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. TheGuma

Posts by TheGuma

  • [CS:GO][WiP] cs_opera

    • TheGuma
    • May 10, 2015 at 1:48 PM
    Quote from leplubodeslapin

    Thanks for caring about Opera, unfortunately i'm kind of busy recently so i haven't worked that much on the map.

    I worked on the lounge area and a bit on the outside.


    But since i didn't find anybody wanting to work with me on the project, it will be much longer. I consider the project as a learning project, i learn a lot of things and maybe it will never be finished but at least i would have acquired knowledge.

    What do you mean as in someone wanting to work with you on the project? Heck, I'd love to help you out.

    Except that I'm utter shit at working with models, but I can help with the rest haha

  • CS:GO phong on world surfaces

    • TheGuma
    • May 3, 2015 at 6:49 PM

    If you think that's impressive, you've seen nothing...

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118850568913905/0B15F6F97EA052E18051421451BA14FABF5F80DC/]


    Here's how it looks like with some different settings + Displacements


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118850568944063/05B442B78C2C337809B847C1ADFE6C6AC2E8D130/]

  • de_studio [CS:GO WIP]

    • TheGuma
    • May 3, 2015 at 4:18 PM

    Small updates I did,

    here's one of the greenscreen rooms:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118850568510353/4BB5B3FFE1678E751C43482B9D3D9493385CAD66/]

    Also, included the new Phong feature in my textures:


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118850568495396/8F6258E75B6C42014ABA00494CC951F92AFB26F7/]

  • de_raid [csgo wip]

    • TheGuma
    • May 2, 2015 at 7:42 PM

    With the new Phong feature you can totally make this map look like BO2, make sure you don't post it on Reddit otherwise people will rek you there for the map being a Call Of Duty map.


    Add some height variation, replace the red color with lime/aqua color and add flowers. Replace certain structures and you might have a good map!

  • Good mirrors in CS GO

    • TheGuma
    • May 2, 2015 at 1:43 PM

    Smiley is right, it's Transcluent 1.

    Also try experimenting with Nocull 1 / 0

  • de_studio [CS:GO WIP]

    • TheGuma
    • May 2, 2015 at 12:51 PM

    So I've started working on idea that I had in mind yesterday, finished up the graybox in 2~ hours and now I've started doing concept work on how the map will look like.

    Basically I wanted the map to be set in a filming studio, however, I'm quite lackluster when it comes to custom models so I'll try to work something out.

    The theme will have snippets of many maps, such as Cobblestone or Italy as recording places and sets. There are many greenscreen backdrops around that help out visibility. The call-outs shouldn't be a problem, as you can simply say that one person is in "cobble" ETC.

    If you want your map to be featured as a recording place, feel free to let me know and I'll add your map as a snippet (free advertising I guess).


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118850568495396/8F6258E75B6C42014ABA00494CC951F92AFB26F7/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118512581824852/58D369A254C37616FBF48D0C617B2CCD28E1DE7A/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118512581259231/552898FF87D6C1F6C454DFA86BE4C6A64DD67B93/]


    [Blocked Image: http://i.imgur.com/WzfCU31.png]


    Many things will change, these are just concept screenshots.

    Also, the bombsites were designed after aim_ and fy_ maps which makes them balanced for both sides. Also, server admins will be able to use plugins to place walls and use either of the bombsites as a seperate aim_ map.

  • [CS:GO] Shipped

    • TheGuma
    • May 1, 2015 at 9:58 PM
    Quote from Bodd Jonar

    I still don't understand how none of his maps have made it into an operation....

    Catfood, if you are reading this, on Tulip you should remove the "layout" preview picture near CT spawn.

    Also, try to resort from putting your map logo in screenshots and overview pictures.

    It may sound stupid, but thank me later

  • CS:GO phong on world surfaces

    • TheGuma
    • May 1, 2015 at 2:23 PM

    I'll probably use Phong on 90% of my new maps textures. I'll see how far I can push the old fart Source engine on my old fart computer while maintaining good framerate. As far as I'm concerned Phong is less performance intensive because it only gathers information from a light source rather than a cubemap, which both takes size and acts as an image inside computer memory (no matter what format).However, having two shaders on a texture confuses Source thus why there may be some problems with blend/cubemap stuff combined with Phong. I suggest sticking with only one (either envmap or Phong). Bumpmap shouldn't be a problem though.

  • CS:GO phong on world surfaces

    • TheGuma
    • April 30, 2015 at 9:01 PM
    Quote from Yanzl

    Oh! Can you tell me how do you make your custom cubemap ?


    I drew the sun on a spherical map of the sky and made the background black in Photoshop like this: http://i.imgur.com/jCvEfS8.pngThen I used HDRshop to convert it to hdr and cubemap format, added it on top of the skybox in Photoshop and changed the exposure +4. The images should be in this arrangement http://i.imgur.com/pa7lnGk.jpg  except mirrored vertical.

    I saved the image as .pfm (it has to end with _hdr) and used vtex to convert it to cubemap with

    cubemap 1

    pfm 1

    pfmscale 1

    nocompress 1

    Then you just add in in the vmt as $envmap "cubemaps/file_hdr"


    Wow, thank you! I was looking for a way to do that.

    I guess the reflections would look better if I would make them blurry manually for every cubemap

    (I'd rather have blur than pixelated cubemaps).

    Is it possible to increase the resolution of a cubemap?

  • Taking feedback for my map, workshop link in thread

    • TheGuma
    • April 30, 2015 at 8:48 PM

    Change the description, add some screenshots. These are my first suggestions before I download the map, mainly because my bandwidth is not that good

  • CS:GO phong on world surfaces

    • TheGuma
    • April 29, 2015 at 7:33 PM

    It's quite weird, we were talking about this in the chat 2 weeks before this update came out.

    We were looking for ways to make a texture reflect light on a world brush rather than a model.


    Two weeks later, Valve out of nowhere


    Do we have an undercover Valve employee here?

  • CS:GO phong on world surfaces

    • TheGuma
    • April 29, 2015 at 7:10 PM

    So lets sum this up, Phong looks BETTER on large surfaces in my opinion.

    It looks smoother, shinier. But what about performance? Is this method more performance efficient than cubemap reflections? Should I use it sparingly?


    I'm very curious, as this could radically increase my map's graphical fidelity.

  • CS:GO phong on world surfaces

    • TheGuma
    • April 29, 2015 at 6:32 PM
    Quote from Klems

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

    https://en.wikipedia.org/wiki/Phong_reflection_model

    To put it simply, envmap reflect world, while phong reflect lights. You don't need cubemaps to use phong, so there's no artifacts related to cubemap resolution. The reflection is pixel perfect. I know world is essentialy light and lights are actually rendered in cubemaps, but I think you get the point.


    There's a bit more to it, phong shading is per-pixel lighting. Goureaud shading is per-vertex and is used on prop_static.

    I'm not sure how source handle dynamic models.

    Display More

    I know world is essentialy light and lights are actually rendered in cubemaps


    Correct me if I'm wrong, but I think the world lights are rendered in lightmaps?

  • CS:GO phong on world surfaces

    • TheGuma
    • April 29, 2015 at 4:06 PM

    Been messing around as well

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118512570466612/04FA71DE78BA311C2BA71F645FB2F522CCFCF8B8/]

    Could do it a bit more subtle, just showing off what a single brush an a texture can do.

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • April 27, 2015 at 6:33 PM
    Quote from RaVaGe

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/blorav_2.jpg]


    In game, shitty lighting as always.


    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/rav.jpg]

    I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore.

    Display More

    Okay, so I gave it a thought after I saw your compile screenshots, why don't you use a sunny environment? Although I realize that you want to have moodier environment, I think that bright lighting and blue sky would give players happy and bright tone, as well as improve visibility in certain aspects (even though its not an issue). It would also give that summer feeling.


    Sort of Super Mario Sunshine esque

  • You can now sell content through Steam Workshop

    • TheGuma
    • April 26, 2015 at 4:10 PM
    Quote from FMPONE

    I wrote a post on my experiences that got to the top of r/gaming and then it was deleted LOL gg Reddit

    Yeah theres quite a bit of /r/gaming mods drama going on. Pretty crappy subreddit if you ask me

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • April 26, 2015 at 1:42 PM
    Quote from RaVaGe

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/blorav_2.jpg]


    I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore.

    That looks amazing!

  • You can now sell content through Steam Workshop

    • TheGuma
    • April 26, 2015 at 1:02 PM

    Wow this thread blew up

  • CSGO Model Creation (Help Me!)

    • TheGuma
    • April 23, 2015 at 9:50 PM

    I'm pretty sure you can get student 3ds Max version for free.

    It sucks though that it costs around 3000$ if you don't want to pay monthly.

  • You can now sell content through Steam Workshop

    • TheGuma
    • April 23, 2015 at 9:48 PM

    Hmm. I am interested in Valve's approach.. I would love to pay for quality mods, for example.

    I would definitely pay for Black Mesa Source, and I've heard they're working on a commercial version.


    Counter Strike was mod back then, right?


    Either way, just checked out, the Skyrim blades and stuff they're advertising are around 0,20$ to 1$ range. It's not THAT expensive considering that people spend THOUSANDS of dollars for skins in CS:GO. Let's say a map costed 1$, I would pay for it if it looks good. If it looks meh, I wouldn't. It's still about choice. I'm sure modders who oppose this new feature will continue on with their lives, and talented artists will get some funds.


    Also, they haven't mentioned maps being included, so we are speculating so far. Eventually things will balance out, people will get used to it.

    It's Valve, so I trust them to some sort of extent.

Discord

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

Latest Posts

  1. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

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

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

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

    Eric Matyas
    June 18, 2026 at 12:32 PM
  8. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  9. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™