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. jd40

Posts by jd40

  • [CS:GO][WIP] de_sanchez

    • jd40
    • March 27, 2017 at 4:38 PM

    @Bevielis

    Quote

    Quote A chokepoint with the bulldozer could be more defined, cover the prop with a wooden platform from one side?

    Did you mean this?

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

  • [CS:GO][WIP] de_sanchez

    • jd40
    • March 25, 2017 at 8:24 PM
    Quote from Klems

    On 3/24/2017 at 5:02 PM, Klems said: I think if you removed the lighting in the upper area, and increased the lights in the lower area (as well as use a lighter floor texture, these are so 2004) this would improve the look a lot. Some spots would be great. I haven't played the map yet so I don't know if the upper area is walkable or not. Usually area that aren't walkable should have less contrast and should be less lit. Here it's the same color/lighting everywhere so nothing really catch the eye. Just my 2 cents. The second screen is fine but some more rocks and grass wouldn't hurt I guess. EDIT: also add some leaves under the tree

    thanks for the tips! I think it's an improvement, maybe the floor texture is a little too clean

    [Blocked Image: https://i.imgur.com/aIJ4jlZ.jpg]

  • [CS:GO][WIP] de_sanchez

    • jd40
    • March 24, 2017 at 1:27 PM

    Thanks for testing everyone

    Somebody asked about lighting. Here's some screenshots of what I tried so far

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

    [Blocked Image: http://i.imgur.com/P6oNk0y.jpg]

    [Blocked Image: https://i.imgur.com/s1Am5um.jpg]

    That last pic is from yesterdays playtest, but I've increased the sun angle a bit since. The reason I chose this over the second pic is shadow advantage for CTs.

    Other changes:

    • Breakable window on B short is now not breakable
    • CT spawn had some room for optimization but T is as good as it gets
    • Added some wires hanging throughout the map
    • Fixed bombstuck and floating barrel at mid
    • Fixed some clipping and loose nodraws, hopefully more when I get chat transcript or demo
    • Added glowsticks at the bottom of A site elevator shaft.

    The last thing to do left is soundscapes.

  • [CS:GO][WIP] de_sanchez

    • jd40
    • March 19, 2017 at 3:11 PM

    Made a radar image

    [Blocked Image: https://i.imgur.com/g9mwVg0.jpg]

    Scheduled a playtest on 23rd

    Apart from clipping and optimization touchups the map should be pretty much done.

  • [CS:GO][WIP] de_sanchez

    • jd40
    • March 13, 2017 at 12:03 PM

    So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?

    [Blocked Image: http://i.imgur.com/Xu49hQS.jpg]

    [Blocked Image: http://i.imgur.com/Ryo5rpp.jpg]

  • WIP in WIP, post your level screenshots!

    • jd40
    • March 11, 2017 at 5:49 PM

    [Blocked Image: http://i.imgur.com/UbpmZD0.jpg]

    [Blocked Image: http://i.imgur.com/vmpBr84.jpg]

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

  • MapCore CS:GO Playtesting 5.0

    • jd40
    • January 17, 2017 at 12:00 AM
    Quote from Terri

    21 minutes ago, Terri said: I wrote the program so that it would convert it to grey scale, and decrease contrast to get the best view of the heatmaps :)

    This was just the first one that got unpacked from the bsp and then flattened in this way

    Added a flowmap to your folder but its offset, maybe this is an old radar that's still packed?

    Oh I had a separate spectate radar in there. Thought there was some automated tool that makes good looking radars for a second there :(

  • MapCore CS:GO Playtesting 5.0

    • jd40
    • January 16, 2017 at 10:08 PM

    @Terri, @Vaya I gotta ask about those heatmaps. Are they entirely auto generated or do you make a custom radar for it? Because the heatmap I got had a much better radar image than the one I packed into the map.

  • [CS:GO][WIP] de_sanchez

    • jd40
    • January 3, 2017 at 2:31 PM
    Quote from Vaya

    4 hours ago, Vaya said: Did you add any horizontal hints? That's what this map needs more than anything. I'll review whats being rendered tonight :)

    yeah I filled up the game area with horizontal hints but I'm thinking I made them too high and they see into far off vertical hints.

  • [CS:GO][WIP] de_sanchez

    • jd40
    • January 2, 2017 at 9:59 PM

    Post playtest changelog:

    -Blocked off some annoying angles

    -Removed minecart on B site

    [Blocked Image: http://i.imgur.com/7jnbHXE.jpg]

    -B short is now detailed and it's a lot more open (gotta add a lamp or something for visibility)

    [Blocked Image: http://i.imgur.com/ORGB3SG.jpg]

    -Fixed most bugs I remembered (fade distance on some props, broken displacements, ...)

    -Experimenting with some blend textures (new detailed area above)

    TODO: all interiors, some minor stuff around CT spawn, further optimization, 3d skybox, visibility tweaks. Hopefully get this done by the end of 2017 lol.

    I've added some hints now so performance should be a bit better. It's on workshop. Would be great if someone who had performance problems on the last playtest could check how it runs now.

  • WIP in WIP, post your level screenshots!

    • jd40
    • December 31, 2016 at 4:37 PM
    Quote from Freaky_Banana

    On 12/31/2016 at 5:25 PM, Freaky_Banana said: Where are those rocks in the back from ? I really like those !

    I recognize those, new inferno

  • [CS:GO][WIP] de_sanchez

    • jd40
    • December 24, 2016 at 9:15 PM

    Haven't done much since I took those pics ^ but going for a playtest on 29th

  • Hey mapcore, what's your "comfort" game?

    • jd40
    • December 11, 2016 at 3:43 PM

    Counter strike source and the gamemodes like bhop, surf, mg, deathrun.

    csgo never had the charm of good old fullbright surf maps.

  • MapCore CS:GO Playtesting 5.0

    • jd40
    • November 27, 2016 at 8:49 PM
    Quote from baem123

    3 hours ago, baem123 said: i didnt read mapcore for some time, but today i remembered, that there should be a playtest today.

    sad to see that this playtesting section is no longer active like it was some month ago. there were always 2 maps at every playtesting day and the server was full.

    hope you get more submissions again in the future.

    uni/school has started :(

  • [CS:GO][WIP] de_sanchez

    • jd40
    • November 3, 2016 at 5:32 PM
    Quote from El Moroes

    38 minutes ago, El Moroes said: Looks interesting and well detailed but I'm a bit afraid about the visibilité ;)

    Yeah it's a disaster I need to play with sun brightness and exposure a bit

  • [CS:GO][WIP] de_sanchez

    • jd40
    • November 3, 2016 at 4:13 PM

    Here's some compiled pics

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

    [Blocked Image: http://i.imgur.com/1eAkv84.jpg]

    [Blocked Image: http://i.imgur.com/X1YWcyS.jpg]

  • [CS:GO][WIP] de_sanchez

    • jd40
    • September 30, 2016 at 11:56 PM

    Update

    I've been using subdivide a lot for this map, it's magic.

    [Blocked Image: http://i.imgur.com/LMMio2G.gif]

    [Blocked Image: http://i.imgur.com/jJvruLj.png]

    [Blocked Image: http://i.imgur.com/8JDJYfH.png]

    [Blocked Image: http://i.imgur.com/7UGHElM.png]

    I got T spawn done, and part of CT.

    [Blocked Image: http://i.imgur.com/5DSVrxe.png]

    (circled: visibility problems) I know people complained about visibility a lot on the playtests- I did try to address this but not too sure how successful it was.

    Added a lamp at A long[Blocked Image: http://i.imgur.com/MXXScLM.png]

    Brighter/cleaner textures at mid

    [Blocked Image: http://i.imgur.com/yclbj8s.png]

    [Blocked Image: http://i.imgur.com/fGLpSO5.png]

    I'm still using the optimization disaster stone wall :P But I did recolor the stonepath decal to match it.


    I've changed up B too. The mineshaft was really annoying to play. Mid is unchanged and Ts can still get to B from mid unchallenged.

    [Blocked Image: http://i.imgur.com/zUWFQVY.png]

    [Blocked Image: http://i.imgur.com/YahMqbq.png]

    [Blocked Image: http://i.imgur.com/Aoh3bXM.png]


    This was originally going to be a desert cowboy town but then turned more into a northern mining town. So maybe a name change wouldn't hurt, something like de_goldfield ? Sanchez is pretty cachy tho might just keep that even tho it's not mexican/southern at all.

  • [CS:GO][WIP] de_sanchez

    • jd40
    • August 31, 2016 at 5:44 PM

    Scheduled the playtest on sunday.

    Compiled it from old placeholder light_env and sky so they don't even match, and the light is a bit on the dark side. It should do for a playtest tho.

  • [CS:GO][WIP] de_sanchez

    • jd40
    • August 31, 2016 at 12:43 AM

    Been mapping a bit lately. Don't have any pretty compile pics because I haven't decided on time of day yet, might go for night. Here's some wip:

    Some scenery outside B site

    [Blocked Image: http://i.imgur.com/Pg8L9K5.png]

    Mid:

    [Blocked Image: http://i.imgur.com/vway2Ob.jpg]

    And here's a crazy new idea for B

    [Blocked Image: http://i.imgur.com/7UIbA9h.jpg]

    There's a ladder going down into a mineshaft which comes out into a ramp leading to B site. The ramp is quite deep and the headpeeks might be a bit much tho.

  • [CS:GO][WIP] de_sanchez

    • jd40
    • June 23, 2016 at 12:37 AM

    Wow thanks, that's some feedback.

    I've actually fixed some of the problems you listed straight after the playtest including b entry and (5) sightline. Interestingly I also extended CT spawn exactly like you posted. Moved T spawn back too, to widen the timings a bit.

    I was about to dig into mid and make it more traditional but I think I'll keep it like this for now. Maybe I'll add some kind of overpass toilets thing to make the area more interesting.

Discord

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

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

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

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

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

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

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

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

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

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

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™