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Showing content with the highest reputation on 10/21/2019 in all areas

  1. DeadKnife

    Submerged

    Layout changes
    5 points
  2. 4 points
  3. Coachi

    Kirus [WIP]

    The playtest on last tuesday showed that the map was clearly very t-sided and cts didn't have options to defend/retake the sites. i've done all the changes after the playtest, and here's the new radar and some images. workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1868182725 Here's some pictures of B site, that was completely remade: And here's some pictures of A site, a place that i didn't have many ideas to work with, so i'll have to wait for another playtest to change more the area.
    4 points
  4. JimWood

    Mutiny

    Ahoy! Mutiny is a defusal map created by TanookiSuit3, Huvaligen and myself. Pirates have swarmed the island to find and retrieve some long lost treasure. The map is situated in an old pirate town, with a huge tomb close by. Here's some links to before/after image sliders for T Spawn: Before/After - T Spawn Before/After - T to Mid Some more images:
    3 points
  5. poLemin

    Feast

    After the MapCore playtest it was clear that a bunch of changes needed to happen. Mid seemed to be a big problem because of misjudged timing. In addition a lot of the one-way drops that can be overcome with skill jumps seemed to disruptive to the flow. Furthermore people complained about A-Site a lot, so I gave it a complete overhaul. Time is running low, and I am worried about finishing this project in time. However I will try my best and keep going. Workshop update is still pending on approval, but here is some progress: Cheers
    3 points
  6. Coachi

    Kirus [WIP]

    A map with the collaboration of @WilkyMay and inspired in the modern architecture of my home city (Curitiba, Brazil). The map is on a semi-graybox stage and the layout is still being polished. Here's the workshop link, some pictures and the current radar: https://steamcommunity.com/sharedfiles/filedetails/?id=1868182725
    2 points
  7. Twan_Neppe

    de_hotel

    Got a lot of feedback from the playtesting yesterday. i'll try to implement as much as possible to make the map as good as i can. probably submitting a second playtest for more feedback in a couple of weeks.. TY all for the feedback!!
    2 points
  8. Kokopelli

    de_neighbors

    "We don't go to Arlington." ?Spooky Neighbors?️ is now up on the steam workshop! Check it out and let me know what you think. Here's a preview.
    2 points
  9. As a person who joined the CS scene during GO, this video provided a lot of cool and interesting info. It's cool to CS lost maps being brought back, and the layout ideas are much more interesting than most of the maps we see today. This video has really inspired me to make something new.
    2 points
  10. TECHNICKER

    [WiP] de_sean

    wow, I wasnt here for a long time... As Iam looking at the screenshots I see that it is clearly off scale I would like to get back to mapping, but sadly, I dont really have much free time, because school is a thing. Well you will definitely see an updates in the future from me! It can take some time tho because of the lack of the free time of mine. Hope youre having a nice day, and hope that you will enjoy my future work!
    2 points
  11. DeadKnife

    Submerged

    More light detailing. Might seem mishmash but the idea is that the facility is part research, part military.
    2 points
  12. JorisCeoen

    Daigo (contest version)

    This thread has officially moved to 3D section, the new link can be found here: You can find a history of the comments and developments of the V2_1 beta below. All new feedback should be posted in the new thread
    1 point
  13. Radix

    Static Prop Combine in CS:GO

    Static Prop Combine in Counter-Strike: Global Offensive A step by step guide thanks to @untor What is Static Prop Combine? Static prop combine, or informally speaking "autocombine", is a new feature in CS:GO's VBSP. It allows VBSP to merge together multiple static props into a single static prop, either automatically or with user-defined rules. What is static prop combine good for? Static prop combine is another feature to optimize your maps. Most people might think that "the less geometry rendered the better". So if you use small props, it's easier to hide what is not visible. That's not wrong. But there is a problem: In Source, there is one draw call per model per material. And these draw calls are very performance-hungry. That's where static prop combine comes into play: By combining models sharing the same materials, less draw calls are performed, which greatly helps optimization. Valve has stated that Nuke runs 40% faster after they implemented static prop combine. How do I use static prop combine? The static prop combine feature was added in 2016 with the release of the reworked de_nuke. But since then it was not (?) used by community mappers, there are no (?) guides on the Internet except this documentation. @untor helped me to make static prop combine feature do its job. So we decided that it's time to publish a step by step guide how to use static prop combine. We presuppose that you are already familiar with the creation of props 0. Backup your CS:GO folder (optional) We do not take responsibility for any damage done to your files. So it's time to backup your game files now if you have not already. In general we recommend to duplicate your "Counter-Strike Global Offensive" folder, so you can use a separate installation of CS:GO for mapping while keeping the other one clean for playing. 1. Source files You must have the source files of the models you want to be combined. Usually 3 files for each prop: *.qc reference mesh (supported formats are *.smd, *.dmx and *.fbx) physics mesh So if you want to combine props made by you, you should already have these files. If you want to combine props made by Valve, you will need to decompile them first. And then change the names - otherwise, the version of the prop that is packed in the VPK would overwrite your version. In this guide we will use two different pipe props: You can download the example files here (contains the *.qc and *.smd files) : example.zip Browse to "...\Steam\steamapps\common\content\csgo\" Create a folder "models". In our example we have another subfolder "example". Save the model source files there: These are our QCs: pipe_straight.qc pipe_curved.qc Notes: Restrictions for the *.qc: Only the first $body is recognized. $model is not recognized. $appendsource and $addconvexsrc are not recognized. You can only use $upaxis Z or Y. 2. Compile your props Your models have to be compiled from this directory now: Open your model compile tool (I use Crowbar) Then browse to "...\Steam\steamapps\common\content\csgo\models\example\" and compile the QCs. The compiled model files should be in "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\props\example\" now. 3. spcombinerules.txt Browse to "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\hammer\spcombinerules\" There you will find "spcombinerules.txt". In this file the combine rules for Valves props are defined. It is a standard KeyValues-formatted text file. Each entry follows the format below. Rename it to "spcombinerules_valve.txt" (or whatever you want) and create a new text file "spcombinerules.txt". Then copy and paste the following into "spcombinerules.txt" and save it. 4. Stub QCs Stub QCs are QCs which contain a base template for the QCs which static prop combine generates. Generally, they should only include: $staticprop $surfaceprop $cdmaterials Any $texturegroups used by the models. Browse to "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\hammer\spcombinerules\qc_templates\". In our example we create a new subfolder "example", open it and then create a text file and rename it to "pipe_combine.qc": Copy and paste the following into "pipe_combine.qc" and save it: 5. Compile your map Add some of our example props to your map in Hammer and compile the map. In our example we use the following compile parameters for VBSP Compile parameters (full list here) : -StaticPropCombine: Merges static props together according to the rules defined in scripts/hammer/spcombinerules/spcombinerules.txt. This lowers the number of draw calls, increasing performance. It can also be used to lower the number of static props present in a map. -StaticPropCombine_AutoCombine: Automatically generate static prop combine rules for props that VBSP deems should be combined. Note: This does not write to spcombinerules.txt. -StaticPropCombine_ConsiderVis: Instead of using the distance limit, combine all props in the group that share visclusters. -StaticPropCombine_SuggestRules: Lists models sharing the same material that should be added to spcombinerules.txt. -StaticPropCombine_MinInstances <int>: Set the minimum number of props in a combine group required to create a combined prop. Tip:Valve had this set to 3 for the new Dust 2. -StaticPropCombine_PrintCombineRules: Confirm: Prints the combine rules? -StaticPropCombine_ColorInstances: Instances of combined props get colored. -KeepSources: Don't delete the autogenerated QCs and unpacked model files after finishing. -CombineIgnore_FastReflection: Combine props, even if they have differing Render in Fast Reflections settings. -CombineIgnore_Normals: Combine props, even if they have differing Ignore Normals settings. -CombineIgnore_NoShadow: Combine props, even if they have differing Disable Shadows settings. -CombineIgnore_NoVertexLighting: Combine props, even if they have differing Disable Vertex lighting settings. -CombineIgnore_NoFlashlight: Combine props, even if they have differing Disable flashlight settings. -CombineIgnore_NoSelfShadowing: Combine props, even if they have differing Disable Self-Shadowing settings. -CombineIgnore_DisableShadowDepth: Combine props, even if they have differing Disable ShadowDepth settings. 6. Success? The combined props look exactly like the single props. So how can you be sure that the static prop combine process was successful? - Once the map is compiled, the combined props will be packed into your *.bsp automatically. - If you add -keepsources to the compile parameters, you can also find the combined props in "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\props\autocombine\*name of your map*\" and their QCs in "...\Steam\steamapps\common\content\csgo\models\props\autocombine\*name of your map*\". - If you add -StaticPropCombine_ColorInstances to the compile parameters, instances of combined props are colored in CS:GO. 7. Additional notes Hammer: - You can manually disable static prop combine for individual props with the "Disable Prop Combine" keyvalue. - Prop scaling (Uniform Scale Override) is not supported yet (?) - If the original props don't have a collision model, you will have to set collisions to "Not Solid" in the properties. Otherwise the combined prop will be solid (automatically generated collision mesh; causes problems). - If the props differ in specific keyvalues, in most cases the default (e.g. Alpha) or the higher value will be used (e.g. fade distances) - Props that differ in the below keyvalues will NOT be combined, unless manually overridden with the appropriate VBSP option: Render in Fast Reflections (-combineignore_fastreflection) Ignore Normals (-combineignore_normals) Disable Shadows (-combineignore_noshadows) Disable Vertex lighting (-combineignore_novertexlighting) Disable Flashlight (-combineignore_noflashlight) Disable Self-Shadowing (-combineignore_noselfshadowing) Disable ShadowDepth (-combineignore_disableshadowdepth) - Props that differ in the below keyvalues will NOT be combined: Skin Color Disable Flashlight TO DO some fps tests with an actual map! which gives better results: " -StaticPropCombine_ConsiderVis" or prop combining based on distances? Is there a console command to display the number of performed draw calls/props? ... ______________________________________________________________________ Sources: https://developer.valvesoftware.com/wiki/Static_Prop_Combine https://developer.valvesoftware.com/wiki/QC https://developer.valvesoftware.com/wiki/VBSP
    1 point
  14. waymaker

    [WIP] de_frequency

    STEAM WORKSHOP LINK Currently in the graybox stage for my map de_frequency, where a Central American radio station broadcasting revolutionary messages comes under attack by a band of mountain guerrilla fighters. The theme focuses on three distinct zones: a shanty village with a massive ceiba tree (A site), a radio tower at a construction/archeological site (B site), and a disused WW2 bunker built into the mountainside (middle). CTs spawn inside an elevated pillbox above A, which has a LOS on part of the site. The ceiba tree on B site has massive roots which are used here as natural cover. I'm trying to avoid using foliage as cover, but ever since I saw roots taller than a human on my visit to Costa Rica, I thought these could be as useful as a wall or a crate. You can also boost over the roots and jump from some to others. The fence between the two pillars near T-spawn (placeholders for stone Olmec heads) can likewise be stood atop and run across. Just like everyone else in the graybox stage I'm mostly looking for layout feedback, but I'm also specifically looking for input on the connector that wraps around the CT pillbox (is it a waste of space? necessary?), as well as the placement of CT spawn itself. Thanks in advance for any feedback positive or negative.
    1 point
  15. My first csgo map ever, its based on the house I grew up in. Hostage rescue. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1640173218 Still left to do: Redo the side tunnel Overhaul the lighting Add detail and also remove redundant detail Optimize Change stuff Finalize layout And whatever else needs doing Thanks for looking.
    1 point
  16. Karthoum

    [WIP] Rumble

    -
    1 point
  17. fewseb

    [CS:GO] de_sonora

    Overview This is Sonora, a map ive been working on since February of 2018. Its been a rough ride during this maps development. I had hoped to have this map out in 6-8 months but now 18 months later its finally out. Nearly every location in this map has gone through 2 or 3 redesigns as I improved in skill, the map had been ready for release at least 3 times before some out of know where setback or bug would delay it. Location The map is set in the American southwest, specifically in Arizona. I chose this location because I feel it is very under-represented in Video games and when it is, it is often displayed in harsher desert areas without much love shown to the more Touristy- upper middle class areas. I chose to set the map with the sun setting do to similar reasons. I find not a lot of maps are set in definite American environments either and this aims to try and capture a more genuine "American" feel to it. Layout The layout is based off the renown de_mill layout. While very obviously not the same as the original, the map is more of a hybrid of all the positive improvements from the numerous off shoots and variations of the original layout that have cropped up over the years (Except that one by you know who). I know remakes arnt everyone's favorite thing on mapcore but I chose to do this for 2 main reasons. First being Mill and its offshoots have been asked to be remade by players for nearly CSGOs entire life span, Second my first released map was often criticized for a poor layout and cover and I agreed with that. I took this remake as a learning experience to see what works and what doesnt as well as seeing past mistakes of other mappers. This map isnt just a hybrid of all the positive additions to the original, it contains many new ideas ive thrown into the mix which I believe will work well. Description Story Select Screenshots Radar Overview In closing, I want everyone to know I am very open to feedback and criticism as I aim to make this map the best it can be. Feel free to say what ever you feel about the map and ill almost definitely take that into consideration. Workshop Screenshot Album Action Screenshot Album
    1 point
  18. Wow, that was a long hiatus. Just letting you know that we're not dead and we're starting to detail the map.
    1 point
  19. fewseb

    [CS:GO] de_sonora

    I woke up this morning to find Sonora now has 1/5 stars with 603 dislikes, with only 25 likes. Which seems odd because when I went to bed the 650 ish subs it had wernt rating it the often. It only had 20 likes and 1 dislike previously. I see nuke halloween got knocked down a star and the vostok recreation which worked its way up from 3 to 5 stars is now down to 2 stars. All the aim maps that had few ratings but were on the most popular page now have no stars. Curiously, cyber city hide and seek has 1000 more positive ratings and hasnt been affected by this dislike wave. Anyway this was obviously a mass bot downvote wave, does anyone know if Valve actually goes through and deletes the dislikes or is it going to be permanent?
    1 point
  20. JackT

    Gongji

    We are changing around the walls/geometry so that isn't an issue.
    1 point
  21. This is it! The first test of the multiplayer Revulsion level editor. Yes this means that I will soon be live streaming my level design in a multiplayer environment! I will be streaming more dev work on this editor tonight so drop in to see progress! https://dlive.tv/TheCastle --- If you like what you see Support me! Follow me on DLive! (I live stream nearly every night!) DLive : https://dlive.tv/TheCastle Buying a copy of Revulsion helps too! Revulsion : https://store.steampowered.com/app/719180/Revulsion/ Discord : https://discord.gg/Auq3yrA Twitter : https://twitter.com/zZCastleZz Busy : https://busy.org/@thecastle DTube : https://d.tube/#!/c/thecastle Discussions : https://discussions.app/u/thecastlexxx
    1 point
  22. Yes Revulsion 1 is done entirely with blueprints. The next project, X-Alive is going to be a multiplayer open world survival done entirely with blueprints as well. X-Alive is considerably more complex involving fully moddable items weapons and in even an in game multiplayer level editor. I just wrapped up functionality with the editor so I begin gameplay scripting this week, or very soon. I have not been keeping things updated here because didn't really think anyone was interested. But the complexity of my next project is considerably higher. ill post a proper announcement at a later date. Oh here is the most recent video where I talk about X-Alive
    1 point
  23. Karthoum

    [WIP] Rumble

    Map has been released, there already has been a playtest done by Raidboss community and I think it's pretty positive as the map played out exactly how I designed it to. On to more important things, since this is an exotic map competition there are things I wanted to try in this map just for this kind of competition. First thing would technically be the Mid being horizontal between sites instead of like it normally is between spawns, but it's not that important. The main thing I want to show is https://imgur.com/a/w6JcSXb Fire Exit door, it can only open from inside the church, not the other way round. It can only open once per round and only from one direction. If terrorists push up to it for A take, they can not do anything but go underground/mid as an alternate path or to B site instead. Counter terrorists can open it if they're in A and need a surprise for Ts (so could be good for ecos) or need to rotate to B without taking the long path.
    1 point
  24. Show looks good but they gotta let the Mendel “Mendel it up”. We’ll see if they let him stretch his legs ?
    1 point
  25. Karthoum

    [WIP] Rumble

    After an insane amount of procrastinating (I will look back at this period and reminisce with sorrow because man, this map would be nearly done by now and playtested to near perfection) I've finally gotten round to making the first radar for the map. Does anyone have access to Terri's Auto Radar that supports instances? My map is made out of 20-30 instances so I tried to compile the source code again from the GitHub but it wouldn't work.. I had to do it manually in the end, still pretty good if I keep an alternate version of the map just for the radar. On a side note, I'll be playtesting this map soon with a download in Steam Workshop if anyone cares. https://steamcommunity.com/sharedfiles/filedetails/?id=1894082604 (Have to wait until it's approved) Edit: I'm struggling with making the overview match my radar coordinates, it just seems to be shrunken and you can walk out of the spot it shows on the radar
    1 point
  26. Sgremo

    Vintage [WIP]

    ..third and hopefully last project for the contest -.-' It's a defuse Map set in an old town in Florida..feedbacks apreciated ? Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1892673136
    1 point
  27. waymaker

    [WIP] de_frequency

    Here's an updated radar using TAR, thanks for the replies guys. (Filled in some missed masked areas / cover quickly on Paint) I made middle a bit less chaotic by extending a wall further out, so that you can clear the angles better one at a time. Changed up the sightlines from T spawn approaching B using this canyon as cover. Removed some generally useless space. Will likely add more cover to the bottom of the B site area near the bottom-right hut. One thing that's hard to see from this radar image is that there are lots of opportunities for jumps/boosts. For example in Long A you can jump from the elevated platform onto the pillars and fence that runs between them -- the T team could peak at both elevations, or they could also boost up behind the fence itself (or, more cautiously, could simply use the wall-bangable fence as cover to sneak past). On B site the tentacle looking things (roots) can be climbed and jumped between -- this includes a box on the upper side of the tree that you can use to strafe jump over a root-wall and into the site. Images below for reference. The jumpable/boostable pillar-fence:The ceiba tree root-walls on B site:Back of B-site -- crate you can use to strafe jump onto the root-wall: The resulting sightline: Thanks again for any input
    1 point
  28. JackT

    Gongji

    Version 32.2 radar.
    1 point
  29. JackT

    Gongji

    Just a little tease at what's happening at the moment.
    1 point
  30. CSGOJOHNMADDEN

    {WIP}DE_ONE

    JK We dropping tilted towers BOIS Map dropping real soon
    1 point
  31. xsanE-

    Hideout [WIP]

    Oh yeah, should've told this a bit earlier. I've started detailing the map a few weeks ago. I'll soon post some screenshots of some areas that I've done. ?
    1 point
  32. H1PP0P0T4MU5

    [WIP] de_monopool

    removed middle path as it wasn't used too much. Added some wood to block sightlines, first playable (with people) release coming soon.
    1 point
  33. 1 point
  34. Twan_Neppe

    de_hotel

    New Update Released: link to map: https://steamcommunity.com/sharedfiles/filedetails/?id=1714359881 --------------------------------------- Bombsite A:- Added cover for T's on the road- replaced the greybox site with props (not finished yet)- Added a bench with some plantsBombsite B:- Added options to throw grenades from long B to site- Added plants on the siteTexturing:-Added textures and props to the bombsites and the area's around itRadar:-Added a radar image for more pictures please visit the workshop page.
    1 point
  35. Radix

    Swamp

    It's about "draw calls". Many small props mean many performance-eating draw calls. The static prop combine feature merges multiple props into a single big prop, which is less performance-hungry. Combining very few props may not make much sense (rendered geometry vs draw calls?), but that's because it's done automatically. All in all it's still an improvement. Valve has stated that Nuke runs 40% faster after they implemented static prop combine. @untor showed me how to use the autocombine feature and we will post a short guide soon... Edit: Here it is... https://www.mapcore.org/articles/tutorials/static-prop-combine-in-csgo-r111/
    1 point
  36. JackT

    Gongji

    Some progress on T to Mid/B Site.
    1 point
  37. TECHNICKER

    [WiP] de_sean

    just some WiP
    1 point
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