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  2. Pivac

Posts by Pivac

  • Counter-Strike 2

    • Pivac
    • March 22, 2023 at 5:30 PM

    This looks amazing.

  • [AIM] Dune Arena

    • Pivac
    • March 15, 2021 at 3:15 PM

    Hi everyone. Just a simple aim style map to practice Hammer and custom textures and models.

    https://steamcommunity.com/sharedfiles/fi…/?id=2424726174

  • 2018 FIFA World Cup

    • Pivac
    • July 12, 2018 at 2:16 PM

    Who would've thought we would make it to the finals, incredible. People were going crazy here last night :)


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  • Command and Conquer: Free to Play

    • Pivac
    • June 5, 2018 at 11:10 AM

    I stumbled upon that video a few days ago. So nostalgic, I made my first map ever in original C&C Generals World Builder. And Generals 2 looked promising.

    Let's hope C&C is not dead and something pops up on the horizon soon. It's been too long.

  • The random model thread!

    • Pivac
    • May 6, 2018 at 10:30 AM

    Modeling and texturing practice - Old Wooden Bucket (Blender 2.79, Substance Painter 2, Marmoset Toolbag 3)

  • Counter-Strike: Global Offensive

    • Pivac
    • March 30, 2018 at 11:16 AM
    Quote from Serialmapper

    2 hours ago, Serialmapper said: Finally!

    29 march 2018 update[SDK] – Added support for uniform scale adjustment of static prop models. — To re-size static props, adjust the “uniform scale override” prop_static Hammer property, or use shift+mousewheel in the Hammer 3d viewport.

    [Blocked Image: http://i0.kym-cdn.com/photos/images/facebook/000/919/108/fab.png]

  • Counter-Strike: Global Offensive

    • Pivac
    • March 4, 2018 at 11:21 PM

    All the finals in CS:GO have been insane lately. Almost like its scripted, unbelievable stuff.

    Senor VAC PogChamp

  • Counter-Strike: Global Offensive

    • Pivac
    • October 12, 2017 at 2:38 PM
    Quote from text_fish

    7 minutes ago, text_fish said: That's like, one of the most iconic parts of dust 2? The mid doors allow T's to try and ascertain how many CT's are going B and it allows CT to cover suicide so that T's can't rush mid. It's a near perfect bit of map balancing.

    What you say is true, so I guess it's a matter of opinion. Currently CTs have to waste a smoke (or do it with HE grenade trick) only to not get tagged by a sniper as they pass by and obscure how many players they move to a vital location. I've seen many pro players and analysts complain about this and I agree with them. Ideally suicide and the rest of upper mid would still be visible from CT mid, it's just a matter of placing props and brushes correctly.

  • Counter-Strike: Global Offensive

    • Pivac
    • October 12, 2017 at 1:35 PM

    They nailed it with this remake, absolutely stunning artistically and design-wise. New Inferno is great from gameplay design perspective, but it lacks in visuals and artistic quality in my opinion. New Dust 2 raises the bar on both fronts while keeping frame rate decent.


    Potential gameplay problems / What I think still needs to be changed:

    - Terrorists being able to spot/shoot CTs passing to B (changing the Mid doors position to obscure vision from T spawn seems like a decent solution here)

    - Mid-to-B terrorist smoke could be too powerful because CTs have limited vision above the smoke compared to previous version, could be problematic on high-level/pro matches

    - Limited grenade throws from T side when attacking Long compared to previous version (it was hard to attack that position even without this limitation)


    Quote from Radix

    15 hours ago, Radix said: The visuals are really amazing, imo it's (by far) the best looking CS:GO map atm.

    But on the other hand it might be frustrating for ambitious community creators, because Valve have raised the bar so high that only a few will come even close to this level when creating custom maps.

    Exactly how I feel about this :D

  • [CS:GO] De_Grind

    • Pivac
    • September 10, 2017 at 11:33 AM

    Wow, this looks stunning! Custom stuff is very nice. Community made CSGO maps are getting better and better. I particularly like how open the outside area feels, so refreshing after constantly playing on mostly enclosed classic CS maps.

    Going to run around there a bit later, but already very impressed by screenshots!

  • de_scepter

    • Pivac
    • July 11, 2017 at 9:47 AM

    Truly beautiful map with unique visuals, despite somewhat familiar theme. Outstanding work on custom textures and models. Great balance between aesthetics and visibility. Nice angles, movement and clip-brush work. Definitely an operation material!

    Voting manipulation is seriously triggering me, something needs to be done about that. Removing down-voting would be a good counter I think.

  • [CS:GO][WIP] de_yacht (demolition mode)

    • Pivac
    • June 18, 2017 at 12:56 PM

    Stunning visuals, well done. I agree with blackdog that day setting looks and feels better, though.

  • Mapcore's CS:GO Mapping Contest 2017

    • Pivac
    • May 24, 2017 at 12:51 PM

    Alright, I'm not sure if the map I've been working on (de_section) is eligible to enter. I started workng on it in summer of 2015, but it was never released to public in any form, not even greybox. However, I have done a lot of work on it in the meantime.

    Here is the WIP topic of this map:

    According to this rule map should be a valid entry, but I'm still not sure:

    Quote

    Quote [*] Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and art) has not been released for public download. [/list]

    Can someone clarify if this map is eligible to enter or not?

    EDIT: Actually I think I won't be entering this. My map is nearly finished, really wouldn't be fair to others. Good luck everyone!

  • Counter-Strike: Global Offensive

    • Pivac
    • May 24, 2017 at 9:21 AM

    Some great maps there, congrats everyone who got in :)

    A bit sad for Concert, seems like a map that should have been included.

  • Counter-Strike: Global Offensive

    • Pivac
    • April 13, 2017 at 9:42 AM

    I realise that this super low Negev price is just temporary, so that doesn't worry me much. What I don't like is the weapon design decisions Valve are making - a lot of weapons in CS:GO are lowering the skill ceiling, while they should be doing exactly otherwise.

    Players should be inspired to use AK-47s and M4s to practice precise aim and short bursts or tapping. But why would they try to master those skills when they can just run around with P-90, Tec-9 and spam laser beam Negevs.

    Same goes for new map Canals promoting the use of these low-skill weapons and slow but steady degradation of Counter-Strike's fundamental economy system (most important on semi-pro/pro level).

    Bad design decisions on Valve's part.

  • Counter-Strike: Global Offensive

    • Pivac
    • March 20, 2017 at 12:59 PM
    Quote from text_fish

    1 hour ago, text_fish said: I feel like Nuke windows didn't have this oily sheen on them before the shader update:http://images.akamai.steamusercontent.com/ugc/8146894426…C2073B8FFB4A86/

    Yes, some windows are broken currently. I use Nuke window textures on my map and they look extremly bright. I haven't tried recompiling yet, but I guess Valve did recompile Nuke for the shader update.

    Any news on official documentation?

  • totally random texture thread

    • Pivac
    • March 7, 2017 at 10:13 AM

    All these Substance Designer works are inspiring. Such a powerful tool.

  • [CS:GO] de_Transit

    • Pivac
    • March 1, 2017 at 2:33 PM

    Looking great, custom props are lovely. Sewers are perhaps a bit too dark though.

  • You Decide Mapcore's Future

    • Pivac
    • February 21, 2017 at 7:06 PM
    Quote from Quotingmc

    2 hours ago, Quotingmc said:

    On a side note, the title and wording of the poll is a bit strange. Voting on "Mapcore's future" sounds like it is deciding the sites sole focus which is, unless I am reading it wrong, incorrect. May want to at least edit the title.

    I agree, it's a bit confusing what are we voting on. Voted for CS:GO since I'm currenty working on a map for it, but would be nice to see something else alongside CS.

  • Counter-Strike: Global Offensive

    • Pivac
    • February 16, 2017 at 10:06 AM
    Quote from Pivac

    On 04. 02. 2017. at 0:21 AM, Pivac said:

    New update: Dust 2 out, Inferno in Active Duty Pool. Also Dust 2 gets its own category in Casual match search. It is a legendary map after all.

    Nice video from WarOwl on this topic:

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    Also, first high-tier pro matches on Inferno yesterday at Dreamhack Las Vegas. Seems to play similar to old one, still early to judge though.

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