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  3. Serialmapper

Posts by Serialmapper

  • [CS2] Valley

    • Serialmapper
    • June 22, 2026 at 11:56 AM

    Many years ago I tried to make a map with Petra for cs1.6, but the engine and my mapping skills at the time did not made it possible.

    Thank you for making it. It's truly awesome.

  • de_island (remake)

    • Serialmapper
    • May 30, 2025 at 9:25 PM

    I had changed the map´s theme to a winter one.

  • Any of the old guard still around? D:

    • Serialmapper
    • May 28, 2025 at 9:06 PM

    The forum is basically dead. They are all on discord.

  • de_barranco [WIP]

    • Serialmapper
    • February 25, 2025 at 9:47 PM

    Since my map didn´t passed to the last stage of the contest, i want to offer to whom it might be interested, the custom assets that i made for this map, namely the windows and the doors.

    All the models are tintable, one of them has two skins. Download link: https://drive.google.com/file/d/12y0iZj…iew?usp=sharing

    I made them in Blender and Substance Designer.

    The other models like the rocks and some of the vegetation are from Quixel Megascans. For the walls, ground and tiles i used textures from the same source and also textures.com , modified ,of course, to suit the theme.

    I´m not a profesional 3D artist, neither i aspire to be, my intention was to see how far i can reach, competing with profesional artists and other talented hobbyists, and also to improve my knowledges about the source 2 engine.

    ps

    watching my map being analyzed by real experts and self appointed ones i kept hearing that the buildings look flat. Well, if one day you will visit puerto de Agaete, many of the old buildings have just paint instead of trims. Of course there are buildings with more relief and splendid architecture, but i know my limitations and wanted to make my life easier 😁.

    I also changed the skybox material from the initial sunny one to cloudier one because it gave weird reflections of the sun where it wasn´t supposed to be, and in some parts, there were two suns reflected, and besides, in the north of the island it´s mostly cloudy.

  • Big Adventures Contest TOP 10 FINALISTS

    • Serialmapper
    • February 23, 2025 at 5:31 PM

    Congratulation to the finalists. It was an honor to receive feedback from counter strike experts.

  • Counter-Strike 2 Workshop Q&A

    • Serialmapper
    • February 8, 2025 at 11:32 PM

    how to add place names/ callouts?

    answer: env_cs_place

    I found a tutorial in spanish but it´s very explicit so you don´t need to know the language

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  • Counter-Strike 2 Workshop Q&A

    • Serialmapper
    • February 8, 2025 at 1:52 PM

    how to make Custom loading screen for maps in Counter-Strike 2 ? (thanks @Geno)

    answer: https://gamebanana.com/tuts/18319

  • Counter-Strike 2 Workshop Q&A

    • Serialmapper
    • January 12, 2025 at 8:05 PM

    How to create a custom cookie (thanks to @Slimek ):

    1. In your custom addon folder create the following folders materials/effects/lightcookies , their name and order it´s important otherwise it won´t work.

    2. Create your desired image that you want to project as tga (targa) an place it in the folder "lightcookies"

    3. Using notepad or notepad++ ,create a vtex file using this code:

    <!-- dmx encoding keyvalues2_noids 1 format vtex 1 --> "CDmeVtex" { "m_inputTextureArray" "element_array" [ "CDmeInputTexture" { "m_name" "string" "InputTexture0" "m_fileName" "string" "materials/effects/lightcookies/stained_glass_01.tga" "m_colorSpace" "string" "srgb" "m_typeString" "string" "2D" "m_imageProcessorArray" "element_array" [ "CDmeImageProcessor" { "m_algorithm" "string" "None" "m_stringArg" "string" "" "m_vFloat4Arg" "vector4" "0 0 0 0" } ] } ] "m_outputTypeString" "string" "2D" "m_outputFormat" "string" "BGRA8888" "m_outputClearColor" "vector4" "0 0 0 0" "m_nOutputMinDimension" "int" "0" "m_nOutputMaxDimension" "int" "0" "m_textureOutputChannelArray" "element_array" [ "CDmeTextureOutputChannel" { "m_inputTextureArray" "string_array" [ "InputTexture0" ] "m_srcChannels" "string" "rgba" "m_dstChannels" "string" "rgba" "m_mipAlgorithm" "CDmeImageProcessor" { "m_algorithm" "string" "Box" "m_stringArg" "string" "" "m_vFloat4Arg" "vector4" "0 0 0 0" } "m_outputColorSpace" "string" "srgb" } ] "m_vClamp" "vector3" "0 0 0" "m_bNoLod" "bool" "1" }

    4. Now you can apply it to a light_barn entity and set the light to dynamic in order to behave properly ( to project and maintain its shape).

    [Blocked Image: https://i.imgur.com/tulqyAO.png]

  • Counter-Strike 2 Workshop Q&A

    • Serialmapper
    • December 28, 2024 at 2:19 PM
    Quote from Radix

    On 4/15/2024 at 10:45 PM, Radix said: Question: How to achieve a seamless transition between the water in your map an the water in the skybox? (like in de_anubis)

    de_anubis water uses a material that fades at a certain distance in the skybox.

    How to make a water material that fades at the distance you want:

    1. make a water material using the "CSGO water fancy" shader, or decompile a water material using the source2viewer (i did the last method since i had no ideea how the shader really worked)

    2. in your fancy water material settings look for these parameters:

    [Blocked Image: https://i.imgur.com/3RjQVu8.png]

    Those values don´t have to be equal, or the mesh a square, they just dictate the distance from the center of the editor to where the material fades into the skybox.

    [Blocked Image: https://i.imgur.com/bSOyv89.png]

    3. Place a big cubemap or a combined light probe volume on your water.

    4. do not place other materials besides nodraw or solidblocklight beneath the water in the distance.

    Here are some results: the first is the desired one, the others if you place other materials beneath the water in the distance. (Also in the 3d skybox map place a cubemap or a combine light probe cubemap right in the center of the skycamera, end extend it to cover all the water´s surface.)

    [Blocked Image: https://i.imgur.com/HKgzD7A.jpg]

    [Blocked Image: https://i.imgur.com/8RAnk4b.jpg]

    [Blocked Image: https://i.imgur.com/go8KcCn.jpg]

  • de_barranco [WIP]

    • Serialmapper
    • December 15, 2024 at 6:42 PM

    de_barranco was updated on the steamworkshop

    here are some pictures of before/after

    [Blocked Image: https://i.imgur.com/JndskJA.jpg]

    [Blocked Image: https://i.imgur.com/2pCksIU.jpg]

    [Blocked Image: https://i.imgur.com/kOneUip.jpg]

    [Blocked Image: https://i.imgur.com/1dIbd2F.jpg]

    [Blocked Image: https://i.imgur.com/Y0cyaGq.jpg]

    [Blocked Image: https://i.imgur.com/eZZjSI2.jpg]

    [Blocked Image: https://i.imgur.com/WjCn41x.jpg]

    [Blocked Image: https://i.imgur.com/2PmvaJs.jpg]

    [Blocked Image: https://i.imgur.com/FkJKNLM.jpg]

    [Blocked Image: https://i.imgur.com/1MGqbcC.jpg]

  • Hammer CS2 Crashes.

    • Serialmapper
    • October 10, 2024 at 9:04 PM

    if you are using nvidia, install the latest studio driver version, also check the file integrity of the cs2/tools

  • de_barranco [WIP]

    • Serialmapper
    • October 6, 2024 at 3:00 PM

    [Blocked Image: https://i.imgur.com/ghpOEdG.jpg]

    [Blocked Image: https://i.imgur.com/yUO4wgg.jpg]

    [Blocked Image: https://i.imgur.com/Uu6klDB.jpg]

    [Blocked Image: https://i.imgur.com/7fH2ubG.jpg]

  • de_barranco [WIP]

    • Serialmapper
    • September 28, 2024 at 9:07 PM

    some art

    [Blocked Image: https://i.imgur.com/hvy2y44.jpg]

    [Blocked Image: https://i.imgur.com/l9qKTUJ.jpg]

  • de_barranco [WIP]

    • Serialmapper
    • September 19, 2024 at 9:14 PM

    After 21 matches in 2 weeks on the mapcore hubs and various updates here are the stats:

    [Blocked Image: https://i.imgur.com/P3kCm46.png]

  • de_barranco [WIP]

    • Serialmapper
    • September 16, 2024 at 11:03 PM

    Updated the canal area for hopefully a more fluid gameplay

  • de_barranco [WIP]

    • Serialmapper
    • September 15, 2024 at 8:18 PM

    it was, but i had corrected it with the today´s update.

  • de_barranco [WIP]

    • Serialmapper
    • September 8, 2024 at 2:01 PM

    I had updated the map:

    lowered the bridge by 32 units to attenuate the verticality

    replaced the crates with stairs at balcony/heaven site A

  • de_barranco [WIP]

    • Serialmapper
    • September 7, 2024 at 1:10 PM

    After the yesterday´s testing i had adjusted some angles in A site and around A site.

  • de_barranco [WIP]

    • Serialmapper
    • August 31, 2024 at 12:13 PM

    for me no to forget, because that discord thing makes me dizzy

    Group 2 (06.09.-20.09., 20.12.-27.12.): Barranco Canopy Echolab Elevation Fore Stronghold Timber

    some art

    [Blocked Image: https://i.imgur.com/t1PYolB.png]

  • [CS2] Big Adventure Mapping Contest

    • Serialmapper
    • August 18, 2024 at 5:39 PM

    and now the fun part will begin...

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