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  1. Mapcore
  2. JSadones

Posts by JSadones

  • The random model thread!

    • JSadones
    • August 15, 2016 at 12:03 AM

    Some of you might know this model Finally decided to create it and export it Source.

    [Blocked Image: http://i.imgur.com/x6eWwSg.png]

    Spoiler For those who don't, it's a big tutorial learning you from scratch how to create/texture/UV unwrap/export a model from Blender to Source. I highly recommend it to anyone who is interested in learning how to create a model, although the guy goes a bit fast at times, but watching it multiple times will get you more experience anyway.

    Available on Blender Cloud or on Steam

  • compile time

    • JSadones
    • August 7, 2016 at 2:26 AM
    Quote from Bodd Jonar

    5 hours ago, Bodd Jonar said: I tried that, but now the ground looks blue at some places, like the lightning is really weird.

    Have you changed any HDR values of any light entities ?

  • WIP in WIP, post your level screenshots!

    • JSadones
    • July 26, 2016 at 1:17 AM

    Yesterday after countless hours of looking for reference images for a satellite center, I finally found some 3D image views of an existing satellite center. My motivation went from sad-no-inspiration to can't wait to work on my map every day.

    Old T spawn

    [Blocked Image: http://i.imgur.com/iqQV71u.png]


    New T spawn (ignore pixelated text :))

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


    Creating easy models in Blender also is going a lot better. And exporting them to Source is getting easier every day. Even bought a DSLR to take my own textures, so I'm really committed to get this map done. Now off to vacation and can't wait to get back to continue working on it for the next playtest!

  • [CS:GO] de_butz (name not final)

    • JSadones
    • July 24, 2016 at 11:38 AM

    Please add a mini-map. Overview seems way too complex, too many angles/corners that people need to check while traversing the map. (1) The CT's seem to arrive way sooner than the T's, make that it's almost the same or 1-2 seconds. There are also some really far sight-lines which makes an AWP'er have a field day.

    GL

    Picture

    Spoiler (1)

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

  • [CS:GO] de_austria (WIP)

    • JSadones
    • July 23, 2016 at 12:56 PM
    Quote from Vaya

    13 minutes ago, Vaya said: to get it off the main page so the maps sponsored by a gambling site can take the spot. This is what the workshop has become.

    This is what CSGO has become.. Hopefully Valve will actually close down these gambling sites because they are the cancer of the community.

    http://csgoreferralspam.com -code:KILLME (Remove space before and after csgoreferralspam)

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • JSadones
    • July 22, 2016 at 7:17 PM
    Quote from Telles Leonardo

    13 hours ago, Telles Leonardo said: I'm sorry for reviving this topic, but I'm desperate.

    This is happening:

    ....blue and strange shadows.

    What I've tried to do (almost all):

    - I followed the tutorial and models are normal. - I set the parameters correctly. - All entities lights are normal, removed all the names and styles. - Removed and added another light_enviroment. - I fixed all the errors of my map less "Nodraw on terrain surface." - I removed light_directional and nothing happened. - BrightnessScaleHDR is 1. - There are no leaks.


    Someone can help me?

    Display More

    Are you sure you haven't changed any HDR value of any lighting ? Because usually that gives those funky blue shadows.

  • WIP in WIP, post your level screenshots!

    • JSadones
    • July 17, 2016 at 3:39 PM
    Quote from Sprony

    7 minutes ago, Sprony said: Wall of fame?

  • [CS:GO] de_austria (WIP)

    • JSadones
    • July 6, 2016 at 11:26 PM
    Quote from Radix

    11 hours ago, Radix said: Something typical for this map:

    Adjusted the geometry of Valve's model to fit my needs better and reskinned it (and removed ~3k unneeded triangles for better fps)

    And how it looks like in the map:

    I always wondered, is it allowed to change Valve their models/textures for commercial projects? Edit: With commercial projects, I mean CS:GO operation maps.

    Either way, awesome change ! Fits the environment

  • Mars-like planet skybox

    • JSadones
    • July 1, 2016 at 8:44 PM

    Saw this on /r/csmapmakers, really like it

    No idea on Sketchfab previews.

  • [CS:GO] Map Bug Tracker

    • JSadones
    • June 19, 2016 at 9:25 PM
    Quote

    On 18-6-2016 at 9:20 PM, 'RZL said: I can't see any workshop maps on that site. Did nobody submit his map yet, did none of them get approved yet, or am I just blind?

    AFAIK workshop maps are not publicly listed. You can only find them if you know the name. For instance mine is on there :)

  • The random model thread!

    • JSadones
    • June 10, 2016 at 6:46 PM

    [Blocked Image: http://i.imgur.com/4T8PCfI.png]

    Taking a break from mapping and trying to focus on learning modelling/texturing.

    Gone a long way, if you see what I made a few months ago.... Going to try to make a high poly and bake it on a low poly tomorrow.

    Spoiler [Blocked Image: http://images.akamai.steamusercontent.com/ugc/383162706797845841/1FC2C92DC00245447732D3D410A01A2CD1804045/]

  • [CS:GO] de_aftermath (WIP)

    • JSadones
    • June 2, 2016 at 8:13 PM

    I'm not too sure on no mid too.

    What are rotation times? Because it looks like they take a while Also for defending T's it's pretty easy to guess where the CT's come from. T's only have to push out a bit of the bombsite and they can just wait for the CT's to arrive and line them up.

  • [csgo] custom textures improvements

    • JSadones
    • May 28, 2016 at 3:11 PM

    What reasons did your friend tell give you to stick with default textures? Most of they look fine to me, but a bit too low resolution.

    I'm not really an expert on texturing too, but here are some of my thoughts:

    • woodwall_red03.vtf has the Normal Map flag checked, uncheck it as it is no normal map
    • Add some detail textures to your VMT's to add more detail when the player gets close to your textures
    • The bump maps on the hay is too aggressive Spoiler [Blocked Image: http://i.imgur.com/iiulWCu.png]


    • Some texturing needs work Hay Spoiler [Blocked Image: http://i.imgur.com/xGtgwEh.png]

      [Blocked Image: https://upload.wikimedia.org/wikipedia/comm…e_at_dawn02.jpg]

      Wood logs

      Spoiler [Blocked Image: http://i.imgur.com/B8AQodJ.png]

      [Blocked Image: http://www.cltextures.com/texture-images…mage-5-1054.png]


    • Watch out with texture stretching (I think it's better that you use a model here instead of displacements) Spoiler [Blocked Image: http://i.imgur.com/snQS2yW.png]

      Generally I think they mostly look good (for bombsite A, use a bit more variation in colors, it's all brownish wood there, spice it up). If you want to finish this project then I suggest sticking with the default textures, but if you want to learn: continue doing custom textures and iterating on them. You will not get good at it if you don't practice.

    Some good tutorials:

    • How to Create Textures From Scratch! by CG Geek
    • https://developer.valvesoftware.com/wiki/Creating_a_Material
    • Decompiling Valve their textures to see what they do
  • CS:GO - Link

    • JSadones
    • May 27, 2016 at 1:22 PM
    Quote from Logic

    1 hour ago, Logic said: That's more than enough :)

    Some general thoughts:

    The exclamation marks (!#) are all of the connections into mid, which I think there is too many of.

    I think T-main (which didn't get a number... doi), !2 and !3 are all good.

    !6 is okay but it's very close to the main route towards B anyways.

    It feels like !1 was more of an afterthought. It doesn't help T's get any more map control and is generally only used during fast retakes. This could probably be merged with !2 if done right.

    !4 and !5 however are not really necessary to connect to mid. To simplify things, I would suggest something like the image below.

    There is a lot to talk about here, but it's all up to you. These are just my thoughts :) Logic out!

    Display More

    Wow thanks for the awesome edit of that minimap ! Helps a lot!

    For the bombsite a, I really want it to be blowing up the satellite. But I can't find any good solution that fits the environment.

    Thanks for the other feedback, I'll have a look at everything once I get the other feedback from the playtest.

  • CS:GO - Link

    • JSadones
    • May 27, 2016 at 11:06 AM
    Quote from Logic

    4 hours ago, Logic said: If you post an updated overview I can give you some impressions I had during the playtest yesterday :)

    I hope this is sufficient for now. Did the fix ups with Photoshop because I'm going to do more layout changes after I received all the feedback :)

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

  • MapCore CS:GO Playtesting 4.0

    • JSadones
    • May 26, 2016 at 7:35 PM
    Quote from El_Exodus

    1 minute ago, El_Exodus said: You can check that yourself by looking at the first post of this topic. There is a link next to: "Schedule / Submissions:"

    I'm aware of that, but it's not listed on the Steam Group, there is no event for today. While normally they are listed there too.

  • MapCore CS:GO Playtesting 4.0

    • JSadones
    • May 26, 2016 at 7:31 PM

    Is the playtest for today going trough? Aftermath and my map is not on the Steam Group events list.

  • CS:GO - Link

    • JSadones
    • May 24, 2016 at 8:38 PM
    Quote from cashed

    On 21-5-2016 at 1:07 AM, cashed said: Gave a quick run around. Biggest recommendation would be to simplify routes/mergers.

    A couple routes meet up really quick or simply have the same goal. Taking a look at what to reduce will help players but also you finishing art.

    I felt that A door was unnecessary and will create bottlenecks for T.

    I think you should move the bombsites into the middles. They are great spaces but you're pushing them to the sides!

    Thank you for the feedback!

    I changed bombsite A a bit, made the bombsite in the middle like you said and opened it up. It allows more planting possibilities and more movement around the bombsite. I also removed the direct access from connector to the bombsite, because otherwise there were 5 entrances to bombsite A.

    What routes do you think need merges? I don't see any besides the one I marked here below. And for the door, I'm going to leave it currently at this, not really sure what I should do with that area. But I defiantly don't want only 1 entrance for T's.[Blocked Image: http://i.imgur.com/76ERqUe.png]

    Now some pictures

    Spoiler

    [Blocked Image: http://i.imgur.com/Si26UVT.png]

    [Blocked Image: http://i.imgur.com/T60qQVV.png]

    [Blocked Image: http://i.imgur.com/Q5TTPP0.png]


    Hopefully I can make some changes to B too before the playtest in 2 days.

  • VMT Editor - fast and simple editor for vmt files

    • JSadones
    • May 24, 2016 at 10:35 AM

    Any plans to support phong shading as one of the toolbars?

    Awesome tool so far.

  • Texture watching tool for CSGO

    • JSadones
    • May 22, 2016 at 3:26 PM

    Just tried it today and it's not working on my side.

    What I did :

    • Dragged my materials folder (containing the .PSD files) on the .exe.
    • Inputted Link as my mapname
    • Created/Saved something in photoshop (Folder : Materials/projector_screen/FILE.PSD)
    • No change in my materials/link/ folder

    Am I missing something?

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