1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. JohnSmith

Posts by JohnSmith

  • WIP in WIP, post your level screenshots!

    • JohnSmith
    • October 31, 2008 at 5:13 PM

    that's a really sweet work Pericolos0 (my preference goes to the first screen though, but second is nice as well)

    Maybe you should add a huge planet in the sky ?(I dont know really why, but it might looks pretty cool and gives a more "unknown world" feeling)

  • WIP in WIP, post your level screenshots!

    • JohnSmith
    • October 10, 2008 at 11:22 AM

    That's cool Pericolos0, kind of remind me the old (awesome) game Flashback:

    http://%7boption%7d

  • Far Cry 2

    • JohnSmith
    • August 19, 2008 at 7:22 PM

    Map editor preview

    http://%7boption%7d

    Looks like sandbox 2, but in a somehow simpler way

  • Source mapping/entity advice needed

    • JohnSmith
    • August 5, 2008 at 11:43 AM

    If i remember well, you need some env_entity_maker (reffering to a single point_template) in all the possible places you want your gascan to spawn.

    Then you need a logic_auto that trigger a logic_case OnMapStart with PickRandom

    in the logic_case, you have your 3 cases: g1 - g2 - g3 (for ex).. each one call the appropriate env_entity_maker and make it spawn the gascan.

    For the gascan you need the prop_physic (named gascan) and a point_template reffering to the prop_physic...This prop will automatically disappear and be spawned randomlly once the map is started...and there you go

  • [TF2] Cp_factory

    • JohnSmith
    • July 27, 2008 at 9:37 PM

    I dig the lighting,

    The only thing i dont like is the rockwall in the railway tunnel, looks kinda cheap... but other than that, great job!

  • Crysis Map ~ Operation Codename: Vulcano

    • JohnSmith
    • July 16, 2008 at 10:40 PM

    Haha nice man!

    And that's some really cool prices

  • WIP in WIP, post your level screenshots!

    • JohnSmith
    • July 15, 2008 at 10:13 AM

    Nope it's ZOMBIE MASTER map!!

    http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • JohnSmith
    • July 14, 2008 at 9:29 PM

    thanks guys

    Quote from Jetsetlemming

    Judging by the hint of light blue at the bottom of the visible sky in the last screen that's sky_borealis01.

    Yup you're right

  • WIP in WIP, post your level screenshots!

    • JohnSmith
    • July 14, 2008 at 5:36 PM

    Some pics of my map:

    [Blocked Image: http://www.upix.fr/images/7yvztc0i8xtc5a6qdlun.jpg]

    [Blocked Image: http://www.upix.fr/images/uf55mdgk8o7uktp17ehb.jpg]

    [Blocked Image: http://www.upix.fr/images/js60agm5jfbg8o3wpw8x.jpg]

  • Source engine - VRAD compiles 2 times

    • JohnSmith
    • June 28, 2008 at 11:31 PM

    haha so it's normal

    Ok thank you ^^

  • Source engine - VRAD compiles 2 times

    • JohnSmith
    • June 28, 2008 at 11:27 PM

    Hey there!

    So my problem is that Vrad (+HDR) compiles 2 times....and I also have to "buildcubemaps" 2 times..

    Anyone know what might be causing this ?

    My log just in case:

    Quote

    ** Executing...Valve Software - vbsp.exe (Dec 11 2006)

    2 threads

    materialPath: c:\program files\valve\steam\SteamApps\SourceMods\zombie_master\materials

    Loading C:\Documents and Settings\john\Mes documents\maps\b4tob5_15.vmf

    fixing up env_cubemap materials on brush sides...

    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Processing areas...done (0)

    Building Faces...done (0)

    Chop Details...done (0)

    Find Visible Detail Sides...

    Merged 56 detail faces...done (0)

    Merging details...done (0)

    FixTjuncs...

    PruneNodes...

    WriteBSP...

    done (0)

    writing C:\Documents and Settings\john\Mes documents\maps\b4tob5_15.prt...done (0)

    *** Error: Skybox vtf files for skybox/bvelvet weren't compiled with the same size texture and/or same flags!

    Can't load skybox file skybox/bvelvet to build the default cubemap!

    No such variable "$hdrbasetexture" for material "skybox/bvelvetrt"

    Can't load skybox file skybox/bvelvet to build the default cubemap!

    Finding displacement neighbors...

    Finding lightmap sample positions...

    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

    Building Physics collision data...

    done (0) (579217 bytes)

    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

    Compacting texture/material tables...

    Reduced 3521 texinfos to 1672

    Reduced 395 texdatas to 312 (14846 bytes to 12212)

    Writing C:\Documents and Settings\john\Mes documents\maps\b4tob5_15.bsp

    6 seconds elapsed

    1.049162 -3.207047 0.000000

    -1.049033 -3.207047 0.000000

    -1.049033 3.206336 0.000000

    1.015345 -3.207047 0.000000

    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...

    Valve Software - vvis.exe (Nov 8 2007)

    fastvis = true

    2 threads

    reading c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp

    reading c:\documents and settings\john\mes documents\maps\b4tob5_15.prt

    1064 portalclusters

    3506 numportals

    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)

    WARNING: Cluster portals saw into cluster

    WARNING: Cluster portals saw into cluster

    WARNING: Cluster portals saw into cluster

    WARNING: Cluster portals saw into cluster

    WARNING: Cluster portals saw into cluster

    WARNING: Cluster portals saw into cluster

    Optimized: 43704 visible clusters (0.00%)

    Total clusters visible: 362958

    Average clusters visible: 341

    Building PAS...

    Average clusters audible: 507

    visdatasize:151202 compressed from 289408

    writing c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp

    1 second elapsed

    ** Executing...

    Valve Software - vrad.exe SSE (Nov 8 2007)

    ----- Radiosity Simulator ----

    2 threads

    [Reading texlights from 'lights.rad']

    [45 texlights parsed from 'lights.rad']

    Loading c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp

    4203 faces

    488978 square feet [70412920.00 square inches]

    1 displacements

    34572 square feet [4978450.00 square inches]

    4203 patches before subdivision

    60547 patches after subdivision

    67 direct lights

    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (91)

    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)

    transfers 7196301, max 610

    transfer lists: 54.9 megs

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #1 added RGB(75064, 85063, 95544)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #2 added RGB(14130, 15821, 17040)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #3 added RGB(3223, 3676, 3929)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #4 added RGB(844, 985, 1044)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #5 added RGB(238, 284, 299)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #6 added RGB(71, 86, 89)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #7 added RGB(22, 27, 28)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #8 added RGB(7, 9, 9)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #9 added RGB(2, 3, 3)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #10 added RGB(1, 1, 1)

    Build Patch/Sample Hash Table(s).....Done<0.0272 sec>

    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)

    FinalLightFace Done

    2 of 6 (33% of) surface lights went in leaf ambient cubes.

    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness

    ------------ --------------- --------------- --------

    models 83/1024 3984/49152 ( 8.1%)

    brushes 1602/8192 19224/98304 (19.6%)

    brushsides 10322/65536 82576/524288 (15.8%)

    planes 4822/65536 96440/1310720 ( 7.4%)

    vertexes 10269/65536 123228/786432 (15.7%)

    nodes 3162/65536 101184/2097152 ( 4.8%)

    texinfos 1672/12288 120384/884736 (13.6%)

    texdata 312/2048 9984/65536 (15.2%)

    dispinfos 1/0 176/0 ( 0.0%)

    disp_verts 81/0 1620/0 ( 0.0%)

    disp_tris 128/0 256/0 ( 0.0%)

    disp_lmsamples 4/0 4/0 ( 0.0%)

    faces 4203/65536 235368/3670016 ( 6.4%)

    hdr faces 0/65536 0/3670016 ( 0.0%)

    origfaces 3032/65536 169792/3670016 ( 4.6%)

    leaves 3246/65536 103872/2097152 ( 5.0%)

    leaffaces 5311/65536 10622/131072 ( 8.1%)

    leafbrushes 2665/65536 5330/131072 ( 4.1%)

    areas 3/256 24/2048 ( 1.2%)

    surfedges 31272/512000 125088/2048000 ( 6.1%)

    edges 19882/256000 79528/1024000 ( 7.8%)

    LDR worldlights 67/8192 5896/720896 ( 0.8%)

    HDR worldlights 0/8192 0/720896 ( 0.0%)

    waterstrips 293/32768 2930/327680 ( 0.9%)

    waterverts 0/65536 0/786432 ( 0.0%)

    waterindices 4794/65536 9588/131072 ( 7.3%)

    cubemapsamples 29/1024 464/16384 ( 2.8%)

    overlays 50/512 17600/180224 ( 9.8%)

    LDR lightdata [variable] 2955464/0 ( 0.0%)

    HDR lightdata [variable] 0/0 ( 0.0%)

    visdata [variable] 151202/16777216 ( 0.9%)

    entdata [variable] 175164/393216 (44.5%)

    LDR leaf ambient 3246/65536 77904/1572864 ( 5.0%)

    HDR leaf ambient 0/65536 0/1572864 ( 0.0%)

    occluders 0/0 0/0 ( 0.0%)

    occluder polygons 0/0 0/0 ( 0.0%)

    occluder vert ind 0/0 0/0 ( 0.0%)

    detail props [variable] 1/12 ( 8.3%)

    static props [variable] 1/24206 ( 0.0%)

    pakfile [variable] 60344/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data:

    physics [variable] 579217/4194304 (13.8%)

    ==== Total Win32 BSP file data space used: 5324459 bytes ====

    Total triangle count: 10778

    Writing c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp

    2 minutes, 2 seconds elapsed

    Valve Software - vrad.exe SSE (Nov 8 2007)

    ----- Radiosity Simulator ----

    2 threads

    [Reading texlights from 'lights.rad']

    [45 texlights parsed from 'lights.rad']

    Loading c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp

    4203 faces

    488978 square feet [70412920.00 square inches]

    1 displacements

    34572 square feet [4978450.00 square inches]

    4203 patches before subdivision

    60547 patches after subdivision

    67 direct lights

    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (92)

    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)

    transfers 7196301, max 610

    transfer lists: 54.9 megs

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #1 added RGB(75064, 85063, 95544)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #2 added RGB(14130, 15821, 17040)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #3 added RGB(3223, 3676, 3929)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #4 added RGB(844, 985, 1044)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #5 added RGB(238, 284, 299)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #6 added RGB(71, 86, 89)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #7 added RGB(22, 27, 28)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #8 added RGB(7, 9, 9)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #9 added RGB(2, 3, 3)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #10 added RGB(1, 1, 1)

    Build Patch/Sample Hash Table(s).....Done<0.0271 sec>

    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)

    FinalLightFace Done

    2 of 6 (33% of) surface lights went in leaf ambient cubes.

    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness

    ------------ --------------- --------------- --------

    models 83/1024 3984/49152 ( 8.1%)

    brushes 1602/8192 19224/98304 (19.6%)

    brushsides 10322/65536 82576/524288 (15.8%)

    planes 4822/65536 96440/1310720 ( 7.4%)

    vertexes 10269/65536 123228/786432 (15.7%)

    nodes 3162/65536 101184/2097152 ( 4.8%)

    texinfos 1672/12288 120384/884736 (13.6%)

    texdata 312/2048 9984/65536 (15.2%)

    dispinfos 1/0 176/0 ( 0.0%)

    disp_verts 81/0 1620/0 ( 0.0%)

    disp_tris 128/0 256/0 ( 0.0%)

    disp_lmsamples 4/0 4/0 ( 0.0%)

    faces 4203/65536 235368/3670016 ( 6.4%)

    hdr faces 4203/65536 235368/3670016 ( 6.4%)

    origfaces 3032/65536 169792/3670016 ( 4.6%)

    leaves 3246/65536 103872/2097152 ( 5.0%)

    leaffaces 5311/65536 10622/131072 ( 8.1%)

    leafbrushes 2665/65536 5330/131072 ( 4.1%)

    areas 3/256 24/2048 ( 1.2%)

    surfedges 31272/512000 125088/2048000 ( 6.1%)

    edges 19882/256000 79528/1024000 ( 7.8%)

    LDR worldlights 67/8192 5896/720896 ( 0.8%)

    HDR worldlights 67/8192 5896/720896 ( 0.8%)

    waterstrips 293/32768 2930/327680 ( 0.9%)

    waterverts 0/65536 0/786432 ( 0.0%)

    waterindices 4794/65536 9588/131072 ( 7.3%)

    cubemapsamples 29/1024 464/16384 ( 2.8%)

    overlays 50/512 17600/180224 ( 9.8%)

    LDR lightdata [variable] 2955464/0 ( 0.0%)

    HDR lightdata [variable] 2955464/0 ( 0.0%)

    visdata [variable] 151202/16777216 ( 0.9%)

    entdata [variable] 175164/393216 (44.5%)

    LDR leaf ambient 3246/65536 77904/1572864 ( 5.0%)

    HDR leaf ambient 3246/65536 77904/1572864 ( 5.0%)

    occluders 0/0 0/0 ( 0.0%)

    occluder polygons 0/0 0/0 ( 0.0%)

    occluder vert ind 0/0 0/0 ( 0.0%)

    detail props [variable] 1/12 ( 8.3%)

    static props [variable] 1/24206 ( 0.0%)

    pakfile [variable] 60344/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data:

    physics [variable] 579217/4194304 (13.8%)

    ==== Total Win32 BSP file data space used: 8599091 bytes ====

    Total triangle count: 10778

    2 minutes, 3 seconds elapsed

    ** Executing...

    ** Command: Copy File

    Display More
  • WIP in WIP, post your level screenshots!

    • JohnSmith
    • May 10, 2008 at 12:15 AM
    Quote from killertomato

    you might want to add taller buildings (ie skyscrapers)

    Ok I'll try to modify the 3d-skybox then, thanks for replying tomato

    Quote from Thrik

    Yeah, a bit more background depth will work wonders. I think Albatros is a budding master of that kind of thing:

    Yeah Albatros is crazy He really have a great sense of scenery

  • WIP in WIP, post your level screenshots!

    • JohnSmith
    • May 9, 2008 at 11:52 AM

    Here you are

    [Blocked Image: http://pix.nofrag.com/5/8/3/823268922c109d4886b975baf4d32t.jpg]

  • WIP in WIP, post your level screenshots!

    • JohnSmith
    • May 8, 2008 at 4:31 PM

    Still not satisfied about the look of this....I think it's missing something but I can't find what.., any ideas?

    [Blocked Image: http://pix.nofrag.com/1/c/b/4fef51a104cd9cdeea364fe4fe63d.jpg]

    Otherwise some screens of the sewer section:

    this one is very WIP but I thought the zombie made it looks cool

    [Blocked Image: http://pix.nofrag.com/c/d/1/4ec29865f56298cfb6e519c0d719c.jpg]

    [Blocked Image: http://pix.nofrag.com/4/e/0/e060c8cf50c0464257512c6cc5b06.jpg]

    [Blocked Image: http://pix.nofrag.com/4/d/f/c62ca1e4674c83639855810f24f91.jpg]

  • "The Zoo" ( Decadence) (Updated 1st nov)

    • JohnSmith
    • November 1, 2007 at 12:23 PM

    I like the town and the originality but i'm not convincing by the Glowing trees, it doesnt make much sens.

    If a tree is contaminated, that's weird that all the grass/bush around is not, I think you should give less contrast to the contaminated environment so it would naturally blends with the non-contaminated stuff..

  • DM_DryEarth

    • JohnSmith
    • October 27, 2007 at 12:40 PM

    Thank you guys, glad that you like the map

    To minotauro, I'm already using a bunch of hint brush in all the "transistions" between the different rooms...Dont know though if I can add hint brush to split the outsides in parts...(btw I wonder how much time it took to Valve to compile the ep2 outside maps, thoses are insane)

    As for the crates....I know they sux a bit but I keep them for the gameplay - might replace them someday (or not) ( )

  • DM_DryEarth

    • JohnSmith
    • October 24, 2007 at 7:43 PM

    Thank you all

    Quote

    but what's with the statues in the background of the last shots? Looks mayan or something and out of place in the medieval themed map

    Hehe, they are indian and so yes that's true they are a bit out of place...was wondering if anyone would find it weird.

    Dunno if I'll keep them or not though cause dont know what kind of statues would fit in there (not to mention that it's hard to find texture-like photos on internet).

    Quote

    I thought it looked better dur9ing the 1024 contest, something has changed

    The only thing that has changed is because i'm using a very very slight contrasted color_correction - that's maybe what you dont like ?

    Or it might be because I've never really showed the 3d-skybox which is really basic and simple ... But I think it does a not so bad job when you like at it from a different angle.

  • DM_DryEarth

    • JohnSmith
    • October 24, 2007 at 6:12 PM

    Hello!

    Here is some new screens of this map started for the 1024 contest, it's now called dm_dryearth and I've almost finished it (92% done or so).

    The only thing a bit boring about it is that the VIS takes AGE to compile....... And I really dont know what to do to to optimise the portals more....

    Here is the screens (in 1027x768, hope you dont mind):

    [Blocked Image: http://pix.nofrag.com/8/6/7/c70d789b9d50a6a0769ec987f38ef.jpg]

    [Blocked Image: http://pix.nofrag.com/e/7/2/409e43481993a83c34b21bfb60ef9.jpg]

    [Blocked Image: http://pix.nofrag.com/b/b/d/0a9978dd4bce2b709e7a38d959d8e.jpg]

    [Blocked Image: http://pix.nofrag.com/6/0/e/fdf96153ac94129b33c33c06d8687.jpg]

    (yes, you can jump for a cool (but deadly ) freefall if you want) - btw That's why I think the VIS is taking so long....I'm Even using the 3d-skybox for the bottom mountain displacements....but it doesnt seem to speed things..

    [Blocked Image: http://pix.nofrag.com/7/0/e/55df33bc9cc324aae8aa837a5cfe5.jpg]

    [Blocked Image: http://pix.nofrag.com/c/5/2/09d2703ea2221ff0fa1c99c43556f.jpg]

    [Blocked Image: http://pix.nofrag.com/8/8/b/0af3aabb3c6ed18b8a2db1072ba0d.jpg]

    That's all, hope you like it!

  • WIP in WIP, post your level screenshots!

    • JohnSmith
    • October 7, 2007 at 2:44 PM

    Me having fun tweaking a map I've made some time ago

    Day:

    [Blocked Image: http://pix.nofrag.com/b/7/a/59ffeb970a1c736102a97e7658e2b.jpg]

    Night:

    [Blocked Image: http://pix.nofrag.com/3/7/2/0f6a0690ed78332e4812fec00572d.jpg]

    Night version was for Zombie master mod, and day version could be for CS or HL2dm - but dunno if this project will end up somewhere though.

  • WIP in WIP, post your level screenshots!

    • JohnSmith
    • August 22, 2007 at 1:11 PM
    Quote from Darth_brush

    [Blocked Image: http://www.cubius-design.de/tube/x1.jpg][Blocked Image: http://www.cubius-design.de/tube/x2.jpg]

    That looks....hot

    Only thing I dont like is the Cops-car model - It lacks shaders or something

Discord

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

Latest Posts

  1. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™