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. grapen

Posts by grapen

  • Overwatch

    • grapen
    • December 30, 2016 at 9:34 PM
    Quote from Jetsetlemming

    28 minutes ago, Jetsetlemming said: My headshots with Zenyatta are a lot more consistent than with McCree due to the lack of recoil, plus the hitbox advantage on projectile weapons. At 120 damage per headshot (assuming Discord orb), that's enough to double tap most heroes. Again, while healing 30 points per second while doing it.

    Personal experiences aside, headshots with hit scan will be more consistent than projectile, given that skilled players jiggle strife and jump at random. An unprotected squishie will be (range) bursted by McCree, which is his strength. Zenyattas healing is moot since he dies within the second or two it takes to kill him in a duel.

    Quote from Jetsetlemming

    31 minutes ago, Jetsetlemming said: Instead, a more useful comparison might be to stretch out their damage over time, to look at consistency: Zenyatta has 20 shots per reload, takes eight seconds to shoot them all out (at 2.5 balls per second). With discord, that's 1200 damage. Without (this is mostly for hitting Reinhardt shields), 960. Reload time is two seconds, so the full time for that damage is ten seconds. Range isn't a factor, which means Zenyatta can stay safely behind all those layers of shields and away from Roadhog's hook.

    McCree, if he's within 22 meters of his target does 70 damage per shot, or 420 per reload. Takes him three seconds to unload, another 1.5 to reload. 420 damage per 4.5 seconds means ~930 damage over ten seconds. For Fan the Hammer, the range is reduced to 18 meters, and the damage per shot is reduced to 45, so 270 damage per unload, over 2/3 of a second, taking 1.5 seconds to reload. That's 1244 damage per ten seconds, which just beats Zenyatta's damage with discord but at the cost of increased risk, both because of the range and because of the enormous downtime between bursts of damage creating easy opportunities for the enemy to respond (which is why I didn't factor in the combat roll: Its cooldown is eight seconds so it isn't a huge increase anyway, but more importantly you'll need it for emergencies). Soldier 76 does slightly more damage (1272) over the ten seconds, but also has his heal ability and can stand up to 30 meters back while doing so.

    It's not really a reasonable comparison when McCrees strength lies in bursting, shredding armor and zoning (somewhat). You point out the reason for him to be out of the meta though, since shields and big HP pools are effective against his kit, unlike S76's peeling style. A McCree that isn't hitting his headshots frequently is of low caliber, and Blizzard can't balance based off these guys. That's why they nerfed his falloff distance, since skilled McCrees were one-taping from across the map.

    When the squishies return, McCree will be out in full force doing what he does best. Deleting Tracers, Genjis, Zenyattas, Lucios etc.

  • Overwatch

    • grapen
    • December 30, 2016 at 6:54 PM
    Quote from Jetsetlemming

    On 2016-12-28 at 6:15 PM, Jetsetlemming said: McCree, for example, has 160 dps. Zenyatta has 150 dps, and can heal 30 hp/s while doing it.

    Well, McCree can do 280 damage in one second when you double headshot and am within falloff. That kills most heroes and is relatively easy to pull off since he's hitscan. A double headshot from Zenyatta would be 184, but doing that against players who know what's best for them and don't strafe in a single direction won't be consistent.

  • The random model thread!

    • grapen
    • December 30, 2016 at 5:10 PM
    Quote from Sigma

    1 hour ago, Sigma said: @grapen: I havn't done foliage, so take this with a grain of salt. But my opinion is that by creating hedges the way you have done, it still looks very unnatural because the sporadic foliage that does stick out is still too uniform in both shape and size. I think you could probably achieve a better outcome using multiple planes with transparency settings and rotating them to more-or-less fit your desired shape (but not perfectly to suggest it was cut by hand without perfect measurement). You could still use an interior plane to prevent transparency from going all the way through. The other thing I think may be inhibiting your hedge is the size of the leaves themselves. For a hedge, those are some huge leaves I think. Just my $ 0.02 on this one. Maybe yours will look better when paired with other hedges and I'm just full of it.

    Thanks for the input! I agree that it's not the greatest I've seen, but I think it'll have to do for now as I'm strapped for time and have so many other props to make. I'll consider your technique if I ever redo the model or make more foliage! Here's an environment shot for scale, I think the leaf size works, I've seen all kinds of sizes out there on Google :D

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


    EDIT:

    Here's a comparison with Valve's hedge that I think utlize the technique you mention, but seems to suffer from its own problems :D

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

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • December 30, 2016 at 4:47 PM

    Awww yeah! Thanks guys, I'll credit all the random, bullshit one taps through the hedge to you, 50% of players will love it :D

  • what was your favourite / most inspiring map

    • grapen
    • December 30, 2016 at 7:44 AM

    [Blocked Image: http://vignette4.wikia.nocookie.net/darksouls/images/6/6c/Undead_Burg.jpg/revision/latest?cb=20160526121909]

    This place man. It looks so bad, yet so great. Plays frustratingly, yet amazing.

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • December 30, 2016 at 6:44 AM
    Quote from Squad

    6 hours ago, Squad said: I made a test map to try out some things myself (many you probably tried too). The closest I got to what you need is a 1 unit func_detail covered with nodraw (combined with a grenade clip brush to bounce of nades). It does everything, except it's around 50% penetrable.

    I'm guessing that the ability of an entity/tool texture/whatever to block flashbangs is directly linked to its solidity.

    This sure seems to be the most viable solution. I found these numbers (roughly) in terms of penetration, within falloff distance for a 1 unit nodraw:

    P2000 - 47% loss M4A4 - 25% loss Deagle - 25% loss AWP - 20% loss

    Meanwhile, grass or dirt stops 68% of the P2000 damage. Thanks, case closed! :)

  • Counter-Strike: Global Offensive

    • grapen
    • December 29, 2016 at 10:53 PM

    Things sure changed since the days of Geekboys Frag or Die.

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • December 29, 2016 at 4:52 PM

    Here's the situation. I have this hedge (below). I need it to tick the following boxes:

    1. Block flashbangs
    2. Be 100% penetrable
    3. Block LoS for bots and player names
    4. Bounce nades

    I can't seem to make 1 and 2 work together. If I give the prop a thin collision mesh with grass as surfaceprop, it's going to soak a whole bunch of damage, more than the player would probably expect. It does all the rest though. A nodraw func_detail on the other hand will do everything except block flashbangs. Please tell me there's a simple solution to this that I've missed? I've gone through all the tooltextures to no avail. Worst case scenario is that I go with collision mesh.

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

  • The random model thread!

    • grapen
    • December 29, 2016 at 2:43 PM
    Quote from tomm

    51 minutes ago, tomm said: why not brighten up the alpha planes and use a single darkened rectangle behind? the thing is you're duplicating the entire mesh with little to no gain.

    but what do I know, I'm no foliage expert :|

    No no, not the entire mesh, only about 100 tri's :) the outer layer casts shadows and adds depth to the inner layer. This is my first attempt at making foliage so I'm no expert either, just trying to figure out what the pro's are doing.

    Currently weighting in at exactly 1000 tri's (wut). I added a simple plane "ridge" along the top so that it would'nt look so straight and unnatural. I think it helped some.

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

  • The random model thread!

    • grapen
    • December 29, 2016 at 1:27 PM
    Quote from text_fish

    29 minutes ago, text_fish said: I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other.

    Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly. If you do stick with quads you could also bend them along the middle edge to give the leaves some shape?

    You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective.

    Good call. The horizontal gradient is subtle but does good. OLD vs NEW:

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

    I'll see what else I can do to improve the leaves.

    I was able to make the separate branches into tri's like you suggested, that chopped off 700 tri's (!)


    Quote from tomm

    21 minutes ago, tomm said: I'd only use a single rectangle with a flat diffuse, it doesn't make much of a difference with the additional one, only adds up geo.

    [Blocked Image: https://data.simonschreibt.de/gat022/0909_500.jpg]

    [Blocked Image: https://data.simonschreibt.de/gat022/1109_500.jpg]

    sauce: https://simonschreibt.de/gat/airborn-trees/

    Yeah I based the hedge off this technique. Don't think I agree that it makes no difference with an additional rectangle though. The outer one has a separate texture with a different seed and transparency, the inner is darker and has no transparency so that the player can't see through the hedge (important on this case). The difference in depth was great and the cost is negligible.

  • The random model thread!

    • grapen
    • December 29, 2016 at 12:34 PM

    @tomm thanks for the crit. I duplicated the main rectangle, shrunk it and gave the outer one a slightly brighter texture with some alpha. This helped with depth. Regarding tri's, see the solid below, I'd love tips on cheaper techniques. I made the leaves in substance, I'll try my best to improve them.

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

  • The random model thread!

    • grapen
    • December 29, 2016 at 11:17 AM

    Trying to make this hedge look right. Not exactly feeling it right now. Any ideas? More contrast? It's possible to adjust individual material hdr in lights.rad right? Haven't figured that out yet. 2250 tri's atm.

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

  • Need serious help compiling my map

    • grapen
    • December 29, 2016 at 7:56 AM

    BSP and VIS:

    $bsp_exe -game $gamedir $path\$file $vis_exe -fast -game $gamedir $path\$file

    (remove -fast for full compile)

    VRAD:

    (FAST) $light_exe -bounce 2 -noextra -game $gamedir $path\$file (HDR) $light_exe -threads 6 -TextureShadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file (FINAL): $light_exe -threads 6 -TextureShadows -final -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file

    (optional: -lights custom.rad)

    Might or might not want to use -threads depending on your CPU and if you want to use it or not while compiling.

  • FINAL FANTASY XV

    • grapen
    • December 26, 2016 at 10:11 PM

    Less than a month into release and the producer wants to rewrite the second half of the game. Has this happened to a AAA game before? On one hand it's unexpected, on the other I kind of felt they had to do something about how bad chapter 13 is.

  • What's your 2016 GOTY?

    • grapen
    • December 15, 2016 at 9:15 PM

    Multiplayer: Overwatch

    Singleplayer: FFXV

    Yesteryear it was Bloodborne, all categories.

  • WIP in WIP, post your level screenshots!

    • grapen
    • December 15, 2016 at 9:11 PM
    Quote from Roald

    3 hours ago, Roald said: somehow the lights are really pixel. I gotta fix that.

    Set the light_spot "Constant" to 5000 and "Inner (bright) angle" to something low like 0 or 5. Also lower the lightmap scale on the wall brush face to something like 4. Now you're good to go.

  • What shadows in CSGO maps are intentionally placed for visibility/gameplay purposes

    • grapen
    • December 15, 2016 at 8:29 PM

    The light direction on dust2 has remained unchanged since 2001, before dynamic shadows were a thing. So the A long doors example is an afterthought entirely.

    Now that we've debunked that, I think it's OK to give CT's the dynamic shadow advantage, so long as it's far from the sites, as with the A long doors example or mid doors. A CT pushing out that far takes a risk, but gains some reward for doing it. Giving the same advantage at the choke from tunnel entrance to B would be bullshit though. No risk, huge reward. Valve included a tree there for added shadows to the entrance area, and I think that was by gameplay design, not aestethics (entirely), though I'm just speculating at this point. Catwalk is an interesting exception, but due to the railing, CT's on site won't be able to see the shadows.

    I definitely consider these things when I design for CS:GO.

  • Overwatch

    • grapen
    • December 13, 2016 at 7:06 PM

    Game's great in season 3. I'm just sad I can't play competitive with my friends because I'm much higher ranked than them. J/k, I made a new account so I could do it anyway. Bad restrictions are bad though, it's doing more harm than good.

    Hyped about the christmas event!

  • [CS:GO][WIP] Trailerpark

    • grapen
    • December 13, 2016 at 7:01 PM

    Pretty positive those houses on stilts are for areas that suffer from a lot of floods? If there were height difference they could probably make sense. I don't know enough about Nevada or the surrounding states to say.

    I like the mountains. Flat texture or mesh?

  • Counter-Strike: Global Offensive

    • grapen
    • December 8, 2016 at 6:17 PM

    That's exactly why it's interesting :) Because of the consequences.

    The chance at exceedingly rare items is highly likely to be 0.128% or slightly higher, below 0.2%. A very, very, very small percentage of CS players have seen the math that points to this. Most people have no idea, many of which would be turned off by bullshit (personal opinion) rates.

    Quote from Squad

    1 minute ago, Squad said: Any more info about that?

    Here's some data on 10k openings from one and the same person: https://docs.google.com/spreadsheets/d…BP18jiHv8a0N7M/

Discord

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

Latest Posts

  1. Custom Gamemodes Contest

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

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

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

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

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

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

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™