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. Skybex

Posts by Skybex

  • Disappearing brushes in CS:GO Hammer.

    • Skybex
    • December 9, 2013 at 12:10 AM

    Yeah its like this for me as well, I don't think CSGO's Hammer has ever supported shaded, you just need to use textured.

  • MapCore CS:GO Playtesting 3.0

    • Skybex
    • December 8, 2013 at 2:32 AM

    Hey, can I get a testing slot for Thursday?

  • References Thread

    • Skybex
    • November 1, 2013 at 7:11 PM

    http://www.human-anatomy-for-artist.com/

  • Counter-Strike: Global Offensive

    • Skybex
    • September 20, 2013 at 4:21 PM

    Go Mapcore!


    Congrats guys

  • Recommendations for a good Beginner tutorial into 3DSMAX and 2D texturing?

    • Skybex
    • August 13, 2013 at 3:52 PM

    3D Motive also looks like a good option. I have only watched a couple of their videos so can't say for certain how helpful they will be to you. But might be worth a look

    https://www.3dmotive.com/library_guest

  • MapCore CS:GO Playtesting 3.0

    • Skybex
    • August 10, 2013 at 6:45 PM

    Can I get a slot for Thurs as well to test the new Coldshell?

  • Instancing

    • Skybex
    • June 30, 2013 at 6:46 AM

    I used instances a lot with my recent csgo map, It comes with its fair share of both pros and cons depending on how you use them. I used them for entire buildings as well as small lamps and building signs.

    For things like lamps/lights there is no real downside. They are excellent for throwing in as an instance, and if later your environment light changes, its a simple edit to have everything map wide to change with it, also good for things like light glows/sprites being too bright when changing the bloom on HDR.

    Works out as such a huge time saver and helps unify a lot of things. And probably even more so on a company wide project.

    For buildings, I like using them because I prefer working on large structures in isolation so I don't get side tracked with other parts of the level. They are also useful in source if you have buildings that doesn't sit on the 90 degree grid. So you can make it in an instance on the grid, but then rotate the instance in the main map so its off the grid. any changes you need to do can then be done in the clean instance file.

    The problems mostly kick in later when you are trying to do a proper skybox or using hint brushes and area portals for optimisation. You can either connect portals/hints in the main map with the instanced geometry, or add them in the instance with the building you are optimising. Both methods feel like a very messy way to work.

    Also vis groups don't work with instances. If you click on the group to hide all props for example, it will only hide ones in the main map file. Anything inside an instance will stay making things a little more awkward.

    This was all done in a multi player setting so I didn't have need to instance any single player elements, but I imagine this is where they will become most valuable.

  • MapCore CS:GO Playtesting 3.0

    • Skybex
    • June 4, 2013 at 10:19 PM

    Ruins

    The map was quite fun, had good approaches and clear choke points. But I thought quite a few minor things combined really let the map down. The darkness of the map combined with green CT skins made it quite hard to detect enemies, and I don't know how many times I was shooting at a plant or barrel. Also both of the sites seem to have so many tiny areas to to hide in, and some are opposite each other, so you look at one and get shot from the other. And although it didn't happen in the test, I feel that a competent AWPer could alone hold down the open bomb site.

    When looking at the overview in the WIP thread I also thought there would be too many routes into each site, but while playing I didn't feel that at all

    Bermuda

    First time I have seen anything about this map. I am liking the direction of the visuals.

    I feel I cant comment too heavily on this because even after 2 rounds in the test, I don't feel I know the map well enough to say a lot. But I did feel that the sites needed some more cover. Not stuff to camp behind but just small places you can try and put between you and an enemy in a firefight, or to duck into for a reload

  • de_chinatown

    • Skybex
    • June 3, 2013 at 7:50 PM

    Another update on the map. Progress slowed a little due to work but now here is some of the latest screens and a version on the workshop.

    As you can see I decided against the darker light, made the map look a lot worse than it really was. The new lighting in csgo just cant really be ignored or your making the map look worse for the sake of being different.

    Also made a whole bunch of changes based on the Mapcore tests so now the gameplay is a lot more solid and the map quite balanced.

    Still a lot more work to do, but I am quite happy how its progressing

    Visit the Map on the workshop here

    Votes are much appreciated. And more images on the workshop.

    [Blocked Image: http://skybex.com/images2/chinatown004.jpg][Blocked Image: http://skybex.com/images2/chinatown007.jpg][Blocked Image: http://skybex.com/images2/chinatown001.jpg][Blocked Image: http://skybex.com/images2/de_chinatown_radar_spectate.jpg]

  • MapCore CS:GO Playtesting 3.0

    • Skybex
    • May 31, 2013 at 12:57 AM

    http://steamcommunity.com/groups/MapCorePT

  • MapCore CS:GO Playtesting 3.0

    • Skybex
    • May 29, 2013 at 1:16 PM

    Announcing a test for Thursday 30th May.

    I believe there are 2 map slots open for the test so make sure to post if you want your map in the test.

  • MapCore CS:GO Playtesting 3.0

    • Skybex
    • May 28, 2013 at 10:20 PM

    Print

    Solid map, nice routes and predictable choke points. But I feel there are too many AWP options in the map. But has very good run ups to the sites, and good defensive options as CTs when protecting the sites

    Oldtown

    First thing that stood out for me was that teams met so quickly after spawning, but at such extreme distances that if you had anything other than an AWP you didn't really have many options. Second thing whs that it felt that in almost all cases, when you were keeping an eye on a route/choke, you could often get shot at from a totally different area. For example trying to push the small B arch as T and getting shot by CTs at the top of the stairs in mid. And then finally some areas being a bit too open that smoking a choke only covers part of the route in some areas.

    Mass

    Not sure what to say about this map, I had a lot of trouble getting to grips with it and finding routes I enjoyed going. It felt like after the first 30 seconds or so, the map was a beehive of players all over the place, enemies and allies. So I felt my only options were to either camp the hostages or push to the rescue zone. Anywhere in between and I had no idea where enemies might appear.

  • MapCore CS:GO Playtesting 3.0

    • Skybex
    • May 20, 2013 at 6:31 PM

    Aww, four maps to play, including Puddys one and I can't attend. Well, I hope I get to see it soon after.

  • de_chinatown

    • Skybex
    • May 15, 2013 at 2:17 PM

    I tried some more night settings and closer to dusk and dawn settings, but I am coming to the realisation that with the new CSGO lighting, dark maps are not really possible. Any slightly dark settings looks quite stupid with the super crisp shadows that the game has now. And the light is more dictated by the colour of the light environment, and not so much the brightness.

  • de_chinatown

    • Skybex
    • May 13, 2013 at 7:58 PM

    Some stuff I did over the weekend, and did a lot of changes based on information from the tests.

    Also Squad, made some attempt to make things a little more like in the images you posted. Still needs a lot of work to get looking right, but I think its going in the right direction.

    Also modelled the railway bridge finally

    [Blocked Image: http://skybex.com/images2/chinatown10.jpg]

    [Blocked Image: http://skybex.com/images2/chinatown11.jpg]

    [Blocked Image: http://skybex.com/images2/chinatown12.jpg]

    [Blocked Image: http://skybex.com/images2/chinatown13.jpg]

  • MapCore CS:GO Playtesting 2.0

    • Skybex
    • May 13, 2013 at 4:53 PM

    I get "That item does not exist. It may have been removed by the author." when clicking that link

  • MapCore CS:GO Playtesting 2.0

    • Skybex
    • May 13, 2013 at 1:18 PM

    Chinatown is also ready for a test, but I am only around until Wednesday.

  • de_ali (working name)

    • Skybex
    • May 13, 2013 at 12:16 AM

    Visuals look so much more unified now in these screens, much better looking than before.

    Are we going to see this in Mapcore tests any time soon? Was only able to play your map with bots before, be good to have some humans on it.

  • MapCore CS:GO Playtesting 2.0

    • Skybex
    • May 10, 2013 at 10:57 AM

    Had loads of fun playing finally with a decent ping.

    Venezia


    I mostly have to echo what Tarry had to say, I loved mid and its connecting routes as well as the chokes and hold off points. But the bomb sites need work to be more interesting and combat friendly. And yes A route was very under used. Also I heard someone in voice saying that the map felt too complicated, but I would have to disagree, I enjoyed having an option for almost any situation that was presented. Probably its just all the high walls at the moment making you feel closed in.

    I really liked the main combat areas (mid, the routes between and before the bombsites) but I didn't like the bombsites themselves. They were pretty small and flat, and the actual planting zones were really tiny and oddly placed, especially at A. Also a minor complaint, but it seemed like the way the spawns were oriented made very few terrorists take the direct route to A, since you have to make an awkward u-turn to get there straight out of spawn. Overall fun though.

    Chinatown

    And then?

    Transit

    I also had loads of fun on this map as well, but I fear in the hands of the public it will be Ts getting owned every round by AWPers, especially at B site. The combat distance was so long that AWPers would dominate, and it was very hard to get smokes off accurately at that distance, and frags/flashes would blow before they have reached the enemy.

    Underpass is a nice touch, but i would have liked to see a more direct connecting ground level route as well. When going from A to B as a CT, if the bomb is already down your only real option is the underpass. But there is so many places that Ts can hide, as well as drop frags on your head without you seeing them.

    I did like A site, plenty of options to defend, as well as predictable ones so experienced players will know what to expect when entering. But again would like to see a more direct ground level route, the underpass has a 1.6 dust 1 element to it where as a defender you see the players feet long before they can see you.

    I loved the timing of the map, when running from spawn you knew precisely where to expect enemy encounters, and the A area had good options to use smoke and fire grenades. Also, even though its a somewhat large map, its easy to learn in just the one round.

    In a nutshell, I like A, B is too big/open, underpass is too dangerous.

  • de_chinatown

    • Skybex
    • May 8, 2013 at 12:25 AM

    Little update

    Made some changes based on feedback from last weeks test, and started working towards making some more Chinese style buildings. As always, feedback and your views are welcome.

    [Blocked Image: http://skybex.com/images2/chinatown08.jpg]

    [Blocked Image: http://skybex.com/images2/chinatown07.jpg]

    [Blocked Image: http://skybex.com/images2/chinatown09.jpg]

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™