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  2. JakHalz

Posts by JakHalz

  • VBSP Crashes

    • JakHalz
    • July 21, 2017 at 11:28 AM

    Hi there,

    I wanted to update some older Insurgency maps, but I've noticed that every map with env_cubemaps enabled in the visgroups, Hammer crashes during compile at: fixing up env_cubemap materials on brush sides. When the cubemaps are disabled in the visgroup, it just compiles fine.

    Pretty annoying and the same happends when I try it with NWI their stock maps aswell. Nothing works, so I'm a little out of options to solve this issue.

  • Westwall

    • JakHalz
    • December 20, 2016 at 10:35 AM

    About the AI die in the barbwires. You can compile a version with playerclip brush around the barbwires and generate a nav file and use that one for your actual version of your map.

  • Soundscape Problem

    • JakHalz
    • December 17, 2016 at 8:42 PM

    The actual path I mentioned before was right, but in the script you have to remove

    doi/sound/

    So the path in the script begins with:

    soundscape\ambience\wind_cold_ambience_01.wav


    My fault I wasnt clear enough ;)

  • Day of Infamy Mapping Contest Discussion

    • JakHalz
    • December 17, 2016 at 7:10 PM

    Strange.. mine always work with vtf and a vmt file in materials/overviews and a txt file in resource/overviews. But after all it's fixed for you! :)

  • Day of Infamy Mapping Contest Discussion

    • JakHalz
    • December 17, 2016 at 6:39 PM

    You checked the right path to the image in the vmt and the .txt file?

  • Soundscape Problem

    • JakHalz
    • November 21, 2016 at 5:33 PM

    env_soundscape_triggerable is used with a trigger brush.

    I always use env_soundscape and the env_soundscape_proxy.

    For a small test, just copy paste my previous post. Edit the "int.building01" to "cpt1.inside" and name the text file soundscapes_yourmapname.txt Placed in your scripts folder.

    What you have in your txt file now; ("wave" "captainrespawn_repo/wind_cold_ambience_01.wav") Doesn't work because the path to the sound is doi/sound/soundscape/ambience/ wind_cold_ambience_01.wav.

    DSP settings is also important. Some of the soundmixers are for large indoor areas, while others are more suited for outside.

    If you like the sounds of a specific stock map, look into that soundscapes.txt file to have an idea to start with. Pick 1-3 ambient sounds as a base to use for outdoor/indoor and play around with the volumes (1.0) is max ;) Once you're happy you can add some background sound like the thunderstorm, birds, tank shots etc.

    Take your time with it... because one { or " missing can lead to silence ;)

  • Day of Infamy Mapping Contest WIP Thread

    • JakHalz
    • November 19, 2016 at 7:29 PM

    @modtools

    Create for each gamemode a .vmt file (westwall_offensive_0.vmt, westwall_liberation_0.vmt, etc...)

    With;

    "UnlitGeneric" { "$basetexture" "vgui/loading_screens/westwall_offensive_0" "$vertexcolor" 1 "$vertexalpha" 1 "$ignorez" 1 "$no_fullbright" "1" "$nolod" "1" }

    - Export with GCFScape a stock loadingscreen - Open in Photoshop. - Drag your image over the stock one. - Save as TGA and make a VTF named; westwall_offensive_0 - Place everything in materials/vgui/loading_screens.

    That worked for me :)

  • Soundscape Problem

    • JakHalz
    • November 18, 2016 at 3:34 PM

    Setting up the sounds for your map can be time consuming. ;)

    Place a env_soundscape (example: entrance building) Properties; Name - (example) Interior Building Soundscape - (example)int.building01

    For other entrances of the same building, use env_soundscape_proxy. Properties; Soundscape Entity - (example)int.building01

    You have to make a .txt file placed in the scripts folder, named like; soundscapes_yourmapname.txt

    In the .txt file it can be something like this:

    //Interior Building

    "int.building01" {

    // *** DSP settings *** //

    "dsp" "41" "dsp_spatial" "146" "dsp_volume" "4.0" "fadetime" "2.0"

    "soundmixer" "min_int_lobby"

    // *** Ambience Looping Sounds *** //

    // Interior Ambience "playlooping" { "volume" "0.1" //0.6 "pitch" "90" "wave" "soundscape\ambience\city_indoors_ambience_01.wav" }

    // *** Random Sounds *** //

    // Distant Thunderstorm "playrandom" { "time" "20,40" "volume" "0.2,0.3" "pitch" "80,105" "position" "random" "soundlevel" "SNDLVL_150dB" "rndwave" { "wave" ")soundscape\emitters\Oneshot\thunderstorm_distant_01.ogg" "wave" ")soundscape\emitters\Oneshot\thunderstorm_distant_02.ogg" "wave" ")soundscape\emitters\Oneshot\thunderstorm_distant_03.ogg" "wave" ")soundscape\emitters\Oneshot\thunderstorm_close_01.ogg" "wave" ")soundscape\emitters\Oneshot\thunderstorm_close_02.ogg" } } }

    For each section in your map you have to do this. Ofcourse you can use your int.building01 soundscape for multiple buildings but be aware that you copy the env_soundscape_proxy and NOT the env_soundscape.

    Take a look at the stock scripts for some ideas to get.

    I hope this helps you a little.

  • Soundscape Problem

    • JakHalz
    • November 15, 2016 at 8:26 AM

    Maybe I understand the question in a wrong way.. But the soundscapes can be found in the doi_sound_dir.vpk. Look into a stock soundscape script and based on that, make your own script with the desired sounds.

  • Day of Infamy Mapping Contest WIP Thread

    • JakHalz
    • November 10, 2016 at 11:11 AM

    For those who uses the Blitz trucks, I've editted the vtf of the glass model a little. So now you can see through. :) Unfortunately you still have to use the stock glass for the med. truck because of the texture issue inside.

    https://www.dropbox.com/s/e8czj1ou4jwqqom/Blitz Truck Glass.rar?dl=0

  • Day of Infamy Mapping Contest Discussion

    • JakHalz
    • November 8, 2016 at 4:07 PM

    Fill in at "print name" in your control point entity

  • Kruppstahl

    • JakHalz
    • October 31, 2016 at 10:24 PM
    Quote from paranoidMonkey

    2 hours ago, paranoidMonkey said: Really nice!

    A little more detail on the skybox wouldn't hurt thou.

    Because of the fog end distance, not everything will be visible. Most "details" are pine trees, but maybe I will add some overflying bombers. Im not sure how to do this with a flyover sound. Would be nice to parent a ambient generic with the bombermodel along the path track entity, but I believe that is not possible in Source.

    Map is uploaded to the workshop for testing. http://steamcommunity.com/sharedfiles/fi…s/?id=791132858

  • Sign up to playtest your contest maps!

    • JakHalz
    • October 31, 2016 at 10:15 PM

    Just uploaded my Alpha(test) version to the workshop

    http://steamcommunity.com/sharedfiles/fi…s/?id=791132858

    Gamemodes: Offensive & Liberation

  • Kruppstahl

    • JakHalz
    • October 30, 2016 at 8:06 AM
    Quote from voyager

    On 28-10-2016 at 8:37 AM, voyager said: Pretty nice, show more screenshots please.

    Here some other screenshots :)

    Map is pretty far in progress now. There are some areas that needs a little more detail/props, but I dont want to go too far to keep the framerates good. Also the gameplay hasn't been tested yet, so I expect some tweaking in the objectives.

    Are there any tutorials about making a overview map as they have in the stock maps? Or does this need to be drawn with a pen/tablet(which I dont have)

  • Kruppstahl

    • JakHalz
    • October 25, 2016 at 4:19 PM

    Thanks!

    Indeed, not all the colors show up nice like the way I want. My color corrector is allready at 0.2 maximum weight. I will test without the corrector to see what it does..

  • Kruppstahl

    • JakHalz
    • October 25, 2016 at 9:14 AM

    Kruppstahl is a fictional map somewere in Germany. This map hasn't any destroyed buildings because I wanted to keep the optimization and not everything in WWII was bombed. The middle part of the map is a vehicle/tank factory building surrounded by a mountainous scenery. I always have an attraction to Industrial environments. Around the factory will have some long range combat, while in the factory it will have some close range combat.

    I dont know which mode I'll send the map to the contest, but for now I have Liberation and Offensive. Im not sure how exactly fit in the Frontline mode, since my map has open spaces at the area's were the spawns are for the other 2 game modes. I havent played DOI much online yet, but I thought it had some sort of Strike mode from INS, and I kept that thought while I was building Kruppstahl.

    Here some screens:


  • Day of Infamy Mapping Contest Discussion

    • JakHalz
    • October 24, 2016 at 8:31 PM

    Hi there.. I havent a thread of my entry for the contest(will make 1 asap :) ) I have a question about the sounds for the soundscapes in the textfile.

    How do you have to point out the paths to the CSGO and DOD sounds in the soundscapes_mapname.txt file? Or isnt this working this way?

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