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. jackophant

Posts by jackophant

  • [WIP][CSGO]de_tango

    • jackophant
    • February 4, 2016 at 5:38 PM

    We had discussed this before, particularly trying to fix what you had originally created to learn from it. By scrapping and starting over you are just creating new problems and completely invalidating any feedback previously given.

    I also didn't mention starting a new thread. I suggested adding to the OP, rather than completely removing everything that was there.

    I don't advise trying to create your own lighting setup, just use one of the examples in the CSGO Sky List with the accompanying skybox texture that you feel matches the mood of your map. It looks more like your brightness value is too low than an "overpowering" ambient light.

  • De_forlorn WIP

    • jackophant
    • February 4, 2016 at 5:21 PM
    Quote from will2k

    But seriously, I like your idea of small HL Easter eggs; the Gman might be a bit extreme for CSGO but I'll see what I can cook in here :D

    Yeah ofc, I was just going a little over the top :D

    How about these then:

    • Interactive vending machines that drop cans
      • spam proof
      • don't heal you
    • Interactive microwave
      • frazzles/blows when turned on
    • Interactive eye scanners
      • *bleepy noises*
      • "ACCESS DENIED"
    • Interactive wall mounted Health and Armour dispensers
      • Maybe hold "use" to make the noise
      • Definitely do not provide health or armour
    • Inaccessible room with recognisable HL1 props in (maybe from source version?)
      • Weapons / Ammo
      • Health / Armour pickups
    • Ambient Headcrab noises
      • Like the inferno apps dog, but in a vent somewhere :D

    I think that's enough for now, unless you wanna just go for decals or something :P

  • De_forlorn WIP

    • jackophant
    • February 4, 2016 at 11:26 AM
    Quote from will2k

    Not sure if I should expect a headcrab/vortigaunt or a terrorist running down the stairs :D

    This map won't be complete without some form of HL easter egg(s)

    Maybe at random spots across the map G-Man can pop up adjusting his tie

    I would squeal like a little girl if I happened upon something like that

    EDIT: Also, not sure of name origin, but could it be something more "Half Lifey", or is this getting too gimmicky now? :(

  • [WIP][CSGO]de_tango

    • jackophant
    • February 4, 2016 at 8:40 AM

    Firstly can I suggest you stop editing OP by replacing what is there, just stick it in a spoiler so you can have good documentation of your map development.

    Secondly, please update your lighting. It's a ridiculous strain to see anything, let alone trying to play it.

  • What's going on with your life?

    • jackophant
    • February 3, 2016 at 10:47 PM
    Quote from Bastion

    Had steam remove Gmod from my account, saw it took away 1800 hours of my life away and it made me feel sick.

    Mate I have almost 3000 on csgo...

  • de_havana

    • jackophant
    • February 3, 2016 at 5:08 PM

    Dare I ask what this is going to do to our FPS when finished?

  • de_dawn [WIP] and lots of newbie questions

    • jackophant
    • February 3, 2016 at 12:32 PM
    Quote from Vaya

    use light_environment!

    @lynx has, but the pitch is very bad. You can see in the 3rd screenshot that the sun is basically shining directly sideways.

    Try this: sky_cs15_daylight02_hdr

    [Blocked Image: http://i.imgur.com/BPld0VB.png]

    And this:

    [Blocked Image: http://i.imgur.com/9Oc4e5Y.png]

  • de_dawn [WIP] and lots of newbie questions

    • jackophant
    • February 3, 2016 at 10:49 AM

    Good to see some of these changes, but please make my suggested lighting change. Current lighting is too dark to playtest. You can't even see your weapon skins!

  • Totalbiscuit, the cinical Brit is dying

    • jackophant
    • February 3, 2016 at 9:34 AM

    It may be a little morbid, but I think he's been a good figure head for people who don't know what it's like to have a family member struggle through the disease.

    Ofc I'm sad it happens to anyone, but for such a well known person in the industry, his struggle will have been seen by many and I think it's good for raising awareness. On the surface at least he seems to be handling it as best as can be expected.

    I wish him all the best, and talking from experience, it seems that as soon as you give up mentally is when it all unravels.

  • Going to the gym is like a korean MMORPG

    • jackophant
    • February 3, 2016 at 12:11 AM

    Just got back from my PT session and I have to share this after having a measure and weigh in:

    Weight is up, measurements are down apart from my thighs, which in the last month alone grew 10cm each!

  • [CS:GO] Incursion (formerly 'de_docks')

    • jackophant
    • February 2, 2016 at 10:13 PM

    @MinorThreat try not to let how the map looks get in the way of how it plays.

    Function first, form later. Dust2 wasn't ubiquitous because it looks nice.

    This is also a very classic example as to why you don't detail too early.

  • de_dawn [WIP] and lots of newbie questions

    • jackophant
    • February 2, 2016 at 4:12 PM

    I typically keep paths 128-192 units wide. Of course there are times when there's a much tighter choke point like double doors, or a much wider area. I don't think there's any set rule on how wide to make something, just make sure it's wide enough for purpose and doesn't have too much dead space.

    Look at Dust2 T spawn > B tunnels, that whole outside area could just be a path, but instead it's multi-levelled and is nice and open.

  • [CS:GO] Incursion (formerly 'de_docks')

    • jackophant
    • February 2, 2016 at 3:28 PM

    [Blocked Image: https://i.imgur.com/plg1zw8.png]

    Here you go @MinorThreat, I reckon the changes I've drawn out here are fairly concise, but one thing I can't effectively show is the number of 64 unit boxes. Please do not use these, ever. They are awful and massively unfair. You can use them for self boost jumps, just out of the way of anywhere someone can easily abuse them for super effective cover.

    Green areas are somewhere you should add:

    • The green boxes in mid are your shelving. It absorbs SO MUCH damage, and make firefights very irregular, box them out in dev, or stack them full of crates, either way, make it more solid so people can play around it more.
    • I've blocked the door to the right of the window from the B path as it made going mid pointless. CS isn't fun when you keep getting shot in the side of the head because you have too many places to watch. It also concentrates the flow of players better and give more of a reason to hold window to keep people off mid.

    Red areas are something you should remove:

    • That underground path offers nothing tactically. You go towards A, get smoked off at the tightest choke point in the world and then just run past mid, past the defensive window, past every CT in the map, and just pop behind them in window. It honestly breaks the map the most for me because right now mid window CT has to watch front right and left by himself.

    The blue lines are all pretty ridiculous sight lines:

    • The one outside B, CTs can get to those boxes and start auto-sniping Ts before they're even down the stairs. It is a horrible engagement, not only is the CT very hard to spot against the shady corner, but anything other than a scoped weapon is pretty useless, especially because they'll be hiding behind a 64 unit box.
    • The long sight line from A across mid is again, aided by 64 unit boxes. The person sitting near A can very easily spot Ts running up mid and pick their heads off from complete safety.
    • The short light running north to south in the tunnels outside A is another 64 unit pillbox. CTs just sit there gunning Ts down in a tight corridor with 99% of their body hidden, even more effective when smokes are present.
    • The shorter blue light across the A tunnels / mid connector isn't a massive issue in itself, but the back drop is very dark on the left end of it making it hard to see. I like what you've tried with the plastic drapes, but they also impinge visibility, so maybe if you can slide them sideways to minimise their impact, that could be enough.

    The yellow line just highlights a very fast rotate:

    • CTs can play pretty aggressively on this map, even on mid, so to then have a fast rotate is pretty brutal.

    Sidenotes:

    • 64 unit boxes are bad mmkay?
    • Squeaky doors should ideally only be used once in a map to stop repetition and maintain area identity
    • 64 unit boxes are really like... really bad
      • try something like 52 units
      • mix up between hard and soft cover (how much damage gets through cover)
        • hard = low penetration damage
        • soft = higher penetration damage
    • Long B corridor of death needs to be staggered a bit
      • maybe push it closer to Ts and further away from CT spawn
    • Lighting is generally too dark, I know you said you were more concerned about game play, but you need to be concerned because bad lighting creates bad game play.
    • pls no 64 unit boxes.
  • Totalbiscuit, the cinical Brit is dying

    • jackophant
    • February 2, 2016 at 10:32 AM

    Oh shit... I thought he was in remission? Didn't realise he had been given a time frame.

    He's just disconnecting from social media, he's still going to be making videos and streaming.

  • Analyzing Heatmaps

    • jackophant
    • February 2, 2016 at 10:18 AM

    Hello,

    This topic could probably have gone under Gaming Discussion, but never mind.

    Heat maps aren't a metric in themselves, it depends on what data is being plotted on it. A tool like http://demo.ehvag.de/ allows you to select which metrics are shown. I would say it's pretty self explanatory from this point, but something you conclude would be where a lot of choke points are and what angles people hold to make those kills based on the kills / deaths categories.

    I would use them as a shortcut to watching hundreds of demos to get an idea for how people play the map. I believe it can also map the routes people take, so you can see if there's a lot of back and forth and what that could mean.

  • Going to the gym is like a korean MMORPG

    • jackophant
    • February 2, 2016 at 9:42 AM
    Quote from dux

    Use wrist straps.

    I've had really mixed feelings about straps. I don't want to be able to lift more than I can physically hold without aid, but at the same time I don't want my grip to slow me down...

    What I discussed with my PT was to use the straps only my final set, so now I need to buy them... Any suggestions?

  • Going to the gym is like a korean MMORPG

    • jackophant
    • February 1, 2016 at 5:29 PM

    Got some new PBs! :D

    Cracked out a set of 350kg on the Leg Press, and hit a ceiling on my Rack Pulls: Trying to lift 150kg but my grip is failing me! A couple of sessions now my forearms have got so pumped that not only is it very difficult to flex my wrists, but my hands go paper white and finger nails go dark purple / blue :|

    Diet's not been great the last few weeks for a variety of reasons, but I'm definitely seeing more tone in my upper body, arms, and legs which is very encouraging :D I'm absolutely loving the post gym muscle aches. It's been so good for my state of mind.

    Sadly I'm between gyms atm as I'm waiting on a transfer date on the house, so it could still fall through and don't wish to tie myself into a gym for 12 months that I don't even live near. Managing in the mean time with the gym for my personal training sessions.

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • February 1, 2016 at 12:27 PM

    @Jayslash Spawns need to be a certain distance above the ground. If they sit directly on top of a world brush they can bug out and fail to work. Easiest way to do this is to just make sure they're at least 32-64 units above the ground.

    You can also compliment the map with a .kv file which allows you to dictate how many players can be on the map (regardless of spawns), including spectator spots and team factions.

    I didn't check the map to know what was the cause for rejection, but if you think you have them, and the map inspector doesn't think you did, this could be the problem.

  • WIP in WIP, post your level screenshots!

    • jackophant
    • February 1, 2016 at 12:18 PM
    Quote from K

    Hi everyone, i'm new here! :)
    Something that i'm working for csgo
    It's a hostage rescue map "cs_leika"

    Hope you like :)
    Ct Spawn:

    /cut/

    Some foliage models by Thomas 'Hessi' Hess (cypress and ivy models)

    It looks very nice, but I worry that it's visually too noisy for game play?

    Is there more of the map to see?

  • de_dawn [WIP] and lots of newbie questions

    • jackophant
    • February 1, 2016 at 10:39 AM

    @blackdog & @Vaya if you work in flat-texture in the 3D view all brushes are coloured based on what they are: brushwork blue, func_details green etc. with marginally different colour values so you aren't overwhelmed by the flat nodraw yellow. Then you can face edit before compile.

    But, there's no right way (unless we've been missing out on something revolutionary?), just what we find comfortable :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™