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

  • The random model thread!

    • tr0nic
    • September 5, 2013 at 4:55 AM

    pure sex

  • Sleep

    • tr0nic
    • August 17, 2013 at 8:04 PM
    Quote from blackdog

    Btw we should just quit the computer at a certain time, sometime i can feel sleepy, get to the computer and i'm back in the land of the living.


    This is so true. Computer keeps my brain awake. When I try to go to bed 2 hours early, I end up doing shit on my smartphone... I need to get rid of my phone like I did get rid of my bedroom television. Ahh! Technology

  • GTA V

    • tr0nic
    • August 16, 2013 at 7:55 AM

    imo it would make sense for Rockstar to announce Pc version along with the Xbox One and Ps4 versions 1-2 months after the Xbox 360/Ps3 launch. then add 3 months to that.. so thats 5 months D: I hope I'm wrong haha I don't wanna buy it on current gen

  • MapCore CS:GO Playtesting 3.0

    • tr0nic
    • August 14, 2013 at 12:44 AM

    ok I'd like to have my map tested next tuesday!


    Mapname: De_mocha


    I've made a ton of small/medium but necessary gameplay improvements since the last playtest that need to be tested.


    Will post new screenshots in the coming days with detailed changelog

  • WIP in WIP, post your level screenshots!

    • tr0nic
    • August 6, 2013 at 6:45 AM

    Kz maps were really popular. There were modded servers with checkpoints ( the noob way , your time doesnt count in the ranking) or the not so raging way once you get used to the jump mechanics of cs 1.6

  • WIP in WIP, post your level screenshots!

    • tr0nic
    • July 27, 2013 at 9:45 PM

    Setin, I could be wrong, but it looks like your map has a LOT of routes. Also, it looks quite hard for ct's to rotate between bombsites. THey have to go back to ct spawn or push and take the Terrorist route.


    I admire the attention to detail you put into your layout though! I need to do that for my next project...


    mine always end up looking like a 5 years old drawing....

  • What have you watched recently?

    • tr0nic
    • July 18, 2013 at 10:11 AM

    Dexter s08e03, Pacific Rim <--- Epic Kaiju vs Jaeger fights in there!

  • de_ali (working name)

    • tr0nic
    • July 17, 2013 at 7:52 PM
    Quote from TheOnLY

    Another thing i noticed is that Ts are still having a hard time on mid. Its is hard to defend when a few cts are pushing there.

    I was probably one of the agressive ct player in the playtest. I had fear that CT were too strong( the thread in interlopers.net ) I'm not quite sure if the changes made solved that problem. SO I kept pushing mid, throwing flashbangs from bombsite A into the lower portion of Middle, jumping down, backstabbing long A, and even once behind terro by going to the terro spawn. It felt to me like CTs were getting in the jump mid zone a bit too fast. you can also peak all the way to the end of mid where Ts were Battling for the cellar. (they end up getting sandwiched most of the time if ct were agressive mid.)

    Here is my suggestion:


    Something along those lines maybe. Have one of the paths connect with the tunnel portion at the very beginning of bombsite A (could give terrorists a flanking option to Bombsite B) Or option 2 would be the blue lines the path could lead where you just blocked off with a gate. Either way, this would stop ct domination in middle I think.


    The other path could be inside the buildings, so you couldnt just throw flashbangs up in the air before retaking bombsite B. I think the path could be a little longer than what i drawn


    [Blocked Image: http://puu.sh/3Fgt6.jpg]


    they are just ideas!

  • DOTA 2

    • tr0nic
    • July 17, 2013 at 7:09 PM

    Map awareness is key to success in dota. Sure Wards are VERY helpful, but you need to "try" to keep track of your closest enemies (your lane) as well as the 2 other lanes. I pretty much move around the map not looking at my hero, but AHEAD of where I'm going, while looking at the mini-map. why? because you can spot enemy color in the map quickly, even if they are only seen for 0.5 sec. Always look at your mini-map ALWAYS!

    Rune spawns at 2 minute interval 0, 2, 4, 6, 8, etc. Make sure you know what you're doing if you are close to a rune spot in that timeframe.

    Learn to pull neutral creeps into your friendly wave of creeps.

    Learn to stack neutral creeps. ( doubling, tripling the amount of neutral creep to increase farming if you have enough nukes or a carry to support )

    Like Sentura mentioned, learning the map and it's hidden foggy paths will save you numerous times, and if you die, you will have gained maybe that 3-4-5-6 seconds necessary for backup to arrive and make 2 kills for 1 death.

    Communicate with your teammates, ping in the map, draw lines, say predetermined messages with the radial menu (not sure but I think it's T or Y by default)

    One last thing, try to buy your items as soon as you got the money, if you know you're going to die 100% and you have only 200 gold in your bags, try to buy Teleports (probably the most important item in the game as you get matched with better players) ALways try to carry a Teleport if you are doing your things in the jungle, farming in a distant lane or even when you are pushing in case shit hits the fan and you gotta run(little juke and hop double tap teleport to tp back to base) ---> Enable Double tap self activating key in the options. Works with potions, tp, and few select skills.

  • DOTA 2

    • tr0nic
    • July 17, 2013 at 6:31 AM

    I can't get over the terrible UI. The picking phase is a disaster compared to HoN. Hero names don't show up when hovering on enemies, when your enemies pick their heroes or your ally ( unless they random their hero, THEN it is shown in the chat... how dumb is that?) If you use the grid view to show all heroes, the top row name expand outside the screen ( cant see the damn hero name AGAIN). Creep kill/deny in bottom right corner with a font of 2 pixel.

    I have played over 2000 games of dota wc3 and then I switched to HoN. At first, I thought HoN was too fast but you soon realize how "fluid and reactive" the movements are compared to Dota 1 & 2. I don't want to start a debate about which moba is better but if only Valve could fix all the annoying issues of the UI, maybe I would stop raging! (should have been fixed day 2 of beta in 2011 in my opinion)

  • de_ali (working name)

    • tr0nic
    • July 16, 2013 at 10:57 PM

    I think you need to make a better clipping pass in the map.

    With the addition of the new barrels in the corner next to the Long A entrance, it is possible ( in competitive match) to boost on them, and then jump on the little balcony above Long A entrance, and a another window very close to the Barrels. (imo, keep the boosting possible but make sure we can't see outside of the map, and fix the clipping)

    I also found out you can access the a side area in Long A (terrasse). Railings have no collision if it is intended that way though.

    1 other thing to fix with the addition of the new bombsite B fence is that you can plant on top of the fence, and on the other side of it( the wall where you added a wood plank)

    Hanging lamp in bombsite A swings a LOT when shot at, maybe increase the physics value on it so it eventually come to a stop.

    some screenshot that show what i'm talking about.

    http://steamcommunity.com/id/tronicninja…hots/?appid=730

    Need clipping on some of the roofs (3 man boost could gain access to places you wouldnt want them to)

  • [CS:GO] de_BlackGold (oilrush)

    • tr0nic
    • July 16, 2013 at 6:58 AM

    You should add a crane to justify the use of cargo containers because it might look silly without it. Maybe find something else to replace with? I doubt the little lifts can move the containers all around the platform either. What are their purpose? I like the color aspect of them though!

    edit: the pyramid shape block is the crane?

  • MapCore CS:GO Playtesting 3.0

    • tr0nic
    • July 10, 2013 at 10:07 PM

    i'm working on getting the radar ready for my map, and I need to add a couple of critical player clipa round the map, will be able to tell you tonight if I can make it or not for tomorrow

  • MapCore CS:GO Playtesting 3.0

    • tr0nic
    • July 8, 2013 at 11:44 PM

    How does it work to get a map tested? Do I have to submit it to workshop? Need radar?

    I'm available to playtest when others are willing to, like holiestcows. So if we test oilrush tomorrow, we can test my map as well, if it's wednesday, it's fine with me!

  • MapCore CS:GO Playtesting 3.0

    • tr0nic
    • July 7, 2013 at 9:42 PM

    When is the next playtest? I'd like to throw in my map (layout is finished but mostly all in dev-textures, I playtested with old competitive cs 1.6 friends but I would like to have more feedback from you guys!)

  • [WIP] CS/DE_(tbd)

    • tr0nic
    • July 2, 2013 at 11:27 PM

    Crouch = sitting for me in cs (exemple: toilet in cs_militia back in the days!)

  • De_ruins

    • tr0nic
    • June 15, 2013 at 11:55 PM

    Good job!! Elle est magnifique

  • General Hammer Editor Tips

    • tr0nic
    • June 7, 2013 at 10:45 PM
    Quote from FMPONE

    the "eyeball" buttons, to hide objects. I seriously recommend exploring the various ways these are useful, they really open up the tools substantially.

    I'm not sure what you mean by eyeball?

    these?

    Quickhide objects (H)

    Quickhide unselected (Ctrl+H) this one I just figured it out... it's amazing. Basically Isolation mode like in 3Ds max

    Quickunhide everything (U)

    I also really like Ctrl+F to split a face in 2 vertice (must be in Vertex tool to work)

    same with Alt+E when using vertex tool ( this one allows to scale selected vertices )

    In the 2D viewport configuration:

    Arrow keys nudge selected object/vertex. This one is my new must have. you can quickly move your selected objects While ensuring they stay on grid. It also works in the camera view!

    Reorient primitives on creation in the active 2D view: This one is great as well when you make primitives such as curved roads and cylinders, torus.

    Ctrl+G to group

    Ctrol+U to ungroup

    Creating user visgroups..

    Ok last thing I find very very useful is pressing O (letter O) while clipping tool is activated. This show all the mesurements of your cuts before you press enter.

  • l4d_yama

    • tr0nic
    • May 8, 2012 at 2:22 AM

    Looks amazing! Is there a way to play the current beta? I'd like to test it!

  • The random model thread!

    • tr0nic
    • March 17, 2012 at 8:39 PM

    Depending on the position of your model in your environment, change the seam position so it is not as noticeable as it is right now. Texture could use some love too

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™