a lot of the used props into the bsp (which somewhat explains the 275 MB bsp filesize), but not all of them. You need to extract those from the bsp, if you want to check it out properly in Hammer.

  • Counter-Strike: Global Offensive

    • Squad
    • February 18, 2016 at 5:06 PM

    Finally! Congratz to all Mapcorians who got their map in the Operation :D

    Nuke looks incredible. Can't wait to check out all the new custom stuff that comes with it :P

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Squad
    • February 16, 2016 at 6:07 PM
    Quote from NihiL

    Interesting. I hadn't heard of that method. Horrible tutorial (silent, huge scale, calls brushes rectangles) but very unique method. Problem with it, and correct me if I'm wrong here, is that flashbangs in CSGO aren't blocked by displacements. So I *think* (without testing) that you would get flashes even behind a pillar. Take a look at the Dust 2 Long T-side wall problem that pops up on Reddit almost every week (there was a thread just now in fact about it again) where you can throw flashes behind the wall and still get fully flashed.

    I'm also not quite sure what the point is to make cylinders this way when you can just use props or cylinder brushes, both of which work perfectly fine even with flashbangs. Is it for further deformation? Or texture alpha painting?


    EDIT: Yep, just tested it. Displacements do not block flashbang flashes. So I would not use them in CSGO for anything that is cover or vertical in any way that you can get behind. Not sure if there's a way with invisible brushes to block flashbang flashes that can be used in addition to the displacement to rectify the issue..?

    I think displacements block flashes just fine. The issue you mentioned seems to be because displacements don't have a backside. So in case of a pillar they go all the way around and they do block flashes (just tested it).

    The reason to use this method over props or cylinder brushes is easy. It's easier and faster than making a prop (and not everyone can make models) and it looks better than a cylinder brush.

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Squad
    • February 16, 2016 at 4:55 PM
    Quote from Radiofanat

    Hi, I saw on de_santorini FMPONE made some columns with displacements, can you show how to do that?

    Quote from NihiL

    Hey, sounds interesting. Can you tell/show me which columns you mean exactly? There's a lot on the map!


    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.

  • MAX_MAP_BRUSHSIDE porting map

    • Squad
    • February 13, 2016 at 4:33 PM

    From VDC:

    Quote

    MAX_MAP_BRUSHSIDES occurs when your map exceeds the VBSP 19 maximum defined brush amount.
    The current limit is 65536, this is due to the VBSP 19 format using integers to allocate number of brushsides, and because 65536 is the largest possible number allowed in 16-bit computer architecture.
    There is no fix for this without altering the BSP format and possibly breaking compatibility.
    Perhaps in the future valve will release VBSP 20 with more allowable brushsides.

  • Counter-Strike: Global Offensive

    • Squad
    • February 13, 2016 at 4:30 PM
    Quote from wertyballz

    Anyone know how to make zombie mod map where zombies are npc:S not players. if anyone knows plz i wanna make zombie map :)

    [Blocked Image: https://upload.wikimedia.org/wikipedia/en/5/5b/Left4Dead_Windows_cover.jpg]

  • [UE4] Making an Office Environment in Unreal 4 - Tutorial

    • Squad
    • February 12, 2016 at 11:38 AM
    Quote from Mazy

    You fucking rock Minos, brilliant stuff as usual~~looking at this stuff makes me wanna make a map with it

    I smell a Kissmeyer Basic remake on UE4 coming :)

  • [UE4] Making an Office Environment in Unreal 4 - Tutorial

    • Squad
    • February 12, 2016 at 10:00 AM
    Quote from Black_Stormy

    That carpet looks awfully dirty though...

    Was thinking the same thing. The white dots (dirt?) on it look a bit weird to me.
    Other than that, this looks amazing :)

  • [WIP][CSGO]de_tango

    • Squad
    • February 9, 2016 at 11:17 PM
    Quote from Michael Greenwood

    I have a couple conceptual questions that should be easy to answer:

    1) Should I avoid the use of trees in mid as cover/props as they are unpredictable for cover, grenades and clipping?

    ...

    4) Should metal railings (like the ones on inferno balcony) be set to not block bullets? Or be really easy to penetrate? I like metal railings for the visibility (and theme) but I don't like the unpredictability of the clipping.

    1) You should be aware that trees can have a collision model that is sometimes not accurate to the tree model itself at all (especially some of the older stock models). Other than that, it's not something that should be avoided per se, although it probably depends on the situation. You can check out the collision model in Hammer by clicking on the CM button ([Blocked Image: http://i.imgur.com/J501858.jpg]).

    2) + 3) Can't really comment on them as they're map specific and I didn't playtest your map yet.

    4) Always make railing non-solid to bullets (and possibly grenades). It's really frustrating if your shots don't hit the target because of small bits of a railing.

  • [WIP] de_meat [Looking for gameplay feedback]

    • Squad
    • February 7, 2016 at 3:53 PM
    Quote from will2k

    Hey, it is definitely not my intention to hijack or derail your thread, but I am in the same exact situation as you are; I thought I'd very briefly share my story with you so you know you're not alone against the frustrating and un-moderated workshop.

    Basically 2 guys stole a map of mine and uploaded it as their own on the CSGO workshop. They took my map Cortona http://steamcommunity.com/sharedfiles/fi…s/?id=139519337 (released April 16, 2013) unchanged with my custom textures and even the custom description text I wrote, simply changed the name to Pedrizetti and uploaded it on the workshop on Jan 5 2016 claiming it's their own original creation http://steamcommunity.com/sharedfiles/fi…/?id=593428572. They are even telling other people that it's ok to port the map to other games too.

    A friend of mine notified me of this on Jan 11, 2016 and I immediately flagged and reported the submission, clearly explaining the issue while providing links to my original map. One week passes and nothing happens, so on Jan 18, I post a message on the official CSGO workshop group http://steamcommunity.com/groups/CSGOMapsWorkshop (The one of Matt Wood where, ironically, I am a moderator there) to try and get the attention of Valve guys in the group.

    Today is February 7, almost a month has passed and nothing has been done. The stolen map is still on the workshop and no one (admin/mod/support) even contacted me if they need more info or something. I'm aware of the DMCA takedown notice but it seems it has no effect either judging by what you mentioned.(these kind of obvious issues should not need a cumbersome legal DMCA in the first place; the submission is proven stolen and therefore breaks the workshop TOS)

    The workshop definitely needs better moderation to protect authors' rights and some stricter rules for copyright infringers and obvious thieves. I've been a vocal advocate about this since the Arms deal update in Aug 2013: the workshop is a total jungle with near absent moderation, and support is a big fat joke; and it's not even a funny joke.

    Sorry for this rant and it is not my intention to hijack this thread; just to let you know that you are not alone :).

    Display More

    Not that it'll probably be of any help, but I flagged it too.

    The Workshop definately needs some fixing.

  • CSGO - Tips on making the lighting on props not bug out?

    • Squad
    • February 6, 2016 at 1:29 AM

    Are you doing a full compile?

    Regarding the foliage issue, change "Ignore surface normal for computing vertex lighting" to "Yes".

    Check out this article for more information about this parameter and much more.

  • [GSGO] de_studio [WIP]

    • Squad
    • February 5, 2016 at 8:00 PM
    Quote from tchick

    Haha "Operation Studio" incoming

    Not before Operation Boat!

  • [CS:GO] de_sirius

    • Squad
    • February 5, 2016 at 7:54 PM

    Love the env_sun in this one ;)

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™