1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. NotBum

Posts by NotBum

  • WIP in WIP, post your level screenshots!

    • NotBum
    • April 10, 2015 at 6:55 PM

    Started this a month or two ago on a whim. Got into a nostalgia slump and decided to recreate one of the maps of my childhood.


    Anyone who played Nightfire on consoles will remember this one: Skyrail


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/538519528523935597/0AA921831240D001402981DBB77F22FE797AB066/]


    Still a little rough but all of the textures are in and yes, the trolley does work.

  • [CS:GO] DE_Resort

    • NotBum
    • March 9, 2015 at 8:08 PM

    Its sooooooo beautiful! If this isn't in the next operation, I would be legitimately surprised. Been playing it with friends and all the aspects of the map are great!


    Keep up the good work

  • The Great War

    • NotBum
    • March 9, 2015 at 7:51 PM

    Found the channel from a Reddit post. Love the channel. Its like what the History Channel should be!


    In all seriousness, the channel is amazing and I would recommend it to anyone remotely interested in WWI or history in general.

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • March 9, 2015 at 7:41 PM

    Good Ol' Comic Sans thrown in for good effect.


    Here is the layout as of current.


    [Blocked Image: http://i.imgur.com/eyckFJu.jpg?1]

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • March 9, 2015 at 3:34 PM

    Thanks Man

    I changed a serious amount of both the sites and connectors in comparison to that really early workshop version. I can post the newer layout if you're interested.

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • March 8, 2015 at 10:49 PM

    Yeah, The layout has been pretty hammered out. Its the timing that I am finalizing. I have been intermittently working on tweaking spawn, position of small bits, and adding detail all at the same time. I don't always have people to help with quick play testing so I try to get work in where I can, when I can.


    As of now though, I just finished another quick run around with some friends, and I believe that the layout/timing side of the map is really close to completion.

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 25, 2015 at 9:00 PM

    I Thought it was odd too when VVIS spat it out. I have never had an issue with it before so I was a little confused. It has to do with the amount of brush to brush contacts (I Believe). I number of contacts is then used by VVIS in some way for its actually calculation stuff. It however doesn't seem to ignore func_details when it does the count but when it comes to actually calculating the visibility, it doesn't take them into account.


    I have no clue though.


    Regardless, Making the details into props fixed the issue.

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 24, 2015 at 3:16 PM

    Yeah, all of the brushes that I have been converting were func detail. My problem was that a lot of the detail was repeated stuff like windows which exceded the maximum T junctions for Vvis. Silly compiler errors ensued. I know that I could probably fix the issue with area portals as I have seen they can fix the issue, but I would prefer to just make the models and call it good.

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 24, 2015 at 12:12 AM

    Quick Update: While detailing I ran into something that I had expected to happen at some point. I started using too many brushes for VVis to be happy at me. In short, I tried to start using XSI, Got frustrated, and spent the last few days tinkering with Propper to get it to work with CSGO. I have most of the detail work that I have completed ported over to models. I would actually sit down with XSI or Blender to learn them but I don't have time at the moment to learn a new environment. Propper probably ins't the best route but it works for the time being. Time permitting, Ill put up some more screenshots as I finish bits.

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 16, 2015 at 8:35 PM

    Well. I fixed the issue :I


    It appears that the visleaf that was at T spawn (where I was having an issue) was too tall and was what was causing the issue. I am not sure how this is the case but I am not having the issue anymore. Thanks for the help though

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 16, 2015 at 4:34 PM

    I have already run through with both mat_wireframe 1 and mat_leafvis 1, 2, and 3 to see if I can identify the issue. Is there a way to check the current entities in a visleaf or even the PVS? That may help.

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 16, 2015 at 3:03 PM

    Yeah, Ill post it and some screenshots when I get home

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 16, 2015 at 12:04 PM

    I haven't added any area portals as the problem is occurring outside. I have been running vvis on normal. It hasnt taken too long as of yet so I haven't run on fast. I have tried to seperate the individual brushes but it hasn't warented me any luck. I can post a picture or two later today if it would help but I have been stumped as to what is causing the issue.

    It is worth noting that the same thing was happening previously because of some large molding I had made for the top of one of the buildings. To stop the issue, I had to rework the detail and put a normal brush under it to stop the issue. My problem is that its hard to pinpoint the exact cause. I have gone through and disabled bits one by one and the problem persists but changes in the way that things become invisible. Odd issue with no indication by the engine that something is wrong :/

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 15, 2015 at 10:54 PM

    Hay Guys, Just a quick question if this has ever happened to anyone else as I haven't found anything online about it. I am trying to add windows and molding to the side of some of the buildings and I am having a peculiar issue. They are obviously all func_details and I can't pinpoint what exactly is causing the issue. When I have a large amount of func_details flanking a large object with a small number of visleafs, parts of the map will become invisible when inside a set of visleafs. If no one knows immediately what the issue could be, I can take some screenshots and upload them to demonstrate the issue.


    Thanks

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 14, 2015 at 4:12 PM
    Quote from blackdog

    Shaping up nicely!

    Grey dev textures are the rage atm you have a custom texture for the buildings, or something easily accessible?


    Yeah, I am trying to save texturing/models for last. I have jumped straight to textures on previous "projects" and I have never ended up doing well on those. I want to get the brushwork in place and then go form there. In terms of getting textures, I have an idea of what I want certain parts of the map to look like so its really a question of whether I can find a texture online or stick with valve's textures.


    My Answer is basically I don't know

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 14, 2015 at 3:32 AM

    Ill request a play test as soon as I get some detail brush work done, I have B site kinda there and I want to make the map look a little decent before getting some input on it.


    Here's a few photos of some windows and such.


    [Blocked Image: http://i.imgur.com/Y8gIsYZ.jpg]


    [Blocked Image: http://i.imgur.com/a7HZFH6.jpg]


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


    [Blocked Image: http://i.imgur.com/i2sOkOf.jpg]

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 12, 2015 at 8:00 PM
    Quote from Spherix

    So much for OP's topic.


    RIP Map


  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 11, 2015 at 12:00 AM

    Haha XD Yeah, I saw. Its a placeholder until I can come up with something better.

  • [CS:GO] [WIP] de_cafe

    • NotBum
    • February 10, 2015 at 10:29 PM

    Hi MapCore :3


    First time posting here, Thought I would stop by and leave a post. I started a new mapping project and was wondering if I could get some opinions.


    _________________________________________________________________________________


    The map itself is to be set in an Old English town with the T side starting on the outer edge of town with farmland to their rear. The CT's start inside of the town. This is the first map that I have made with a somewhat solid layout but any and all suggestions are welcome. In its current state, the map is just blocked out with a few extra textures for wood, etc.


    Here's a few screenshots for show.


    [Blocked Image: http://i.imgur.com/l8WRJit.jpg]


    [Blocked Image: http://i.imgur.com/AUhd83r.jpg]


    [Blocked Image: http://i.imgur.com/KFPur8Z.jpg]


    [Blocked Image: http://i.imgur.com/ES5o9EL.jpg]


    [Blocked Image: http://i.imgur.com/6TUJ4tD.jpg]


    Please, Any suggestions, criticisms, ideas, or changes you may have, leave a comment so I can address them.


    Thanks

Discord

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

Latest Posts

  1. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

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

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

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

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™