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. Vaya

Posts by Vaya

  • (CS:GO) What is the correct brush work - more brushes, less textures or vice versa?

    • Vaya
    • April 10, 2016 at 1:39 PM

    The difference is negligible. what you need to precise brushwork- which is something that was off last time I played your map. The amount of brushes/textures used doesn't affect performance that much.

  • What are you playing now?

    • Vaya
    • April 9, 2016 at 3:26 PM

    That makes more sense now...

  • What are you playing now?

    • Vaya
    • April 9, 2016 at 1:40 PM

    @blackdogI really don't think it made sense in terms of the content or game themes. Unless I'm missing a pun or something..

    a bit too far on the comical side for the tone I guess. It is just a name though :)

  • No Man's Sky

    • Vaya
    • April 8, 2016 at 9:19 AM

    from the soundtrack. 65dos are tight so can't wait to hear the full thing.

  • Counter-Strike: Global Offensive

    • Vaya
    • April 6, 2016 at 12:09 PM

    he was focusing too much on killing fnuggi. So many dodgy kills from 2 low-hour Russian accounts :<

    so many 'OK' moments..

  • What have you watched recently?

    • Vaya
    • April 6, 2016 at 12:29 AM

    http://www.imdb.com/title/tt1534085/


    halfway through this just now. I have no idea whats going on but the visuals are amazing.

  • Counter-Strike: Global Offensive

    • Vaya
    • April 6, 2016 at 12:15 AM

    fun game :<

  • Counter-Strike: Global Offensive

    • Vaya
    • April 4, 2016 at 4:10 PM

    he had a dodgy wrist. too much time spent on nakedhopak.com I guess :)

  • [CS:GO]de_thrill

    • Vaya
    • April 2, 2016 at 3:35 PM

    The wild west is now a castle? interesting!

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • April 2, 2016 at 12:02 PM

    @Puddy up for it.Been waiting on an update on this one for ages :)

  • [CS:GO] de_coredump

    • Vaya
    • March 31, 2016 at 11:20 AM

    I would say it's fine as long as you're not constantly bumping it. If you're doing that it should probably be moved to the 3D forum ( @Sprony or @FMPONE normally do this I think) as it's still clearly a WIP.


    In regards to the building facades:

    Quote

    Quote I assumed that the extra visleafs wouldn't matter too much as long as I closed them off with a hint surface. It'll be tricky to refactor the geometry, but probably worth it.

    @will2k is probably the best person to confirm this but I *think* lots of extra visleafs means that source needs to work harder to render the stuff onscreen- it means more complicated visclusters and its spending more time working out what can and can't be seen when a player is moving around the level. World brushes should all be cube-like and flat as possible- extra details should be func_detailed where possible to avoid too many splits. All a hint brush does is split the visleaf at point of intersection- kinda helping source split up the level in a logician way - it's not really a mask for complex visleafs :P

  • [CS:GO] de_coredump

    • Vaya
    • March 31, 2016 at 9:56 AM

    I love the theme on this map and I think I've worked out your optimisation problems

    Theme - strong deusEx vibes which I like!

    optimisation - as a first point of call you quite simply you need to func_detail a lot more of your building facades. Lots of messy visleafs being made because building fronts aren't flush cubes.

    Texturing - a little mushy with the same colours used too much/ Obviously the levels theme means too much variation would look out of place but some detailing is being lost due to this- for example the balconies beside B. I also noticed in one place you're using a texture as a trim right beside somewhere else where you're using as a floor. I think adding a little colour (limited pallet of course) would help differentiate areas.

    [Blocked Image: http://i.imgur.com/rpn1FJy.jpg]

    Also - some textures have been stretched to point of blurliness - like the crate on A site. It might add to the deusEx look a little but plz no..:P


    Quote

    Yeah, having more interesting lighting is definitely something I need to practice at. When I recognise that a part of the map is visually dull I tend to reflexively try to populate it with more props/overlays/brushwork without considering other options. In terms of readability I thought everything was more or less sufficiently illuminated though. Anywhere in particular you feel is too dark?

    CT spawn is a good example of what needs fixing. I would replace the dead car with an alive one (with headlights pointed at the wall) at an off angle. Easy way of making the area lighting more intresting..

    I think it's less about visibility and more about guiding the players - just now you have super illuminated areas where I can't tell where the lighting is coming from and then you have kinda-muddy dark areas that could benefit from more overhead lighting. Maybe add a couple street lamps etc- just to guide the players eyes more. For example - maybe in the screenshot below replace the lamps with more head duty ones and bump up their brightness.

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

    [Blocked Image: http://dailyphotoblog.net/media/1819/back-alley-night.jpg?preset=fullsize]

    [Blocked Image: http://orig02.deviantart.net/e077/f/2011/187/f/d/public_alley_101_hdr_by_andrew_23-d3l0qk1.jpg]


    sorry for paint annotations :)

  • [CS:GO] de_coredump

    • Vaya
    • March 30, 2016 at 9:35 AM

    Cool, you signed up!

    I'll try to remind myself to check it out ingame tonight.

    From the screenshots I'd suggest more player-level lighting as there a few patchy-dark areas and other areas look bland due to this.

    P.s - minor point but I'd have the overview in the workshop screenshots. People like when that's done..

  • Counter-Strike: Global Offensive

    • Vaya
    • March 29, 2016 at 4:53 PM

    if you turn off chat it's fine. twitch clearly bucking under !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop

  • Overwatch

    • Vaya
    • March 29, 2016 at 2:08 PM

    Hmm hoping I'll get beta access off of someone. £45 is a bit steep to be trying out a multiplayer game- no matter what dev it is :/

  • Overwatch

    • Vaya
    • March 29, 2016 at 12:25 PM

    so...asses or not- is the game any good/comp potential?

  • [CS:GO][WIP] Grand

    • Vaya
    • March 29, 2016 at 10:09 AM

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


    that's how you make make mid more vital. I'd havbe to see ingame but to looks pretty busy layout wise- intresting thou!

  • What are you playing now?

    • Vaya
    • March 29, 2016 at 9:33 AM

    http://www.ihatemountains.com/

    Played through this LFD2 campaign last night with a bunch of mapcore guys. @El Moroes awesome fun, looks SO great....terrible name

  • [CS:GO][WIP] Grand

    • Vaya
    • March 29, 2016 at 9:28 AM

    it's hard to tell from the overview to be honest- it's pretty busy! Could you nodraw the tops of walls or outline the player area?

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • March 28, 2016 at 5:56 PM
    Quote from RealaxFourX

    16 minutes ago, RealaxFourX said: I'm thankful, to everyone, who tries to help. But actually, the only one, who wrote about my map was Plat, and RZL only in the status 1. RZL, suggested to remove all the models, change to the same brushes instead of models. Also, re-texture my map to bare grey box, as if it would change anything. Just spend like a few hours and achieve nothing, only worse results in the end. As for layout,I made it then I didn't know anything about source engine, but I'm simplifying it. Just that optimization is fighting against the gameplay and visuals. Also, vvis does a poor job, that adds up a lot of work. Also, those visuals mistakes from the source engine itself. No wonder, an old engine. But I will keep working on my map.

    honestly after looking at your map I agree with RZL. you wouldn't be losing much by converting to greybox. The brushwork is super weird in areas..

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™