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. Radix

Posts by Radix

  • Bug with walls

    • Radix
    • June 23, 2016 at 5:22 PM

    Thanks for giving more information.


    There are a couple of "beginners mistakes":

    - Visdata size is pretty huge.

    Seems like you use a lot of world brushes. Do you use func_detail for the small brush objects like the window frame, the tables (?)?

    If not, you should really read some beginners guides especially about VIS leafs. ;)


    - Many point light sources -> try to use light_spot instead, and not so many in each room

    - prop_static using dynamic props -> they won't show up in the compiled map -> use prop_physics_multiplayer for these

  • Bug with walls

    • Radix
    • June 23, 2016 at 2:39 PM

    Compile log + screenshot how it looks like in Hammer pls

  • [CS:GO] de_austria (WIP)

    • Radix
    • June 22, 2016 at 5:08 PM

    Already posted a picture in the WIP thread. Here is a little more of my current project:

    more pics:

    [Blocked Image: http://i.imgur.com/6Cw5faR.jpg]

    [Blocked Image: http://i.imgur.com/JbDV5TJ.jpg]

    [Blocked Image: http://i.imgur.com/XgtB5AX.jpg]


    layout:

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

    Map size is medium, layout simple but tricky, with open areas as well as some close/medium combat. There are two main T-routes, which branch off to the "middle" at the first choke points. So gameplay should be fast and dynamic, map control is pretty important.

    Originally wanted the map to be some kind of remake of my very first big CS map I made in 2001 (that's what it looked like :D: pic1, pic2), but only kept some basic ideas and the setting...


    Took some inspiration from this place in Austria:

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


    As already said, the map is mostly done. Currently doing the boring part (such as clipping, tweaking fade ranges, bot nav, replacing some assets that I have borrowed, ...)

    Hope to get it ready for some public playtesting soon...

  • [CS:GO] DE_LITE

    • Radix
    • June 18, 2016 at 6:19 PM
    Quote

    30 minutes ago, 'RZL said: I don't know exactly what it is, but something feels off about this map. It feels kinda bleak, maybe it's the sunlight?

    This and the sky texture, I think.

    Other than that the map is shaping up pretty well.

  • WIP in WIP, post your level screenshots!

    • Radix
    • June 18, 2016 at 11:09 AM
    Quote from Radu

    2 hours ago, Radu said: That wall vine looks a tad out of place.

    Yeah, still have to "snow up" some of the props/textures.

  • WIP in WIP, post your level screenshots!

    • Radix
    • June 17, 2016 at 5:12 PM

    [Blocked Image: http://i.imgur.com/Qgh7srG.jpg]

    That's what I'm currently working on. Probably not the best idea to make an open map with plenty of organic shapes, so this is taking way longer than I wanted. But ~95% done atm...

  • [CS:GO]

    • Radix
    • May 19, 2016 at 1:20 PM

    Well, I don't really remember the original post, so the following is not about Michael Greenwood's map specifically.

    But in general I noticed that in the last time many people post their (too) early greybox maps. What do you expect from it? Do you really think that someone would play a map (where pretty much everything is bad) for a couple of hours in order to give a qualified feedback? Would you do this for anybody else?

    Surprisingly some people of this amazing community still take their time and look at the pictures/layout, maybe even play the map if available. The result is - of course - often negative feedback. Things which you would have noticed if you cared about your own map.

    Every early greybox map is bad in the beginning. That's normal. You can't expect positive feedback when pretty much everything is bad. And you can't create something good without making mistakes! So make your mistakes, then try to fix them, then post your stuff.

    I'm probably not the one to give advice, because I'm not really good at making maps.

    But I suggest:

    1. Make your first greybox.

    2. Play it ffs. (with bots) (until you find something that you don't like)

    3. Change what you don't like.

    4. Play again.

    5. (...)

    As soon as you are happy with your map, start with the architecture mock up, so that you get an idea how the map could look like after detailing.

    THEN it's maybe time to get some feedback from other guys to get aware of things you didn't notice etc.

    Then you will probably get better and more qualified/useful feedback. And it won't end up frustrating with mostly bad comments like in this thread...


    On the other hand I often don't like how some people talk about other people's maps.

    It's often like "do this and that", "this looks bad/boring/...", ...

    If you give feedback, try to stick to some simple rules:

    1. Start with something positive.

    2. If you want to criticize something, try to use terms like "I think that..." or "I would change this...". Your critique is still just your opinion and you might be wrong (as well) even if you are the godfather of level design himself.

  • Counter-Strike: Global Offensive

    • Radix
    • February 22, 2016 at 12:22 AM
    Quote from Squad

    @LizardPL You're forgetting dust2_winter, dust2_night and dust2_winter_night.

    Still waiting for

    dust2_winter_night_day_version_without_snow :lol:

  • Counter-Strike: Global Offensive

    • Radix
    • February 18, 2016 at 5:44 PM
    Quote from Squad

    Nuke looks incredible. Can't wait to check out all the new custom stuff that comes with it

    For those who didn't notice already:

    There is a file called "de_nuke_zoo.vmf" in the .../sdkcontent/maps folder which contains all (?) the new assets. :)

  • Counter-Strike: Global Offensive

    • Radix
    • February 18, 2016 at 1:08 PM
    Quote from baem123

    Its sad that de_neutron didnt make it.
    cs_cruise doesnt look finished! not ready for an operation.

    Agree there!

    I guess cs_cruise was just added to have a hostage map. Usually Skybex' maps are very polished. But cs_cruise feels like less than 70% done to me. There are plenty of issues and the map looks pretty empty in general.

    Still a promising operation.

  • [CS:GO] Tulip

    • Radix
    • December 27, 2015 at 9:45 PM

    Clever layout and probably the most detailed CS map ever made, and one of the best looking as well.

    I wonder why this was never added to one of those operations and there is no reason not to add this to the next one (if there will ever be another one).

  • Hammer Editor -insecure problem.

    • Radix
    • November 3, 2015 at 11:21 PM

    So you have built a map in hammer, you compile it, the game starts and crashes like this?

    correct?


    - Did you make any changes to the command lines in the compile window?

    - Did you check your CSGO launch options? (Steam->library->right click CSGO->properties->set launch options)

    - Did you ever manage to make a map run (without that crash) in CSGO after compiling?

  • DE_SANTORINI

    • Radix
    • November 3, 2015 at 12:22 AM

    Looks really impressive now. Must have been an incredible amount of work to create this...

  • Aztec Talk [Suggestions]

    • Radix
    • October 29, 2015 at 6:04 PM

    I personally never really liked the layout of aztec, because AWP is way to powerful there and I don't enjoy sniper weapon so much.

    But the map was pretty popular back in CS 1.x, especially on public servers the player count was even close to dust2.

    The layout itself is still pretty much the same. But, as El_Exodus already said, besides the chokepoints, readability is definitely the biggest problem in the current version. The 1.6 version was virtually completely white...

  • Hammer goes loco.

    • Radix
    • October 19, 2015 at 8:29 PM
    Quote from Tensei

    So, easiest way to fix it is to make slope and smooth surface two seperate blocks right ?

    Correct.

    You could also use vertex tool and split the face into 2 by selecting 2 vertices and pressing CTRL+F.

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

    (-> face splitting an removal)

  • Hammer goes loco.

    • Radix
    • October 19, 2015 at 5:52 PM

    All vertices of a face have to be in the same plane. Otherwise you get an invalid brush. Hammer tries to fix invalid brushes when you load your map. That's why your brush doesn't look the same anymore.

  • SunSpreadAngle doesn't work?

    • Radix
    • September 7, 2015 at 10:49 PM

    I guess it's because of the dynamic shadows which are always 100% sharp.

    The static lightmap shadows should be affected by the settings, but you can't see it because the dynamic shadows superpose them.


    To make it look fine, you will have to reduce the dynamic shadows' alpha (shadow_control entity Edit: That's wrong). But I have to admit, that I myself am not able to make this work. Whatever settings I make, the dynamic shadows always look the same (too dark)...

  • WIP in WIP, post your level screenshots!

    • Radix
    • September 3, 2015 at 6:34 PM

    Looks pretty nice so far! Yellow lights maybe a little too intense?

    Never tried to use $selfillum and $translucent at the same time, but I guess you will need an additional vmf for the selfillummask, because usually both (selfillumination and translucency) take their information from the alpha channel.


    Edit: Gave it a try because I was curious... Didn't manage to make it work yet. Maybe it's not so easy...

    Quote from will2k

    [Blocked Image: https://www.mediafire.com/convkey/b95a/g60elkv7f4527rn7g.jpg]

    Maybe ask will2k, he made something similar...

  • de_arcade

    • Radix
    • August 27, 2015 at 12:10 PM
    Quote from jackophant

    EDIT: there may be competition issues with the inferno bell tower construction being ripped straight out of the map as the majority of it is brush work not a model. Worth checking on though.

    It's just one prop + 4 trigger brushes to make the bells sound when you shoot them. The whole tower (above the lower trim) is one (skybox) model.

    I can try to change it, if this is not okay for the contest. But I can't make custom props yet, so it would probably look pretty poor. ;)

  • de_arcade

    • Radix
    • August 25, 2015 at 1:48 PM
    Quote from Logic

    I guess those blue areas are underground huh?

    That's right.


    Quote from Logic

    I'd say the map has a few too many routes though, especially to/from B.

    One "route" is blocked by a fence, so it's actually 3 entrances to B. I know that it looks more complicated on the overview than it actually is.


    I am aware that the name is probably misleading to some people. I'm not a native speaker, so I didn't know that many people think of a video games arcade when they read "arcade". To me it was just a "series of adjoining arches" (which would fit pretty well to the map).

    Well, funny times when people think of something on their desktop when you talk about a "window" instead of something you can look through. ;)

    However maybe it's time to change the name. Unfortunately I didn't find a better name which isn't already used. So suggestions are welcome...

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™