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  2. resident91

Posts by resident91

  • Legal problems remake maps of old games.

    • resident91
    • October 22, 2017 at 8:30 PM
    Quote from 2d-chris

    4 minutes ago, 2d-chris said: If it's non profit, I doubt it. Many, many people do it, never heard of it being a legal issue.

    Quote from RaVaGe

    On 19/10/2017 at 5:33 PM, RaVaGe said: No you won't.

    Okay, thank you both.

  • Legal problems remake maps of old games.

    • resident91
    • October 22, 2017 at 7:39 PM

    Won't I do it? Or I won't have any problems. English is not my language. Sorry

  • Legal problems remake maps of old games.

    • resident91
    • October 19, 2017 at 3:53 PM

    Hello, everybody.

    I open this post to ask those of you who already have more experience in this world than I do.

    I have the idea to remake a map of a video game from 2003. For making a map that already exists in another video game, can I have some kind of legal problem when publishing it in the CSGO workshop?

    As this is an unofficial map for CSGO I don't know if I may or may not have problems.

    Thank you for your help, sorry for my English.

  • Can you use Source SDK as the most current engines?

    • resident91
    • December 24, 2016 at 5:49 PM

    Thanks for answering and giving your opinions!Another of my doubts:Many Web sites talk about the limitations of Source. Some say that at most on a level there may be 4096 objects between props and brushes.Others say that there is really no limit of props but that a limit of 8192 gives brushes.Can anyone remove doubts about this?Thank you!

  • Can you use Source SDK as the most current engines?

    • resident91
    • December 24, 2016 at 4:17 PM

    Hello everyone! I was on vacation days thinking about whether it would be viable or possible to make a counter strike map in the style of today's game engines like Unity or Unreal.I mean creating maps with Source with models modulate themselves using static props and nothing else. Without touching the brushes at all.Is there any kind of limitation that will not let you do it this way?

    Sorry for my english

  • Are the custom assets can cause errors with VAC?

    • resident91
    • June 9, 2016 at 2:51 PM

    Thanks for your quick response.:)

  • Are the custom assets can cause errors with VAC?

    • resident91
    • June 9, 2016 at 1:14 PM

    Hello!

    I want to ask you a question. When you believe your maps with custom textures and models do you keep the models and textures within the game files or do a folder elsewhere on your hard drive?

    [Blocked Image: http://i.imgur.com/98fWMzw.jpg]

    I'm afraid that may cause a problem with the VAC.

    Thank you!

    Sorry for my English

  • [CS:GO] de_section (WIP)

    • resident91
    • June 3, 2016 at 10:35 PM

    Thanks, I understand that better not to abuse such large textures, but if they can be used.

  • [CS:GO] de_section (WIP)

    • resident91
    • June 3, 2016 at 7:52 PM

    Good job! The models are very nice.

    I also use Blender to create all models, either for soure or other engines.

    The theme of the textures, is there any news? Do you know if there are problems in creating maps with bigger textures 1024px what?

    Sorry for my English.

  • SOURCE SDK limitations.

    • resident91
    • April 18, 2016 at 5:49 PM

    Well, I understand that there are almost no limits, just make good use of optimization can achieve great things. Making good use of the "func_detail" "nodraw" "areaportal" "draw distance" "hint"


    Spoiler

    In other engines optimization is easier than source? Any examples?


    A map with 2k textures would be super nice but I guess the performance would be much lower than if they were single 512x512 textures.

    Much depends also on the computer of each, like me a map with two thousand props and textures 2k I will 120fps and 45fps another.

    One question, why to use "hint" also must be used on the other side the "skip"?

    Other limitations according to the source wiki.

    BRUSH: https://developer.valvesoftware.com/wiki/Brush

    -8192 brushes -128 faces on a single brush -65536 faces overall -NODRAW do not count toward the limit

  • SOURCE SDK limitations.

    • resident91
    • April 18, 2016 at 5:00 PM
    Quote from jebus_c

    31 minutes ago, jebus_c said:

    Thank you for this first information received!

  • SOURCE SDK limitations.

    • resident91
    • April 18, 2016 at 11:24 AM

    I would like to know what are the technical limitations of the source engine. For example, maximum sizes of textures that can withstand, maximum number of porps map, maximum number of brushes map, maximum number of points of light, maximum number of polygons ...

    It also would be interesting to make a comparison of constraints between Source, Unity 5 UE4, this would help many developers to choose either engine.

    In the official documentation only I encounter any of these limitations, but it would be interesting to have it all in a single table.

    Thank you for your attention and sorry for my English.

  • Rainbow Six: Siege

    • resident91
    • December 29, 2015 at 12:09 PM

    Now that the game takes a while with you, do you think that will be as popular as it is now Counter Strike?


    Do you know if in the future you will have workshop with map editor?


    I was previously a staunch fan of Rainbow Six 3 Raven Shield, but now is unlike anything I loved.

  • The random model thread!

    • resident91
    • December 25, 2015 at 5:59 PM

    Low poly fountain for Counter Strike GO map.

    Textures 512x512.

    [Blocked Image: http://i.imgur.com/cn6dwf9.jpg]

    [Blocked Image: http://i.imgur.com/qzirmt8.jpg]


    I intend to reuse this model in future projects in Unity 5. In process a version with 1024x1024 textures.

  • Blender

    • resident91
    • December 25, 2015 at 5:35 PM

    I love using blender, not that I know much, but in two months and learned a lot.

    This is my last model created in blender.

    Textures : 512x512 px optimized for Counter Strike GO

    [Blocked Image: http://i.imgur.com/cn6dwf9.jpg]


    [Blocked Image: http://i.imgur.com/qzirmt8.jpg]

    (Also I have to learn more English hahaha)

  • Help me succeed! I want to study 3D-graphics :)

    • resident91
    • December 16, 2015 at 12:24 PM

    You have good luck! In my country, Spain since last year have been created in vocational studies of video games. I am studying programming and networks. Currently I am planning to leave my studies networks to happen to the degree of video games.
    I'm afraid of how they will react like my parents.

  • (Help) Proportions of props as part of the playable area.

    • resident91
    • December 15, 2015 at 12:11 PM
    Quote from jakuza

    Have you checked your normals? I've noticed Blender does not do backface culling by default, but Source does.

    Thanks for the help, did not know how to check normal, but it and found a way. Indeed this was the problem, the faces were inverted.
    Problem solved (:
    (Excuse me for my bad english)

  • (Help) Proportions of props as part of the playable area.

    • resident91
    • December 15, 2015 at 12:42 AM

    The problems haunt me. ):

    This is my last model created for my map of counter strike.

    This is the view from Blender, here there seems to be no problem.

    [Blocked Image: http://i.imgur.com/T2N7oca.png?1]

    This is the view from the model viewer.

    [Blocked Image: http://i.imgur.com/2RrkVA0.png?1]

    In the bottom of the model the texture is applied to the faces inside, really would have to be applied outside, as you fix it so easy?

    I think the problem is caused by the UV map, I think it would have to turn it over like a pancake, hahaha. But, I do not know how to do it.

    Thank you!

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

    • resident91
    • December 4, 2015 at 12:03 PM

    I want to ask a question related to this issue. For example I want to remake a map of another game to counter strike, with an almost identical design but with objects and different textures, can I have some sort of problem with the company's original map?


    Thank you!

  • [WIP] de_meat [Looking for gameplay feedback]

    • resident91
    • December 4, 2015 at 11:44 AM
    Quote from Tyker

    Aaaah, I see that's de_aztec_d, a decompiled version. I was using the regular vmf file in the CSGO files. I'll decompile the latest version and take a look there, thanks!

    Edit: I checked it out, and there aren't any differences in settings. No input or output either. Still no clue why the particles appear and disappear randomly for random players between rounds.

    Did you solve your problems with the fog that is generated differently for each player?

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