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. JustFredrik

Posts by JustFredrik

  • So I have some spare games...

    • JustFredrik
    • August 10, 2016 at 6:36 PM

    I've got a few keys from some Humble Bundles

    • Risen
    • Risen 2: Dark Waters Gold Edition
    • DmC: Devil May Cry
    • The Darkness II

    just send me a PM if you are intrested

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

    • JustFredrik
    • June 30, 2016 at 8:22 PM

    I've had my fair share of play throughs of Ocarina of time, But these three games have had me comeback for a lot of years.

    [Blocked Image: http://i.imgur.com/2FjMBM1.jpg]

  • Mirrors Edge Catalyst

    • JustFredrik
    • June 15, 2016 at 11:05 PM

    Played through the entire game today and enjoyed it 95% of the time! Great game.

    Here is a little video from my play through:

    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.

  • Counter-Strike: Global Offensive

    • JustFredrik
    • June 14, 2016 at 11:31 PM

    made a little video of a 1v1 betwean @'RZL and @rosk, that took place during a mapcore playtest!

    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.

  • So I have some spare games...

    • JustFredrik
    • May 10, 2016 at 8:27 PM

    I've got a spare copy of DMC: Devil May Cry (the reboot) for steam, if anyone is intrested just send me a pm. :)

  • Mirrors Edge Catalyst

    • JustFredrik
    • April 19, 2016 at 7:10 AM

    Played an early demo version fall 2015, controls feels smooth and faster than the original really looking forward to this game.


    The little section that I tried out worked very good, and with the addition of player created time trials, I think I might be stuck with this game for a while.

  • de_oakwood

    • JustFredrik
    • March 11, 2016 at 9:04 PM

    While I agree with the others that the lighting is too yellow and not realistic, I think its better to change your lighting into something original.

    For example looking at reference pictures and trying to recreate that lighting -instead of using Valves standard lighting, that is used on allready existing maps.

    The map looks intresting, like the theme. Looking forward to see your progress! :)

  • CSGO FGD Error

    • JustFredrik
    • March 5, 2016 at 2:29 AM

    This might be usefull information for you to read. @MagnarJ

  • csgo de-map wip

    • JustFredrik
    • March 1, 2016 at 1:35 AM

    I ran around the map and I liked the feel of it, with the train track running along the map. But theres just so many paths. I don't think it will work well in a 5v5 situation. I really recommend simplifying the layout and decrease the amount of paths.


    I made a quick picture to show what I mean with simplifying and removing paths.

    Quote

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

    I hope this feedback will help, Keep it up! :)

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

    • JustFredrik
    • February 19, 2016 at 5:29 PM

    After the update my shadows on the map is extreamly sharp, compared to pre-update compiles without changing any compile settings. They probably made some changes to make maps look better and on some systems this update resulted in broken lighting.

    But hey, it wouldn't be a true CSGO update without bugs and glitches!

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

    • JustFredrik
    • February 19, 2016 at 3:20 PM

    I just got a problem but the other way around, with brushes black and props normal. Maby not connected to the update but worth mentioning.

    Edit: After some compiles and changes to the map, it worked fine, And looks normal again. Still don't know if it was connected to the update or what fixed it.

  • MAX_MAP_BRUSHSIDE porting map

    • JustFredrik
    • February 14, 2016 at 6:27 PM

    You can try to convert deatiled brushwork into models using the software called propper.

    That should cut down on the brush count.

  • [CSGO] de_richu

    • JustFredrik
    • January 20, 2016 at 10:26 PM

    FEEDBACK AND CHANGES AFTER 10v10 MAPCORE PLAYTEST 14/01/2016

    TL;DR: new version after the playtest, biggest changes are the reworked paths to the sites for both teams.____________________________________________________________________________________It was extremely exciting to have the first playtest ever on my map after working on it for a few months. And I was really glad over the amount of positive feedback that I got and it motivated me to work even more on the project. After the playtest some people stayed for a while discussing the map and the layout, and I’m really grateful to have someone to discuss the players feedback and how the playtest went. The things that I picked up during the playtest were:

    Quote

    -the amount of twisted pathways was confusing, frustrating and unnecessary.

    -Many players found B apartments awkward and not very interesting.

    -Ts felt as B was more favoured due to the fact that the B paths was right in front of the players and to go towards A they had to walk around the entire map.

    -Some players found upper mid A connector to be a bit cramped and awkward.

    Display More

    After the tweaking I decided it was time for version a8.

    Change log: a8 (with pictures)

    Quote


    -CTs spawn side has been reworked.


    [Blocked Image: http://i.imgur.com/ZwpHMZ0.jpg]

    [Blocked Image: http://i.imgur.com/t0zt2fx.jpg]


    -CT entry to B was simplified.

    -T side has been partially reworked to balance the attention between B- and A site.

    [Blocked Image: http://i.imgur.com/QtFz7UQ.jpg]

    [Blocked Image: http://i.imgur.com/Qq9qzFy.jpg]

    [Blocked Image: http://i.imgur.com/KHj7s3J.jpg]


    -Spawns has been moved to balance the attention between B- and A site as well as to improve timings. Ts and CTs now peek each other at the same time in both upper and lower mid.

    -blocked off blue room that served as path to upper mid for Ts and added a path outside of the building to improve on player guidance and make it easier to understand the layout.

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


    -One of the circled doors in upper A has been blocked off.[Blocked Image: http://i.imgur.com/aWHzc6A.jpg]


    -Blocked off the windows in B apartments and made the exit straight out instead of angled towards the site.
    -Added a small crate for CTs to peek into B apartments.

    [Blocked Image: http://i.imgur.com/nxbQo0L.jpg]


    -Added space in A connector to make it less awkward and cramped.

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


    -Added some detailing because I was tired of layout work and just wanted to have some fun.

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


    -Reworked spiral stair to B from T side (B main), to make it smoother.

    [Blocked Image: http://i.imgur.com/3RjZUuH.jpg]

    Display More

    Radar for version a8 and coparsion picture with old radar will be added during weekend 23-24/1/2016


    I think that while A site Isn’t bad. It isn’t interesting and fun either, except for the skill jump to upper. Don’t know what to do to improve it, please leave suggestions if you have any.

  • cs_corp [an experimentation from my part on cs_ maps]

    • JustFredrik
    • January 16, 2016 at 11:02 AM

    I think all of your points you made after the playtest are good points.

    Here is some things I found during the playtest:

    Quote

    [Blocked Image: http://i.imgur.com/ZbV39sR.png]

    You could jump up on a lot of walls that felt like they were inaccessible for the players.

    I think you should either clip these areas, or make it more clear that players can be up there.

    _________________________________________________________________

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

    I really liked this area and I always knew where I was when I saw this area. The

    only time that I wasn't running around trying to find my way to where I wanted to

    was when I was here and at the rescue zone.

    _________________________________________________________________

    [Blocked Image: http://i.imgur.com/quYt28V.png]

    This ladder area for entering the hostage area in the picture above, was extremely

    frustrating and it felt like this was the only or main path to the hostage for CTs.

    I would recommend making it a slope instead, to remove this frustration for players.

    A ladder path could work, but I feel like that shouldn't be the main entrance for a team.

    _________________________________________________________________

    [Blocked Image: http://i.imgur.com/qIFw7oV.png]

    And this area. This was one of the most frustrating areas for CTs, Ts could come

    from anywhere within just a few seconds. They could be almost straight above you

    and from the front, as well as from the right path. When the CTs spawned they were

    facing this direction and it felt like it was that way you were supposed to move in, only

    to be bombarded by Ts from every angle after 4 seconds of running.

    And you could also boost into this little thing, as it shows in the picture.

    Display More

    I like the idea to re-imagine the cs_ gamemode to make it more competitively viable!

    Keep it up! [Blocked Image: https://lh4.googleusercontent.com/bNxyus36ONO0j6YPwhv1n29WrmfaWINeABZNGxdmZiQNNOyIlOvyopE5hErTNY8D39BJ8Y16cgzVUzFj7M5cy-0YIadpffzLkzWf7Z_iymIY8_3My3Ag43Ub8c3UOJ8UuBizzLIW]

  • [WIP] de_mical (formerly de_honeycomb)

    • JustFredrik
    • January 2, 2016 at 4:55 PM

    Ran around the map and found some things.

    Quote

    When standing in T spawn and looking here:

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

    Then walking forward, a lot of stuff stops rendering in this area:

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

    You also have some props fading in and out when the player can see them (the foliage):

    [Blocked Image: http://i.imgur.com/1rRC2A5.jpg]

    [Blocked Image: http://i.imgur.com/l9K70On.jpg]

    Display More

    Keep up the good work!

  • [WIP] de_mical (formerly de_honeycomb)

    • JustFredrik
    • December 31, 2015 at 10:53 AM
    Quote from REz

    I bet your SDK is full of big yellow blocks or you have to Hide everything to work around them.

    You can actually change the prop render distance to avoid the big yellow blocks.

    Go to Tools > Options > 3D views > Model render distance

    Then use the slider to change the render distance to a larger number than the size of the map (or just more than before) and the yellow blocks will no longer be a problem :)

  • Random Photo Thread

    • JustFredrik
    • December 29, 2015 at 4:23 PM

    [Blocked Image: https://i.imgur.com/L884y6eh.jpg]

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

    Snaped a few pictures with my phone of the sunset in northern sweden while I was out on a walk.

    Right now the only sunlight here is a constant sunrise that then goes over to being a sunset then followed by darkness. But the little time that the sun is shining during the day is truly beautiful.

  • Safe flv converter/player?

    • JustFredrik
    • December 28, 2015 at 7:22 PM

    I use a free converter called Format Factory. Don't think theres any harmfull things in it. Link to site

  • [WIP] de_monaco

    • JustFredrik
    • December 26, 2015 at 7:19 PM
    Quote from Quotingmc

    Your work? Not really, you stole it off the unity store!

    @Quotingmc

    I think he was talking about the later link to facebook, when he stated "something from my work" (note that I do not have facebook and can not view the facebook link and its content). He states this at the bottom of the page for the rock models on gamebanana:

    Quote

    "
    This models did someone else .I only recompiled them for source.
    Source https://www.assetstore.unity3d.com/en/#!/content/6947

    "

    I think it is very misleading and I don't think it's apropriate to be showing models that you have ported, when you're trying to promote your modeling skills.

    @Pavel Turzo I do not think it was your intent to mislead anyone into thinking you made the rock models, only to show your ability to port models. But, I think you should rephrase and remove the links showing ported models and instead only show work by yourself, when proposing to help with modeling.

    And try to be as clear as possible in messages to minimize the amount of misunderstanding.

  • [WIP] de_mical (formerly de_honeycomb)

    • JustFredrik
    • December 25, 2015 at 5:21 PM

    Your outside areas have this very pretty and nice sunset colour, but some of the inside lighting on the pictures that I've seen are pretty dull imo, with only white coloured lights.

    I think the interior parts would be a lot more visually interesting if you would add some colour to the lighting, some cold and warm lights (or maybe slightly green tinted in the sewer areas) to give the areas more contrast in colour.

    Your outside has a very warm colour so you could have the interior in cold tinted coloures to make a nice contrast betwean inside and outside areas.

    Here is a comparison with the original picture and an edited picture with some coloured lights.

    Quote

    [Blocked Image: https://migrationtest.mapcore.org/uploads/monthly_2015_12/2015-12-25_00002.thumb.jpg.5dcb2853deddcf103e2a6fcb1f26dc9c.jpg][/i]

    [Blocked Image: http://i.imgur.com/cV77FqV.png]

    Warm left - Cold right.

    I personally love the clash with both cold and warm lights in the same picture it really makes it intresting to look at.

    Keep up the good work. The map is looking grate!

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™