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. leplubodeslapin

Posts by leplubodeslapin

  • de_scepter

    • leplubodeslapin
    • July 10, 2017 at 11:06 PM

    I understand you're skeptical and afraid it would be a failure because you released a big project and it's scary.

    But dude ... It's a great map. It looks really great, neat. The level design is refreshing, i haven't played on it but player's navigation is just perfect and fits the theme really well. I like what you did with some indoors that isn't shown in the screenshots, "simple" but efficient.

    It seems hard to believe it's your first Source map with your first props and textures, in any case it's really clean.Neat !

  • [CS:GO] surf_galaxy (Surf Galaxy)

    • leplubodeslapin
    • July 5, 2017 at 10:23 PM

    The idea of surfing on some sort of spacecraft in orbit around the earth is just freaking awesome already.

    The ultra epic gigantic rotating ring is crazy and does cool stuff with cascaded shadow.

    It feels like some geometry could have been added in 3D instead of texture work, but the art work here is really amazing too.


    Good job dude !!! Definitely one of the best surf map i've ever seen

  • How to build CUBEMAPS for CS:GO in 2017 [HELP]

    • leplubodeslapin
    • July 5, 2017 at 12:40 PM
    Quote from will2k

    4 minutes ago, will2k said: Pakrat works perfectly fine; I still use it without a problem.

    ... lol

    I have to try it 2 or 3 times before making it work, it crashes all the time if you have too much custom content to pack. Go for VIDE ;) http://www.tophattwaffle.com/packing-custom…e-in-steampipe/


    @JorisCeoen

    When you use the buildcubemaps command, it does automatically hide/display some stuff. For example, it adds a glow sprite at the position of every light/light_spot entities, it doesn't show the players in the reflection (in case you forgot to kick bots ^^)... I'm pretty sure it disable existing reflections.

    After it takes the pictures, it automatically adds all the computed cubemaps inside the BSP and when it reloads the map automaticaly your cubemaps should be there (on CSGO, they forced the game to reload the new BSP and not use the one stored in memory).


    Your solution for adding custom content inside your BSP probably delete/destroy something about your cubemaps stored inside the BSP. As others said, you're not supposed to to anything about them, they should still be in the new BSP after adding custom content files. Try VIDE :)

  • The Steam Sale Thread

    • leplubodeslapin
    • June 30, 2017 at 9:51 AM

    I guess it's kind of the same for every software.

    If you buy the Microsoft Office softwares (Word 2013 for example), you don't get a free update for a newer version.

    Same thing with Windows basically ... oh ... well actually we got a free upgrade from 7/8 to 10 x)

    And it's way better than some other softwares, at Work i'm using Catia and it's incredibly expensive. You have to pay every year for just using the software and any add-on is also really expensive and must be paid every year. It's an almost 20 years old software ! But it's great so we still using it ^^

  • Level Design Help Files

    • leplubodeslapin
    • June 28, 2017 at 1:56 PM
    Quote from text_fish

    2 hours ago, text_fish said: I need water at different heights within the same PVS. As far as I understand it this is very illegal in Source, however the higher body of water is not in the playable area and is only a visual thing, so I think I should be able to hack something together. My current thinking is to create an animated refract texture to sit on a brush face just above a fairly plain opaque texture, though I've no idea how costly this would be performance wise or whether it would even look any good.

    Any ideas?

    You can use water at different heights, you just can't use the real-time reflection shader that Source uses on 2 separate plans.

    That's why you can find 2 types of water texture : Expensive and Cheap. The cheap type can still have reflections but it will be cubemap based (which can be fine if it's not a playable area !). So, try to read some water VMT files and create 2 water texture using the same diffuse and stuff, just use the cheap cubemap reflections shader for the higher water brush.

    Also, most of the time you don't need to use a refract texture but a normalmap mask.

  • What have you purchased recently?

    • leplubodeslapin
    • June 21, 2017 at 3:36 PM

    Maybe take a look at VA / AMVA panels. These can be both high-fidelity and high-refreshrate (from what i've heard).

    I still have my old Acer GD245HQbid (first gen too), it's a TN panel but the colors were pretty great when it released (3 of Delta E, which is good, not amazing but good enough).

    Also, IPS panels aren't as slow as they used to be, you can still have something clean but only at 60 hz I guess.

  • What's going on with your life?

    • leplubodeslapin
    • June 20, 2017 at 10:05 PM

    First, i just would like to tell you that it's great you have two opportunities that gives you a choice.

    About the location, just look at where it is exactly. For where i live/work, i thought it was Paris but it's actually near Paris (Saint-Quentin-en-Yvelines) and it's a nice place with greenspaces, a big lake, roads on which i'm still allowed to drive with my old car ^^ ... Really different from what i thought.

    I feel like lots of (exciting) stuff hapened to you in the past two years and if i were you i know i wouldn't mind to settle a bit in a secured position for some time. You're still young and can still change your profile quite easily, in both case it won't force you to stay in a position for too long.


    Both opportunities seems great, call your parents and friends and talk to them ;) (with your voice). It will help you to understand what you really want.

  • Am I able to change accuracy of weapons from within my map?

    • leplubodeslapin
    • June 20, 2017 at 7:38 AM

    The point_servercommand entity.

    https://developer.valvesoftware.com/wiki/Point_servercommand

    Use a logic_auto to trigger an output at every rounds :

    [Blocked Image: http://i.imgur.com/ZNwH9gY.png]

  • E3 2017

    • leplubodeslapin
    • June 12, 2017 at 7:09 AM

    Yes, all games from xbox one library are now available with Windows 10, so if you have a great gaming pc, there's no point in having the X (maybe update your graphics card with a VEGA, that's what's gonna be in xbox one x).


    So... After Xbox one S and Xbox one X... Xbox One 3?

    (Tesla)

  • [WIP] cs_archives

    • leplubodeslapin
    • May 26, 2017 at 6:11 PM
    Quote from Quotingmc

    8 hours ago, Quotingmc said: This replacing Opera? I see it uses the same layout

    Yes it replaces cs_opera. But no it doesn't use the same layout, half of it is different and even in the similar area there has been drastic changes (for example : the 3 main paths are now way more seperated, paths has been deleted/removed, the rescue area has been moved, an elevator replaces stairs and is not facing CTs so its use is reversed ...)

    [Blocked Image: http://i.imgur.com/SgSUzE5.jpg]cs_opera layout


    The main reason is that i changed it from an Opera to a library, the main room (on top of the radar) is completely different. And a lot of gameplay ideas changed the layout recently (started working on the project like 2 months ago, only on layout for now).

    Also, cs_opera has never been released for public download.

  • [WIP] cs_archives

    • leplubodeslapin
    • May 26, 2017 at 9:46 AM

    A hostage map taking place in a library. Worked a lot on the layout to make it as competitively viable as it could be (for a hostage map layout), i believe.

    I wanted it to have some verticality. The CTs start outside and Terrorists inside near the hostages. Most of the map is inside.

    Ground floor :

    [Blocked Image: http://i.imgur.com/xkHafkr.png]


    Basement :

    [Blocked Image: http://i.imgur.com/pOj60Df.png]


    1st floor :

    [Blocked Image: http://i.imgur.com/9tL0Vtq.png]


    The layout has been recently validated.

    Right now i'm doing file management, putting everything in place and preparing all the assets that will be needed. Once it's ready and that i've created placeholders for props and textures, i'll look for an artist to work with me until the deadline.

  • I Love you guys

    • leplubodeslapin
    • May 25, 2017 at 2:32 PM

  • Mapcore's CS:GO Mapping Contest 2017

    • leplubodeslapin
    • May 24, 2017 at 7:46 PM

    Is it ok for Archives ? (the map that used to be cs_opera)

    No public release (or any kind of release), still a lot of work to do (a lot of the art has been thrown away).

    That would make a great deadline for me to plan everything, a great challenge.


    Very nice contest, i'm really impressed with the Guest experts you gathered and the prizes. And no votes from the community, yay \o/. Looks like the best contest we ever had for now, let's just hope amazing maps will come out of it.

  • CS:GO Need lighting help

    • leplubodeslapin
    • May 9, 2017 at 1:58 PM
    Quote from biXen

    11 minutes ago, biXen said: It would be nice to have a base lighting with quadratic, and maybe use some fill light for ambience if need be

    That's exactly what i'm doing. I'm trying to fill the space with ambience lights that cast light far away with low intensity. These light could be blue, green or red. And then i use white/orange/beige lights to do the actual lighting with artificial lights. This is how i've been able to do that for example :

    [Blocked Image: http://i.imgur.com/jBg3Z23.jpg]

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

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

    (far from perfect examples ...)


    Testing takes time because you have to compile the area with cordon tool and look at the map ingame, but you have to do it :-/

  • CS:GO Need lighting help

    • leplubodeslapin
    • May 9, 2017 at 12:39 PM
    Quote from biXen

    17 minutes ago, biXen said: Being used to physically based lighting, is there any negative impact on using this approach with the Source engine? Or is it implemented in a way where it doesn't matter?

    There's no negative impact on using this approach, it's actually a good way to do it.

    The default falloff configuration is 100% Quadratic, which means the brightness dicrease by the square of the distance between the light source and its destination. This is the closest you can get for a "physically based" lighting. This is known in photography, if you take a picture of someone at a distance of 1 meter with artificial lights, and then you want to take the picture at 2 meters, you won't have to double your light intensity but multiply it by 4 (2^2).

    In the real world, our eyes are incredibly good for adjusting to huge gap with light intensity and an enormous amount of light can lit a big room easily and you won't have any overexposed spot (pure white spot). And a moment later, you can go to another room that is barely lit and can still see shapes and stuff.


    In games, HDR has been implemented to help with that but the range allowed by it is still extremely short (at least on source engine).

    I think this video explains it pretty well :

    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.
    (it's been a while since i saw it but i think it's the video)


    So you have 2 solutions :

    - You can lit your room with a classic quadratic falloff with huge intensity (2000 of brigthness! why not !) and adjust the exposure parameters of HDR to make it work, but you'll need extremely powerful lights everywhere to lit your map and will very easily have overexposed white spots everywhere.

    - You can fake it with lights that cast light further away

    I prefer the second one since i feel i have better control on it, but that's not mendatory.

  • CS:GO Need lighting help

    • leplubodeslapin
    • May 8, 2017 at 4:35 PM

    I wouldn't move the lights because they could really be there, you just have to configure the light_spot entities to cast light further away.

    Try to configure your light_spots like this :

    [Blocked Image: http://i.imgur.com/rRXPxEg.png]

    (For the Constant, Linear and Quadratic parameters). It should now be able, with the same intensity (Brightness 4th value) to cast light much further away than before. You can find some examples in the beginning of that article i wrote a while ago :

    You don't have to put hundreds of light_spots, even if you have that many models, you can put less frequently and make them more powerful.

    You can share that part of your map in a vmf and I'll show you how i'd light this area.

  • Who's the next French president?

    • leplubodeslapin
    • May 8, 2017 at 10:13 AM

    I'd just like to precise that Macron was not the president most of the french wanted, most of the people weren't committed voters.

    It just happened that 4 candidates were around 20% and only 2 can remain in finals. Most of the french people do NOT want Lepen and vote against her.

    Plus, it appears that a significant part of people who voted for Macron in the first round were already doing it against Lepen.


    So most of the french people aren't happy with Macron and I hardly believe in most of the stuff he says (that's almost the first time I hear him speak about ecology, he was almost only focused on economy).

    I don't see hope here, i only see the same government we've had for 5 years being here once again and we're going to get fucked.

    I just hope i'll be wrong.

  • [HL2] DownFall, available on Steam

    • leplubodeslapin
    • April 20, 2017 at 6:22 PM

    It was just awesome. That's a mix of the best from HL2 (and mostly its EP2) with bigger maps and more space to discover than usual.

    I just couldn't find that ladder at the end of that first map, i thought this zigzag was just a secondary path with a reward (ammo crates or something) for people trying to discover everything. Try making the big fence door obviously blocked, I was convinced I had to continue by car. Also, I thought i'd be able to open that big door to get in the village with my car, i looked for a way to do it for a while !

    Great work, was really enjoyable !

  • Dishonored II

    • leplubodeslapin
    • April 10, 2017 at 10:43 AM

    Yes, but in the end, you still try to kill as few ennemies as you can.

    I tried playing Dishonored 2 without killing anyone (or really few) but it isn't the way I enjoy it the most I think. But, because of how the first Dishonored was made, i'm afraid of killing them because of how the story would turn badly (Emily being cruel and willing to kill everyone was scary !)

    I pre-ordered the game, played almost the entire campaign but i haven't finished it yet because of that and the new game mechanic in the end that i dislike :(


    I should really go back to it and finish the game ...

  • NEED URGENT HELP! Vital map error.

    • leplubodeslapin
    • March 24, 2017 at 12:31 PM

Discord

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

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  5. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  6. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  7. About our archived forums

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

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

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

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™