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. LapnLook

Posts by LapnLook

  • [WIP] de_alps

    • LapnLook
    • June 10, 2015 at 9:48 AM
    Quote from Quotingmc

    Or make a ramp below the steps and make the actually slabs func_detail. This is how I learn't and it works great

    I made ALL stairs like this, i have a solid ramp, func_detail or displacement slabs, and a clip ramp above them so that players move smoothly

  • [WIP] de_asia

    • LapnLook
    • June 9, 2015 at 9:20 PM
    Quote from PiggyEngineer

    Sure, i will make sure to light up all the places, and i think a small fun map can be better than a complicated one.

    Yeah, it better not become a labyrinth :D

  • [WIP] de_asia

    • LapnLook
    • June 9, 2015 at 9:19 PM

    It seems kinda small, but

    1: I'm not sire

    2: that's not necessarily a bad thing


    be careful with palyer visibility though, it seems like some areas can become a bit too dark if you're not.

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 7:33 PM
    Quote from text_fish

    toolsplayerclip isn't solid to NPC's (which I guess is why NAV wouldn't bother with it). For more info on all the tools textures there's a handy table on the VDC!

    Then I guess I'll use that one thanks!

  • [WIP] cs_mass

    • LapnLook
    • June 9, 2015 at 7:29 PM

    When this comes out, someone should reenact the chruch scene from Kingsman with like 40 players :D

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 7:18 PM

    Tree sizes:

    Not-working-stairs:

    Working-stairs:

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 7:17 PM
    Quote from text_fish

    Nav shouldn't skip tools/toolsclip, but it might skip tools/toolsplayerclip. Or it might be the other way round, I don't quite remember.

    What's the difference between toolsclip and toolsplayerclip?

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 7:10 PM
    Quote from pB.

    You can't change the size of models very easily, however there are a few tree models at the right size for the skybox I seem to recall

    But not pines :( There are some but they're all black, and the ones that are not are from cobble and they are HUGE. (half of their trunks are underground right now...)

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 7:09 PM
    Quote from text_fish

    It sounds like you need to fix your stairs rather than the nav mesh. The "standard" (i.e. most used by Valve and long-standing mappers) dimensions for a CS:GO step is 8 units high by 12 units deep, but this is purely visual so if you haven't already you'll want to place a clip brush over the stairs to turn them in to a slope. This will result in more of a 25-30 degree angle which the nav mesh should have no difficulty with, and also makes it a smoother ride for the player.

    The windows (if they're purely decoration) and skybox aren't really necessary to have in place for a playtest.

    Models won't be cut off by the skybox, but depending on where the origin of the model is you may get a leak if they go outside the sealed level, and there's a chance you may get some odd lighting on the bit that sticks out if it's being lit from a point light within the map.

    1 – it HAS clip brushes but nav_generate ignores clip brushes :( I had to delete parts of the mesh manually cause bots were jumping madly at a fence and stuff
    2 – I just want to finally release a beta which I promised a while back would be in June, and I want to finish these for the release
    3 – I guess I'll experiment a bit then

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 7:04 PM
    Quote from pB.

    I've got an open skybox on my map (de_muros) and that doesn't seem to cause a big problem. It does mean that the map isn't very optimised but you wouldn't notice it unless it was running on a potato. There are more benefits to an open skybox than a closed one (cool nades etc.) in my experience

    I always intended to make an open skybox for this very reason, but I planned for it to be like half as high as it will be this way. Also: is there a way to make props smaller? Cause it would be useful to put more pinetrees and stuff in the background.

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 6:58 PM
    Quote from pB.

    In my experience it will just cut off the top of the tree. I think you only get a compile error if the origin of the model is out of the map, but don't quote me on that one!

    I'M QUOTING YOU ANYWAY GODDAMNIT :D
    well, I guess then I will just make the skybox high af (pun not intended), I don't know if that would be good for optimization though

  • De_Coldwater

    • LapnLook
    • June 9, 2015 at 6:55 PM
    Quote from Muffin

    Played in this map before... I feel like the map can get a little confusing at times, but otherwise this is a great map!

    the looks are definitely here though

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 6:53 PM
    Quote from pB.

    As to that, I'm not sure, but as long as your map is ready by the slot, I'm sure there won't be a problem.

    Well, the things I need to do before releasing a beta:
    – add around 10-15 windows/doors to buildings to make the map look a bit more varied
    – finish the 3d skybox (question: if a pinetree models top goes outside the skybox on top will it cause a compile error or cut off the top of the tree?)
    – fix the goddamn nav mesh... bots never go B cause they can't figure out how to go up stairs that are at a 45 degree angle... it probably is because those are discplacement stairs that have their edges "cut" a bit to make them a bit more realistic

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 6:31 PM
    Quote from Muffin

    You should instead get a playtest here: https://migrationtest.mapcore.org/topic/17116-ma…playtesting-40/

    Can I apply for this and say that the map will be in a ready state by that time? Just to reserve a timeslot

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 5:33 PM

    I'm thinking about hosting a playtest on thursday at around 17:00 GMT+1 (from my computer in Hungary - Central/Eastern Europe. would that work?) tied in with the beta release which I'd finish up tomorrow. What do you think?

  • [WIP] DE_SWATCITY (Radar update + lighting pass)

    • LapnLook
    • June 9, 2015 at 3:28 PM
    Quote from Vaya

    remind me in the playtest to buy a negev

    and spam the light swithch? :D

  • [WIP] DE_SWATCITY (Radar update + lighting pass)

    • LapnLook
    • June 9, 2015 at 2:26 PM
    Quote from jackophant

    I thought my quote made it clear. I mean no to the light switch. It's a gimmick and will only be abused / spammed if people even realise it's there as it's not in other maps.

    It's such a minor detail and the whole lighting issue could be fixed if it wasn't present, but they're choosing a complete wild card over light integrity.

    consistent lighting > light switches

    I think what he should do is finish the map, and leave room for the light switch, then try to fiddle around with hammer to see if there is a workaround. Unless light is a core element of the map of course, but it doesn't seem like it is.

  • [WIP] DE_SWATCITY (Radar update + lighting pass)

    • LapnLook
    • June 9, 2015 at 2:16 PM
    Quote from jackophant

    Plz no

    Do you mean the light switch (cause if it's implemented well, then it could be fun element in a map), or compiling with no HDR?

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 11:15 AM
    Quote from Vaya

    3D skybox mate :) I think halflife 2 has some if you need to work out the best method. Every map needs a visual hook. Such a vista will also help orientate the player (if you have the cliff along one side then the player knows where they are as soon as they see it.

    I know about the skyboxes but I haven't yet made it on this map cause I have to consider the weird geometry on the cliffs.


    MAYBE if I have time I will redo the hills behind the train station to reveal a valley with villages and fields and stuff.

  • [WIP] de_alps

    • LapnLook
    • June 9, 2015 at 11:14 AM
    Quote from tomm

    Layout feels a bit claustrophobic from the pic but I really like the setting, if executed well, this could be the next thing :v

    also, magyar ország! (I'm not hungarian btw)

    I don't think it's that claustrophobic, check out these screenshots from all around the map http://imgur.com/a/EC2Th

    image descriptions added to the album

Discord

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

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™