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. tr0nic

Posts by tr0nic

  • Counter-Strike: Global Offensive

    • tr0nic
    • May 5, 2016 at 3:07 AM

    Latest update brings us this long awaited feature:


    Added support in vbsp for clip brush textures with different material types. [/list]

    [Blocked Image: http://i.imgur.com/kUoBM5C.jpg]

  • Quantum Break - Remedy's next game!

    • tr0nic
    • March 30, 2016 at 5:57 PM
    Quote from blackdog

    31 minutes ago, blackdog said: I did report that some posts ago @(HP) :D

    Apparently the W10 version is 75Gb, contains the live action TV show episodes, that are instead streamed on Xbox da hell Microsoft??

    The reported awful way the Windows Store works seems to be the biggest incentive to get Xboxes...

    if you preorder.

    So if you pre-order, you could sell the physical copy and get the game almost free on PC? that doesn't seem right heh.

  • Counter-Strike: Global Offensive

    • tr0nic
    • March 30, 2016 at 4:24 AM
    Quote from rosk

    9 hours ago, rosk said: Its a fake thing, people don't understand that you just have to watch the Stream no commands required

    and you must link your steam account to your twitch account /emoticons/[email protected] 2x" title=";)" width="15">

  • Quantum Break - Remedy's next game!

    • tr0nic
    • March 30, 2016 at 4:23 AM

    If you buy a physical xbox one version, does it include a digital windows 10 copy?

  • How does Valve get func_ladders to work in their maps?

    • tr0nic
    • March 11, 2016 at 3:26 AM

    Having a brush with ladder texture applied to the ladder face ( other 5 faces with nodraw ) works fine. In Left 4 Dead, ladders were created in the nav mesh directly, not sure about CSGO though.

  • Counter-Strike: Global Offensive

    • tr0nic
    • March 10, 2016 at 4:18 PM
    Quote from laminutederire

    I tried to design a similar type of thing, with a door which is unlocked by a button. The things I learned with that was to:

    -first, ask the question: what does it provide to the map? Is it a way to boost a team, to refrain a team?

    -secondly, I had to ask myself how it can be abused to tame it down and balance it. For instance, for a team not to abuse it, the other team can have the possibility to use it to their advantage as well. What other have said about noise is something useful for balance: make it so if a team use it, it can be countered by a smoke or something like that for instance.

    - thirdly, what kind of classic design could achieve the same tactical opportunities, boost? One way drops? Etc.

    -fourthly, and lastly, how can I make people understand the rules of the mecanism in an obvious way?

    I don't know what has arisen from your thoughts, and I'd be happy to hear all about it, but to my mind those are the question I asked myself to use new mechanics for competitive viable maps.

    Display More

    I went through a similar thought process.

    I've had this elevated platform idea in my very first design in 2013. The bombsite was the elevated Platform and Ct's would be able to change the level of the platform once a round, depending on how they set up their defense. Unfortunately, Once the Bomb has been planted on the platform, it wouldn't move with it (floating bomb) so I dropped the Interactive idea. However, i kept the elevated platform as part of my bombsite until I redesigned my bombsite in early 2015.

    Last week, I revisited the idea of having the Interactive platform in one of my bombsite path because I played the first terrorist compound co-op mission and it has a similar feature.

    What I did to make the concept as clear as possible:

    • I picked an animated button that flashes green until you activate it.
    • Start Sound looping until it reaches the max height and then a distinct Stop Sound.
    • Overlay on the ground that represents the trigger area of the button ( Trigger_multiple with OnStartTouch and OnEndTouch that locks or unlocks the button + the button itself that activates the platform and changes animations on the dynamic model) There's a 1 second delay OnPressed to make sure players are able to get on the platform before it starts moving.
    • START overlay pointing at the button
    • Experimented with the speed at which the platform raises. Right now, it's set at 32 units/sec. Max height distance is 128 units. You can jump out of the platform after 2 seconds travel time. (maximum travel time of 4 seconds)
    • I will add lights that emphasizes on the button and platform.
    • Platform would be converted to an animated lift model.

    Like most design decision in Counter-Strike, it's all about Risk vs Reward.

    • I've placed the button in the open.
    • Best T Spawn beats Best CT Spawn by 0.5 sec
    • AS a CT, you can throw easy to learn smokes at the Chokepoint in front of the button to reduce the risk. (can still get shot/naded through smoke obviously)
    • CTs have great defense positions at their disposal whether the platform is raised or not.
    • If CTs manage to raise the platform, Boosting is still an option for either teams depending on the scenario.

    TO DO: Organize playtests and see how it plays out.


    Worst case scenario: It becomes Boost only.

    I've made a Strawpool on Reddit on the subject. It's a really small sample but there's hope! About 60% in favor.

    http://strawpoll.me/7039712/r


    Counter-Strike could use some dynamic elements, as long as it's beneficial to the gameplay. We don't need to go DICE path with Levelution though :lol:

  • Counter-Strike: Global Offensive

    • tr0nic
    • March 10, 2016 at 3:15 PM
    Quote from Logic

    I'd like to see it done right. It can work as long as a win/loss isn't based on if T's managed to raise the platform or not, but is still important enough to go for at the beginning of a round (if you're planning to go for that particular site).

    I don't really understand how your platform is supposed to work though. Why can T's boost at all times but CT's can't? It appears that they have the high ground?

    I'd say Halo 2 and 3 had some interesting events that changed the map slightly, while not giving the defending side a major disadvantage. Check out the maps High Ground, High Ground, Standoff and Longshore for some inspiration.

    CT's can boost up but that would be in a flank/retake scenario. They have control of the upper ground from the start.

    Quote from jackophant

    Maybe make the lift always work, but it makes a noise and also allow teams to boost on it, so it gives some tactical advantage that you could sneak a whole team on to the lift and move them up, or send one person up on it and then 4 round the other side.

    The way I see it right now is that CTs are just going to activate the lift and force Ts to boost every single time.

    CT's could very well activate the lift every round but I've placed the Button right in front of the Main Entrance. There's a risk and reward involved. Would you risk to activate the button and die or stay passive and leave more options for the T's ?

    More shots: http://imgur.com/a/xjNab

  • Counter-Strike: Global Offensive

    • tr0nic
    • March 10, 2016 at 12:47 AM

    Question: Would you consider a map that has a 1 time per round interactive button which raises a platform competitively viable? With the newly added co-op cs:go maps, do you think players wouldn't be as reluctant as they were before to something like this?


    http://imgur.com/a/659CD

  • Amazon Lumberyard - 'Free AAA game engine'

    • tr0nic
    • February 11, 2016 at 8:03 AM
    Quote from AlexM

    Holy shit they talk about Twitch a lot in that video.

    Quote from blackdog

    Interesting!
    And, is Twitch really that relevant? Can't see why you need to integrate that thing in a game. (I'm off all the watching people play thing)

    Amazon owns Twitch. Amazon seem to be the type of company with a long term vision. They are placing 1 pawn at the time.

  • Breakable walls?

    • tr0nic
    • December 26, 2015 at 11:19 PM

    L4D had breakable walls that were quite nicely done.

  • Counter-Strike: Global Offensive

    • tr0nic
    • December 9, 2015 at 7:43 AM

    Revolvo went full retard tonight :wtf:

  • Favorite map in any game

    • tr0nic
    • December 4, 2015 at 1:24 AM

    The Lost Temple

    [Blocked Image: http://www.medialogics.com/ma/images/LostTemple.jpg]

    As a Starcraft map maker, it was my biggest inspiration back in 2004.

  • Which old, official CS map remade you want to see in CS:GO?

    • tr0nic
    • December 3, 2015 at 11:23 PM

    de_none :v

  • What have you purchased recently?

    • tr0nic
    • November 28, 2015 at 12:04 AM

    Bought a pair of Sennheiser HD 598 and a gaming monitor (mostly for CSGO) - Asus VG248QE :D

    [Blocked Image: http://www.getyoudeal.com/wp-content/uploads/2015/11/Sennheiser-HD-598-Special-Edition-Over-Ear-Headphones-Black.jpg][Blocked Image: https://www.asus.com/media/global/products/2HXZjR1YHYisBKrM/dPoJuPZeS1Trkra8_500.jpg]

  • Games W.I.P Thread

    • tr0nic
    • November 21, 2015 at 5:37 PM

    I might try this even if I'm not* mobile gamer. Spotted some typo in the YouTube description of the video. ''Bassed on puzzle and arcade principles,ULTRAFLOW 2 is all about desterity and fun.''

  • [WIP] de_meat [Looking for gameplay feedback]

    • tr0nic
    • November 20, 2015 at 8:44 PM

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

  • Favorite map in any game

    • tr0nic
    • November 19, 2015 at 2:58 PM
    Quote from Chrillen

    Multiplayer map: dm_crossfire

    [Blocked Image: http://hpb-bot.bots-united.com/Darkulator_crossfire_big.jpg]

    I don't think I have played any other map as much.

    Get to da choppa bunka!

  • The Martian - Trailer

    • tr0nic
    • November 13, 2015 at 9:53 PM

    Saw it last Tuesday when James Bond released, room was empty (6th week in theaters). I didn't watch any of the trailers. Pretty damn good except it's a bit predictable. 6$ well worth it though :)

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • tr0nic
    • October 26, 2015 at 11:53 PM

    Airboat sequence anyone? this part lasts forever!

  • Counter-Strike: Global Offensive

    • tr0nic
    • October 24, 2015 at 8:50 PM

    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.
    This trailer is amazing. Who's hyped?! Less than a week away! :D

Discord

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

Latest Posts

  1. Tangerine

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

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

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

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

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

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™