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. Serialmapper

Posts by Serialmapper

  • [WIP] de_aurelia (remake)

    • Serialmapper
    • May 20, 2018 at 2:24 PM

    The old version was strange mixture of styles, predominantly "dust" type. For the updated version i wanted to be a unified theme and the best who fitted what i wanted, was something that i had seen in Italy: sunshine, palm trees, the sea and of course classic architecture like Italian baroque.

    It is a mixture of Italian landscapes that inspired me, not a particular one. I took elements that i liked and adapted them to my map.

  • [WIP] de_aurelia (remake)

    • Serialmapper
    • May 20, 2018 at 7:58 AM

    All right, here are some screenshots. The map was submitted this Thursday and it gathered slowly, 18 "likes", and in like half an hour 14 "dislikes", and it's just a beta version. I sent a report to steam. Gamebanana was way better in handling this kind of issues. Workshop is like wild west.

  • [WIP] de_aurelia (remake)

    • Serialmapper
    • May 19, 2018 at 3:34 PM

    @offtopic

    The map was in the second top position on the workshop today for a while, and then like in half an hour was downvoted 51 positions. Wow! it must be a really crappy map.

  • [WIP] de_aurelia (remake)

    • Serialmapper
    • May 19, 2018 at 1:39 PM

    I uploaded on steam workshop a beta version of my project CS:GO defuse map, de_aurelia.

    This is a remake, represented by a visual and layout upgrade.

    The map is designed for a casual gameplay scenario, above 20 players.

    The theme wants to be some palace from Italy. Why Italy again, simply because there are palm trees, the sun is always shining and last but not least, it was pity not to use some of de_canals's assets. Of course not all of them are stock assets, some of the HD textures are made by me in Substance designer (some of the tiles and the plaster walls).

    I don't want to pollute the forum with screenshots, you will find some on steam workshop. The map still has some visual bugs, rough edges, exploit areas, that i am aware, but they don't impede the gameplay.

    If someone is interested to provide criticism , he or she are welcomed. I'm not in a rush to finish it so please take your time.

    Thank you.


  • Level Design Help Files

    • Serialmapper
    • April 11, 2018 at 8:26 AM

    The default detail.vbsp file is located in the csgo folder, it hasn't been removed at all. I tried to use the ones from l4d2 provided in your link, but they don't work either. In CS:S they work and older versions of source engine, but in CSGO apparently they don't, and i want to find out why.

  • Level Design Help Files

    • Serialmapper
    • April 10, 2018 at 11:24 AM

    bump

  • Level Design Help Files

    • Serialmapper
    • April 8, 2018 at 10:52 AM

    Long story short: Since CSGO has a detail.vbsp file by default and has nice default detailesprites, I would like to use them on my custom blend materials. However from some unknown reason they don't work. Does anyone know how to make them work?

    the vmt i use is:

    "WorldVertexTransition" { "$baseTexture" "nature/hr_c/hr_grass_001_color" "$bumpmap" "grass/hr_grass/grass_a_normals" "$blendmodulatetexture" "nature/hr_c/hr_grass_001_blend"

    "$baseTexture2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_color" "$bumpmap2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_normal" $NEWLAYERBLENDING 1 $BLENDSOFTNESS 0.2 $LAYERBORDERSTRENGTH 0.3 $LAYERBORDEROFFSET 0 $LAYERBORDERSOFTNESS 0.2 $LAYERBORDERTINT "{94 68 47}" "$surfaceprop" "grass" "$surfaceprop2" "gravel" "%detailtype" "detailsprites_house"

    "%keywords" "ground,dirt,blend" }

    the map properties are:

    the default detailsprites are:

  • Counter-Strike: Global Offensive

    • Serialmapper
    • March 30, 2018 at 9:14 AM

    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.

  • [CS:GO][WIP] Sluis

    • Serialmapper
    • March 30, 2018 at 9:04 AM
    Quote from Ties

    22 hours ago, Ties said: this is my first map

    In Hammer? i am asking because it doesn't look like what usually beginners do in terms of geometry quality.

  • [CS:GO] - De_Seed - Final release

    • Serialmapper
    • March 24, 2018 at 10:43 PM

    I like what you did with the displacement generator, you gave me new ideas ;)

    I couldn't help myself and i had imported your heightmap to cryengine 5.4 after resizing it to 256 to approximately match the map size in csgo


  • God of War

    • Serialmapper
    • March 21, 2018 at 9:00 AM

    The main character looks like a long term AAS user :D

  • What I'm Working On

    • Serialmapper
    • March 3, 2018 at 1:58 PM

    Wonderful work!

    there is a radar overview glitch in T spawn, as you can see the image doesn't cover all of it.

  • [WIP] de_biome

    • Serialmapper
    • February 28, 2018 at 10:35 AM

    I read FMPONE's feedback, and it's right if you want to make a perfect, flawless map. However, CSGO (source engine) it's not good for a world simulator (as you know, there are way better graphical engines for that), and when the shooting starts, nobody will care if a certain prop it's a little bit low res, or the clouds are moving or not. These details are noticed primarily by other mappers, the majority of the players are interested in gameplay and frames per second. If they like the gameplay that a map delivers, they will play it over and over again even if it looks like CS1.6.

  • [WIP] de_biome

    • Serialmapper
    • February 24, 2018 at 4:35 PM
    Quote from Serialmapper

    On 11/27/2017 at 8:47 PM, Serialmapper said: So, after you win this contest

    well... i told you ;)

    Congratulations!

  • WIP in WIP, post your level screenshots!

    • Serialmapper
    • February 2, 2018 at 8:28 PM

    @will2k I'm just starting to scratch the surface. You gave me a good idea, but it's a long way until i will be capable to create such a game.

    @blackdog i just followed their official tutorials from youtube.

  • WIP in WIP, post your level screenshots!

    • Serialmapper
    • February 2, 2018 at 3:09 PM

    will2k inspired me to get out of my csgo sdk shell and to try a new engine, i don't have the Dying light game but i tried cry engine sdk . What can i say...i'm hooked :D

    I made my first simple island. The video has a lower resolution than HD but it's good enough for a first attempt.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Best movies you never heard of.

    • Serialmapper
    • January 14, 2018 at 7:49 PM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • de_burg

    • Serialmapper
    • January 8, 2018 at 12:03 AM

    You may adjust it accordingly. That sky texture as you can see is more like a dusk than a sunset so that's why i used 60 for the brightness intensity.

  • de_burg

    • Serialmapper
    • January 7, 2018 at 11:12 PM

    I used a similar sky texture in one of my maps a few years ago. In the picture are the settings that i used for the light_environment to better match the angle and the colour of the light. That sunset light will look pretty on those white walls. Give it a try if you want.

    brightness 244 146 113 60

    ambient 143 176 214 300

    The content cannot be displayed because it is no longer available.

  • [CS:GO] DE_Breach - Released!

    • Serialmapper
    • January 1, 2018 at 4:50 PM

    Realistically speaking, I don't think it will be a stir at all. The other "breach" maps are too old and low quality that they are long forgotten.

Discord

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

Latest Posts

  1. POLYSTRIKE - Finally Announced After Years of Development!

    Mocherad
    August 18, 2026 at 7:52 PM
  2. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 17, 2026 at 1:23 PM
  3. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  4. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  5. Custom Gamemodes Contest

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

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

    Harry Poster
    July 18, 2026 at 11:10 AM
  8. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™