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Posts by Squad

  • Level Design Help Files

    • Squad
    • June 17, 2019 at 7:51 PM

    I'm sure this has been shared before somewhere on Mapcore, but couldn't really find it.

    Optimization in Source: a practical demonstration

    And an interview with Iikka (Valve) about designing CTF_DoubleCross (includes some nice sketches).

    Impromptu Interview: Iikka Keranen

  • WIP in WIP, post your level screenshots!

    • Squad
    • June 10, 2019 at 5:34 PM
    Quote from TECHNICKER

    2 hours ago, TECHNICKER said: Hi, just have a one question on you. How high can you jump? I mean how many units from the ground? I need to know ho high I have to make ceiling in my map. thanks :D

    Wrong topic. You also didn't specify what game.

  • Mustang (formerly Everest)

    • Squad
    • June 6, 2019 at 12:21 PM

    New profile pic incoming ?

  • de_arr

    • Squad
    • June 6, 2019 at 11:24 AM
    Quote from text_fish

    20 minutes ago, text_fish said: On that note, I've been meaning to ask how people go about making those pretty height gradient radars that Valve have switched to recently. Is this something that the engine spits out, or just a case of painting over a traditional radar in Photoshop? ?

    Terri's Radar Generator Making radars was never faster and easier.

  • [FC5] Moonshine

    • Squad
    • May 9, 2019 at 12:45 AM

    Looks pretty cool ? I haven't played FC5 myself, nor am I familiar with FC modding, is the Stealth Mode stock content or did you implement it yourself?

    Some feedback after having watched the playthrough:

    I only watched the playthrough, but I'm assuming the level is non-linear (at least to a degree). I think what was lacking overall was (a) point(s) of focus/direction. There's hardly any contrast in lighting while a night theme would be especially suitable for this! The mood is nice overall, but overall little stands out to guide the player.Since it's an escape scenario, it would be helpful to give the player a glimpse of roughly where the extraction point is in the beginning of the scenario (for example, a distant guard tower with searchlights next to the entrance/exit of the compound).

    Keep it up!

  • [decompiled] dz_blacksite | dz_sirocco

    • Squad
    • May 1, 2019 at 2:25 PM

    Almost 16k solids. For reference, Blacksite has around 11k.

  • XIII (reboot)

    • Squad
    • April 24, 2019 at 3:15 PM

    I've been collecting the comic book series since forever, but never played the first game based on it.

    Consider me interested in this remake (hoping for a PC release though) :)

  • World War Z aka Left 4 Dead 3 we never got.

    • Squad
    • April 18, 2019 at 9:57 AM

    Got it earlier this week, but haven't had a chance to check it out yet.

  • Epic Games Store

    • Squad
    • April 8, 2019 at 10:48 AM
    Quote from [HP]

    8 hours ago, [HP] said: Interesting, did anyone test this yet?

    I haven't myself, but this article about it should give you an idea.

  • Epic Games Store

    • Squad
    • April 5, 2019 at 2:48 PM
    Quote from MikeGon

    3 minutes ago, MikeGon said: I bet someone out there is working on some kind of hub software as we speak. A program that regroups and launches games that are on any game launchers...

    Something like this? ;)

  • Counter-Strike: Global Offensive

    • Squad
    • April 5, 2019 at 8:44 AM
    Quote from Ringel

    46 minutes ago, Ringel said: A private security guard team which are optimised could be chosen for every land and every map if they make them colorable.

    Oh and for me it is better to read with that spaces.

    In what universe would a private security guard team handle a terrorist situation?

    That said, if readability of a player model is an issue, the map is most likely the problem, rather than any player model.

  • [CS:GO] de_border (W.I.P.)

    • Squad
    • February 25, 2019 at 12:39 PM

    Don't see any need for a new topic. Just ask a mod to rename it if you want it to have its new name in the topic title.

  • [CS:GO] de_austria (WIP)

    • Squad
    • February 5, 2019 at 10:40 AM

    Cool idea. But instead of a hole in the floor I would go for something like in the picture below (not the best reference though). Make a catwalk following the outside wall and the wall with the paintings (edited picture above), this way the walls where grenades are most likely to hit will be clean and free and it eliminate the chance of grenades getting stuck on the upper floor. I think it also makes more sense thematically :)

    [Blocked Image: http://topdoityourself.com/wp-content/uploads/2015/11/aebff5640a5d70bd4fedd598e552866a1.jpg]

  • de_zoo

    • Squad
    • February 1, 2019 at 3:37 PM

    Yeah, they were removed to simplify the paths/areas. Sorry about that :D

  • WIP in WIP, post your level screenshots!

    • Squad
    • February 1, 2019 at 8:43 AM
    Quote from LORDDEATH

    5 hours ago, LORDDEATH said: So I'm about to start working on a map of Germania, the German Reich World Capital that was never constructed. I'm taking a huge inspiration from the version depicted on Man In the High Castle. My Only Question before I start work on it is: Am I Allowed to use Swastikas on the Map? or do they have to be Iron Crosses?


    They're prohibited symbols in some countries, so your safest bet would definately be to not include them. That being said, it'd probably not be a huge issue, as apparantly plenty of WW2 games have used it so far (and swapped it for an Iron Cross depending on what country the player is in). I guess it also depends on what the goal of your map is:

    A scene? - Doesn't seem like a huge issue to me.

    MP map? - Iffy, as it means one team will be the "Nazi's".

    SP map? - I'm guessing you'll be battling the Nazi's in that case.

    Quote from CWardee

    5 hours ago, CWardee said: Hi guys! I haven't really posted here for awhile; trying to step up and post a little more!

    Honestly terrified of posting this but I've been practicing on exterior scenes, planning on working on the Skyline, redoing the Tree's and having a small stream running down the middle

    Absolutely no need to be terrified. This is looking great :)

  • de_zoo

    • Squad
    • January 25, 2019 at 3:29 PM

    Some serious necroposting here.

    It's pretty dated since it was first released, especially compared to recent maps that keep pushing the bar higher. So the map is getting a visual update, as well as gameplay adjustments/improvements where possible/needed. Already wrote down a list for this, but I'm open for any feedback and suggestions.

  • Mapcore Job Census

    • Squad
    • January 25, 2019 at 9:42 AM

    Congratz :D

  • The random model thread!

    • Squad
    • January 3, 2019 at 10:02 AM

    Now make it slippery ?

  • awp_natural [CS:GO]

    • Squad
    • December 27, 2018 at 2:43 PM
    Quote from Serialmapper

    19 hours ago, Serialmapper said: Regarding the water texture from the skybox vs the alignment from the playable map, I observed that in the early stages and I did twice the operation described by you , however that "mis-alignement" appears after building the cubemaps and it is more visible from a height. To reduce that glitch i would have to enlarge more the map size to extend the water, or not to build cubemas at all. Unfortunately this is one of the limitations of the source engine. With this map i tried to do something relatively similar to what i did in cryengine. For the detail sprites i used large textures. A single plant was 512x512 pixels. The whole texture being 2048x2048 pixels, maybe that's why it looks super aliased. The danger zone update added from what i had seen only the ability to reflect the sun sprite, other that that in dz_blacksite the 3skybox is foggy, and the water texture is kinda blurry to mask that transition zone.

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    Should be possible to fix the cubemap issue though. Have you applied an env_cubemap to both water volumes?

  • Forcing LODs as default for lower settings

    • Squad
    • December 18, 2018 at 10:03 PM

    It would help if you specified the game/engine.

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