<?xml version="1.0"?>
<rss version="2.0"><channel><title>Spotlight Gallery Latest Topics</title><link>https://www.mapcore.org/forum/6-spotlight-gallery/</link><description>Spotlight Gallery Latest Topics</description><language>en</language><item><title>PK01 - Quake IV / Source Texture Set</title><link>https://www.mapcore.org/topic/5943-pk01-quake-iv-source-texture-set/</link><description><![CDATA[
<p>I decided to release this now due to taking too long with it I just figured I'd release it now instead. I planned to have a lot more textures in but oh well... Guess that'll be in the next pack <img src="emoticons/default_mapcore_smilies/emot_smile.gif" alt=":)"></p><p>
</p><p>
Want to make something a lot more organic for next pack (whenever I'll get time for that)</p><p>
</p><p>
Anyway, pic:</p><p>
<img src="http://philipk.net/images/pk01_scene.jpg" alt="pk01_scene.jpg"></p><p>
</p><p>
Download:</p><p>
- <strong>QUAKE IV Version:</strong> <a href="http://philipk.net/portfolio/textures/pk01.zip" rel="external">http://philipk.net/portfolio/textures/pk01.zip</a></p><p>
- <strong>SOURCE Version:</strong> <a href="http://philipk.net/portfolio/textures/pk01_source.zip" rel="external">http://philipk.net/portfolio/textures/pk01_source.zip</a></p>
]]></description><guid isPermaLink="false">5943</guid><pubDate>Sun, 03 Sep 2006 21:05:13 +0000</pubDate></item><item><title>de_corse *final*</title><link>https://www.mapcore.org/topic/4443-de_corse-final/</link><description><![CDATA[
<p>Hey everybody,</p><p>
</p><p>
I finally did it: de_corse in its final status. This version contains a 150MB bsp file which includes all custom content.</p><p>
Custom content is made for this level only. If someone wants to use my models or textures he should ask me for my permission!</p><p>
</p><p>
To help me with this release I could still need some mirrors. If you want to support me, drop me a message (email: <a href="mailto:badman@gmx.li">badman@gmx.li</a>) with the download url and I will add it to my download list.</p><p>
</p><p>
Enjoy playing!</p><p>
</p><p>
<a href="http://thomashess.net/de_corse_ingame01.jpg" rel="external"><img src="http://thomashess.net/_de_corse_ingame01.jpg" alt="_de_corse_ingame01.jpg"></a></p><p>
<a href="http://thomashess.net/de_corse_ingame02.jpg" rel="external"><img src="http://thomashess.net/_de_corse_ingame02.jpg" alt="_de_corse_ingame02.jpg"></a></p><p>
<a href="http://thomashess.net/de_corse_ingame03.jpg" rel="external"><img src="http://thomashess.net/_de_corse_ingame03.jpg" alt="_de_corse_ingame03.jpg"></a></p><p>
<a href="http://thomashess.net/de_corse_ingame04.jpg" rel="external"><img src="http://thomashess.net/_de_corse_ingame04.jpg" alt="_de_corse_ingame04.jpg"></a></p><p>
<a href="http://thomashess.net/de_corse_ingame05.jpg" rel="external"><img src="http://thomashess.net/_de_corse_ingame05.jpg" alt="_de_corse_ingame05.jpg"></a></p><p>
<a href="http://thomashess.net/de_corse_ingame06.jpg" rel="external"><img src="http://thomashess.net/_de_corse_ingame06.jpg" alt="_de_corse_ingame06.jpg"></a></p><p>
<a href="http://thomashess.net/de_corse_ingame07.jpg" rel="external"><img src="http://thomashess.net/_de_corse_ingame07.jpg" alt="_de_corse_ingame07.jpg"></a></p><p>
</p><p>
<a href="http://www.thomashess.net" rel="external">DOWNLOAD HERE</a></p>
]]></description><guid isPermaLink="false">4443</guid><pubDate>Wed, 05 Apr 2006 16:38:58 +0000</pubDate></item><item><title>new 3D scene.. Angel Restaurant</title><link>https://www.mapcore.org/topic/1198-new-3d-scene-angel-restaurant/</link><description><![CDATA[
<p><img src="http://www.jonmdesign.net/images/3d/angelfinal1.jpg" alt="angelfinal1.jpg"></p><p>
</p><p>
</p><p>
</p><p>
3dsmax6 + final render</p><p>
</p><p>
</p><p>
</p><p>
finally done.. i guess   :-?</p>
]]></description><guid isPermaLink="false">1198</guid><pubDate>Wed, 10 Nov 2004 21:46:42 +0000</pubDate></item><item><title>Crysis Map ~ Operation Codename: Vulcano</title><link>https://www.mapcore.org/topic/10612-crysis-map-~-operation-codename-vulcano/</link><description><![CDATA[
<p><img src="http://www.helderpinto.com/blog/wp-content/vulcano1st.jpg" alt="vulcano1st.jpg"></p><p>
</p><p>
</p><p>
=========================================================</p><p>
              Operation Codename: Vulcano</p><p>
                        <a href="http://crymod.com/filebase.php?fileid=1830&amp;lim=0" rel="external"><span>DOWNLOAD</span></a></p><p>
</p><p>
Single Player - Intel Crysis Mapping Contest - 17/06/2008</p><p>
=========================================================</p><p>
</p><p>
</p><p>
---------------------------------------------------------</p><p>
#1 Installation</p><p>
#2 Mission Briefing</p><p>
#3 General Information</p><p>
#4 Features</p><p>
#5 Personal Note</p><p>
#6 Contact</p><p>
---------------------------------------------------------</p><p>
</p><p>
</p><p>
-1----Installation---------------------------------------</p><p>
   1. Make sure you have Crysis patch 1.2 installed, otherwise you wont be able to play the map.</p><p>
   2. Go to your Crysis game folder -&gt; Electronic Arts -&gt; Crytek -&gt; Crysis -&gt; Game -&gt; Levels.</p><p>
   3. Copy the "Vulcano" folder from the downloaded file into the current game folder (Game/Levels).</p><p>
   4. Start Crysis</p><p>
   5. Open console and type in "con_restricted 0" (without "") to allow access to console commands</p><p>
   6. Load the map by typing in "map Vulcano" (Without "") and press Enter.</p><p>
</p><p>
	* Alternativily, you can download Crysis Launcher, a very easy to use level launcher!</p><p>
	Download here: <a href="http://www.crymod.com/filebase.php?fileid=290" rel="external">Crysis Launcher 0.8 32/64 bit</a></p><p>
</p><p>
</p><p>
-2----Mission Briefing-----------------------------------</p><p>
</p><p>
	According to our Intel, the North Koreans military have occupied this </p><p>
	dead volcanic island and have built a Nuclear Weapons Facility somewhere in it's core, </p><p>
	your orders are to find this facility, infiltrate it, and discover a way to destroy it. </p><p>
</p><p>
	We have no detailed information about the Island, you're going to be deployed as far away from</p><p>
	enemy sightings as possible, after that, you are free to choose your course of action, </p><p>
	use whichever path you can find that leads into the center of the island.</p><p>
	</p><p>
	Make use of the nano-suit, and adapt to the specif conditions of this rocky terrain.</p><p>
</p><p>
	To your aid, during the night, we have deployed three resupply drops with weapons, </p><p>
	ammunition and gadgets, make use of them if possible or necessary.</p><p>
</p><p>
	Over and out, god speed.</p><p>
</p><p>
</p><p>
-3----General Information--------------------------------</p><p>
</p><p>
Title            : Operation Codename: Vulcano</p><p>
Author           : Hélder Pinto aka [HP]</p><p>
Home page        : <a href="%7Boption%7D">http://www.helderpinto.com</a></p><p>
</p><p>
</p><p>
-4----Features--------------------------------------------</p><p>
</p><p>
	* Free roam on Crysis taken to another level. </p><p>
	A single main objective is given, It's up to you to decide which path you want to take, </p><p>
	and how do you want to achieve it.</p><p>
</p><p>
	* Two diferent geographic endings, depending on how the player get's to the main objective.</p><p>
</p><p>
	* A wide range of arsenal spreaded throughout the island, and three supply drops hiden on</p><p>
	remote locations of the island.</p><p>
</p><p>
	* Around 1h:30m to 2h average play time.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
-5----Personal Notes-------------------------------------</p><p>
</p><p>
Took me around six months to finish this map, editor learning included in that time.</p><p>
Now that I'm finished with it, I only hope you're gonna have as much fun playing it as I had </p><p>
developing it.</p><p>
I want to thank everyone who supported me, and always were willing to give me good and useful </p><p>
feeback, especialy the guys over at mapcore, and Seed Studios, the company i work at!</p><p>
Without all these people, I'd never would have made it!</p><p>
</p><p>
Beta testers and advisors:</p><p>
hostmake</p><p>
Adius_Omega</p><p>
PaulH</p><p>
FrieChamp</p><p>
Buddy the designer</p><p>
My beloved girlfriend!</p><p>
(And everyone else, who posted good c&amp;c on my threads)</p><p>
</p><p>
Websites:</p><p>
mapcore - <a href="%7Boption%7D">http://forums.mapcore.net/</a></p><p>
Crymod - <a href="%7Boption%7D">http://crymod.com/portal.php</a></p><p>
Game Artist - <a href="%7Boption%7D">http://www.game-artist.net/forums/</a></p><p>
</p><p>
--</p><p>
</p><p>
WARNING: </p><p>
	Be careful while using custom configs when playing this map.</p><p>
	Simply because I tweaked the ToD, and Ambient Occlusion,</p><p>
	to look the best with Default Crysis settings, therefor while using </p><p>
	custom configs, you might get very dark results.</p><p>
</p><p>
	Although, if you want to use my Ultra High Quality Config 1.3.1,</p><p>
	then please, insert the following command in the console, to ease up </p><p>
	the overall darkness of the map:</p><p>
	</p><p>
					r_ssao_amount=0.2</p><p>
</p><p>
</p><p>
						Download </p><p>
			Ultra High Quality Custom Config [Version 1.3.1]</p><p>
			<a href="http://crymod.com/thread.php?threadid=13790" rel="external">Ultra High Quality Custom Config [Version 1.3.1]</a></p><p>
</p><p>
</p><p>
</p><p>
-6----CONTACT-------------------------------------------</p><p>
</p><p>
<a href="mailto:%7Boption%7D">helderhp@gmail.com</a></p><p>
</p><p>
<a href="%7Boption%7D">http://www.helderpinto.com</a></p><p>
© 2008, Hélder Pinto </p><p>
Portugal</p><p>
=========================================================</p><p>
</p><p>
Video Gameplay:</p><p>

</p><div class="ipsEmbeddedVideo"><iframe width="459" height="344" src="https://www.youtube.com/embed/wj2QDoQKE6w?feature=oembed" frameborder="0"></iframe></div><p>
</p><p>
Flythrough</p><p>

</p><div class="ipsEmbeddedVideo"><iframe width="480" height="270" src="https://www.youtube.com/embed/Pv9JwUkZr68?feature=oembed" frameborder="0"></iframe></div><p>
</p><p>
<img src="http://i25.tinypic.com/jgr0p4.jpg" alt="jgr0p4.jpg"></p><p>
<img src="http://i30.tinypic.com/28j9qad.jpg" alt="28j9qad.jpg"></p><p>
<img src="http://i32.tinypic.com/a4vo2f.jpg" alt="a4vo2f.jpg"></p><p>
<img src="http://i30.tinypic.com/118oyo0.jpg" alt="118oyo0.jpg"></p><p>
<img src="http://aycu11.webshots.com/image/45010/2005363336397034438_rs.jpg" alt="2005363336397034438_rs.jpg"></p><p>
<img src="http://aycu13.webshots.com/image/43932/2005395156106090598_rs.jpg" alt="2005395156106090598_rs.jpg"></p><p>
<img src="http://aycu14.webshots.com/image/47173/2005302296946276619_rs.jpg" alt="2005302296946276619_rs.jpg"></p><p>
<img src="http://i31.tinypic.com/s2uq07.jpg" alt="s2uq07.jpg"></p><p>
<img src="http://i28.tinypic.com/25gc74y.jpg" alt="25gc74y.jpg"></p>
]]></description><guid isPermaLink="false">10612</guid><pubDate>Tue, 17 Jun 2008 00:22:30 +0000</pubDate></item><item><title>ns_machina</title><link>https://www.mapcore.org/topic/7232-ns_machina/</link><description><![CDATA[
<p>Hi all, I am new to mapcore as I have been fixated on my own devious conjurations for some time now, but I've recently finished my 'magnum opus' of mapping to date, and I figure this is the place to get some of the best feedback for it. I don't have much of a mapping history so I doubt many if anyone here knows me, but I also made ns_hera for NS, and a TFC skill map called concquest_r.</p><p>
</p><p>
This map is for Natural Selection, which uses the Half-Life engine. Aside from some compile tool optimisations (increased planes and clipnodes), these are all pretty much vanilla HL with Cory Strader's excellent NS texture.</p><p>
</p><p>
Machina is set on a mining spaceship, one that is owned and constructed by a society of humans of whom little is known about but have some rather impressive technology. The TSA marines are sent in to investigate their technology, but first they must clear it of the alien infestation that immobilised it and its crew.</p><p>
</p><p>
To start off, here is the ship itself, as seen from the map's 'readyroom'. The readyroom is a feature of NS and is where players can chat &amp; decide on which team to join, instead of having a GUI menu to decide. The ship you see is 3D rendered and is not a static picture, as are the moon and asteroids.</p><p>
</p><p>
BTW, I am sorry if I do something wrong with the way I am linking these; this is my first post on mapcore so please be gentle! <img src="emoticons/default_mapcore_smilies/emot_biggrin.gif" alt=":D"></p><p>
</p><p>
<img src="http://img125.imageshack.us/img125/4213/nsmachina0001ye7.jpg" alt="nsmachina0001ye7.jpg"></p><p>
</p><p>
In-map shots:</p><p>
</p><p>
<a href="http://img50.imageshack.us/my.php?image=nsmachina0032jt4.jpg" rel="external"><img src="http://img50.imageshack.us/img50/492/nsmachina0032jt4.th.jpg" alt="nsmachina0032jt4.th.jpg"></a><a href="http://img266.imageshack.us/my.php?image=nsmachina0004lg6.jpg" rel="external"><img src="http://img266.imageshack.us/img266/2383/nsmachina0004lg6.th.jpg" alt="nsmachina0004lg6.th.jpg"></a><a href="http://img46.imageshack.us/my.php?image=nsmachina0005sm1.jpg" rel="external"><img src="http://img46.imageshack.us/img46/4652/nsmachina0005sm1.th.jpg" alt="nsmachina0005sm1.th.jpg"></a></p><p>
<a href="http://img50.imageshack.us/my.php?image=nsmachina0016ev2.jpg" rel="external"><img src="http://img50.imageshack.us/img50/5650/nsmachina0016ev2.th.jpg" alt="nsmachina0016ev2.th.jpg"></a><a href="http://img267.imageshack.us/my.php?image=nsmachina0020uc5.jpg" rel="external"><img src="http://img267.imageshack.us/img267/1374/nsmachina0020uc5.th.jpg" alt="nsmachina0020uc5.th.jpg"></a><a href="http://img252.imageshack.us/my.php?image=nsmachina0023ra5.jpg" rel="external"><img src="http://img252.imageshack.us/img252/8941/nsmachina0023ra5.th.jpg" alt="nsmachina0023ra5.th.jpg"></a></p><p>
<a href="http://img409.imageshack.us/my.php?image=nsmachina0031uy4.jpg" rel="external"><img src="http://img409.imageshack.us/img409/1817/nsmachina0031uy4.th.jpg" alt="nsmachina0031uy4.th.jpg"></a><a href="http://img68.imageshack.us/my.php?image=nsmachina0036ls7.jpg" rel="external"><img src="http://img68.imageshack.us/img68/8560/nsmachina0036ls7.th.jpg" alt="nsmachina0036ls7.th.jpg"></a><a href="http://img255.imageshack.us/my.php?image=nsmachina0042ai4.jpg" rel="external"><img src="http://img255.imageshack.us/img255/2606/nsmachina0042ai4.th.jpg" alt="nsmachina0042ai4.th.jpg"></a></p><p>
</p><p>
To play the map you must install the latest NS version (3.2), sorry about that! (although it is a fun game if you have the patience to learn it <img src="emoticons/default_mapcore_smilies/emot_smile.gif" alt=":)">)</p><p>
</p><p>
Thankyou for taking the time to look, and I hope I can find the time to make contributions to other people's threads from here on in.</p>
]]></description><guid isPermaLink="false">7232</guid><pubDate>Tue, 06 Mar 2007 18:43:50 +0000</pubDate></item><item><title>dm_drift</title><link>https://www.mapcore.org/topic/6312-dm_drift/</link><description><![CDATA[
<p>Finally finished the %*$#@£! </p><p>
</p><p>
I'd just like to point out that it does have some performance issues. It does have some ugly areas that will appear lazy and slightly unfinished but I just want to get this out the door and done or I'll just be perfecting it forever as there are so so so so many things I could improve on it but I just don't have the time nor patience.</p><p>
</p><p>
So I hope you enjoy what I've been able to produce, have fun and let me know what you think. Just keep in mind what I've said about it not being perfect as I know you will find many visual and performace issues with it.</p><p>
</p><p>
P.S Make sure color correction is enabled in graphics options or the lighting wont look very good.</p><p>
</p><p>
<img src="http://dux.interlopers.net/stuffs/dm_drift02.jpg" alt="dm_drift02.jpg"></p><p>
<img src="http://dux.interlopers.net/stuffs/dm_drift03.jpg" alt="dm_drift03.jpg"></p><p>
<img src="http://dux.interlopers.net/stuffs/dm_drift04.jpg" alt="dm_drift04.jpg"></p><p>
<img src="http://dux.interlopers.net/stuffs/dm_drift05.jpg" alt="dm_drift05.jpg"></p><p>
<img src="http://dux.interlopers.net/stuffs/dm_drift07.jpg" alt="dm_drift07.jpg"></p><p>
<img src="http://dux.interlopers.net/stuffs/dm_drift08.jpg" alt="dm_drift08.jpg"></p><p>
<img src="http://dux.interlopers.net/stuffs/dm_drift09.jpg" alt="dm_drift09.jpg"></p><p>
<img src="http://dux.interlopers.net/stuffs/dm_drift11.jpg" alt="dm_drift11.jpg"></p><p>
<img src="http://dux.interlopers.net/stuffs/dm_drift12.jpg" alt="dm_drift12.jpg"></p><p>
<img src="http://dux.interlopers.net/stuffs/dm_drift13.jpg" alt="dm_drift13.jpg"></p><p>
</p><p>
<a href="http://dux.interlopers.net/downloads/maps/dm_drift_revised.rar" rel="external">http://dux.interlopers.net/downloads/ma ... evised.rar</a></p><p>
</p><p>
[Edit] Should probably have changed the link earlier.</p><p>
</p><p>
<img src="emoticons/default_mapcore_smilies/emot_banjo.gif" alt=":banjo:"></p>
]]></description><guid isPermaLink="false">6312</guid><pubDate>Tue, 17 Oct 2006 23:05:22 +0000</pubDate></item><item><title>De_Forest Released!!</title><link>https://www.mapcore.org/topic/9078-de_forest-released/</link><description><![CDATA[
<p>Hello everyone, Im pleased to announce the release of De_Forest!</p><p>
</p><p>
There's been alot of blood sweat and tears to get this into the state it is today, also figuring out how the hell to make a forest map work in the Source engine, but Im pretty proud of how it looks and plays now.</p><p>
</p><p>
It should run well on most systems with a ati 9800 / nvidia 6xxx or above, not sure about below that as I havent been able to test on lower end systems.</p><p>
</p><p>
<strong>Screens:</strong></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0024.jpg" alt="de_forest0024.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0027.jpg" alt="de_forest0027.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0005.jpg" alt="de_forest0005.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0010.jpg" alt="de_forest0010.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0012.jpg" alt="de_forest0012.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0013.jpg" alt="de_forest0013.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0014.jpg" alt="de_forest0014.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0015.jpg" alt="de_forest0015.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0016.jpg" alt="de_forest0016.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0017.jpg" alt="de_forest0017.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0021.jpg" alt="de_forest0021.jpg"></p><p>
</p><p>
<img src="http://robert.nuclear-dawn.net/Misc/de_forest/screens/de_forest0023.jpg" alt="de_forest0023.jpg"></p><p>
</p><p>
now for some info:</p><p>
Intro:</p><p>
=======</p><p>
Terrorists have been hiding out in the woods for months and are being hunted down for</p><p>
information on spies within a number of high ranking organisations assisting </p><p>
in plotting terror attacks. </p><p>
</p><p>
As the terrorist team you must destroy all evidence of </p><p>
such activities by planting bombs at either of the two sites which were being used </p><p>
as the hideout.</p><p>
</p><p>
As the CTs you must secure the hideouts and prevent the terrorists from </p><p>
destorying the information. </p><p>
</p><p>
</p><p>
</p><p>
Tips:</p><p>
======</p><p>
If you get lost, find your way back to the river and look for landmarks which will point you in the right direction. There are also many signposts dotted around the forest to help you find your way to the bombsites. </p><p>
</p><p>
</p><p>
Footnote:</p><p>
=========</p><p>
Thanks to everyone who offered feedback and advice on this map, its been a big challenge and a hard journey and I hope you have fun!</p><p>
</p><p>
</p><p>
<strong>****UPDATE****</strong></p><p>
 I noticed that alot of people were commenting on a lack of ambient sound, I just checked and I forgot to include my custom soudscape and soundfiles!!</p><p>
</p><p>
I am currently updating the ZIP file to include these files, if you are experiencing this problem simply redownload and re-extract to your CS folder (not your maps folder!). Give it around 10 mins from this post to let it upload fully, thanks!</p><p>
</p><p>
Download: <a href="http://robert.nuclear-dawn.net/Misc/de_forest/de_forest.zip" rel="external">http://robert.nuclear-dawn.net/Misc/de_ ... forest.zip</a></p><p>
</p><p>
Have fun!</p><p>
</p><p>
<a href="http://www.littlelostpoly.co.uk" rel="external">http://www.littlelostpoly.co.uk</a></p>
]]></description><guid isPermaLink="false">9078</guid><pubDate>Mon, 08 Oct 2007 01:34:14 +0000</pubDate></item><item><title>ctf_quarry [release]</title><link>https://www.mapcore.org/topic/9611-ctf_quarry-release/</link><description><![CDATA[
<p>Hey guys!</p><p>
</p><p>
Ctf_quarry is finally being released today!  It's been through a fairly rigorous playtest by me and 3 friends, and we've tried to find every bug we can.  As far as I can tell, there are no show-stopping bugs, and the map does work!</p><p>
</p><p>
I would just like to thank everybody for the huge assistance in the WIP screenshots thread.  You've all been a great hand in getting the map released, I really appreciate what you've done.</p><p>
</p><p>
I attempted God-rays, but failed miserably...  Maybe in later releases I'll add them in.  I'm moving on to learn modelling/UE now, then I'll come back to Source for a while!</p><p>
</p><p>
Here's a few final screenshots:</p><p>
</p><p>
<img src="http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry00001.jpg" alt="ctf_quarry00001.jpg"></p><p>
</p><p>
<img src="http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry00002.jpg" alt="ctf_quarry00002.jpg"></p><p>
</p><p>
<img src="http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry00003.jpg" alt="ctf_quarry00003.jpg"></p><p>
</p><p>
<img src="http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry00004.jpg" alt="ctf_quarry00004.jpg"></p><p>
</p><p>
<img src="http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry00005.jpg" alt="ctf_quarry00005.jpg"></p><p>
</p><p>
<img src="http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry00006.jpg" alt="ctf_quarry00006.jpg"></p><p>
</p><p>
And now, here's the download link:</p><p>
</p><p>
<a href="%7Boption%7D">http://files.filefront.com/ctf+quarryzip/;9239494;/fileinfo.html</a></p><p>
</p><p>
Let me know if that doesn't work, I'll get right on it.</p><p>
</p><p>
Anyway, do bear in mind that this is still first release, and there may be errors or bugs.  No matter how big or how small, please let me know and I'll jump right back into Hammer and fix it!</p><p>
</p><p>
Once again, cheers guys, let me know if anything's wrong with it.</p><p>
</p><p>
Oh, and if you guys could, spread the word!  Stick it up on your server, tell your Grandma, email your grandchildren!   Tell everybody that you can. <img src="emoticons/default_mapcore_smilies/emot_razz.gif" alt=":P"></p>
]]></description><guid isPermaLink="false">9611</guid><pubDate>Wed, 12 Dec 2007 04:15:22 +0000</pubDate></item><item><title>TS_antrodome &#xE2;&#x20AC;&#x201C; The Ghost from 2004!~</title><link>https://www.mapcore.org/topic/7269-ts_antrodome-%C3%A2%E2%82%AC%E2%80%9C-the-ghost-from-2004~/</link><description><![CDATA[
<p>Hi sirs!~</p><p>
</p><p>
<a href="http://www.specialistsmod.net" rel="external"><strong>##GET ANTRODOME HERE##</strong></a> Register at the forums and go to the RC section for the newest open beta version of the Specialists</p><p>
</p><p>
Regarding the r_speeds, they should be below 800 at all times. The average is around 450-500 if I remember correctly. Optimizing the r_speeds was one of the greatest challenges.</p><p>
</p><p>
Here are some FRESH pics from 2004:</p><p>
More pictures available at my <a href="http://www.kolumbus.fi/casimir.tuomi" rel="external"><strong>Portfolio Site</strong></a>, in addition to some other stuff.</p><p>
</p><p>
</p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo1.jpg" alt="antro_promo1.jpg"></p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo2.jpg" alt="antro_promo2.jpg"></p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo3.jpg" alt="antro_promo3.jpg"></p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo4.jpg" alt="antro_promo4.jpg"></p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo5.jpg" alt="antro_promo5.jpg"></p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo6.jpg" alt="antro_promo6.jpg"></p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo7.jpg" alt="antro_promo7.jpg"></p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo8.jpg" alt="antro_promo8.jpg"></p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo9.jpg" alt="antro_promo9.jpg"></p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo10.jpg" alt="antro_promo10.jpg"></p><p>
<img src="http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo11.jpg" alt="antro_promo11.jpg"></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
~Long Live Mapcore!</p>
]]></description><guid isPermaLink="false">7269</guid><pubDate>Fri, 09 Mar 2007 22:25:59 +0000</pubDate></item><item><title>ol_styx (Off Limits map)</title><link>https://www.mapcore.org/topic/5442-ol_styx-off-limits-map/</link><description><![CDATA[
<p>Hey,</p><p>
Just finished my first complete map for Half-Life². It's for the mod <a href="http://www.off-limits.be" rel="external">http://www.off-limits.be</a>. I started on it since the end of march, and took about a months break, so it's 3 months of late night work. I made a lot of custom content for it, such as textures (road/crossover/buildings/...) and props (subwaytrain/hospitalsign/powerpoles/...). Loom / Reko-dave also helped out with some props (signs/ticketgates/subwaybenches/...) a big thanks to them!. With this Off Limits gets another step closer to being released <img src="emoticons/default_mapcore_smilies/emot_smile.gif" alt=":)"></p><p>
To all the people who helped me with problems/errors/bugs: THANK YOU ! <img src="emoticons/default_mapcore_smilies/emot_razz.gif" alt=":P"></p><p>
</p><p>
Here are some screenshots of it:</p><p>
<img src="http://www.wesleytack.com/images/styx/styx_004.jpg" alt="styx_004.jpg"></p><p>
<img src="http://www.wesleytack.com/images/styx/styx_006.jpg" alt="styx_006.jpg"></p><p>
<img src="http://www.wesleytack.com/images/styx/styx_007.jpg" alt="styx_007.jpg"></p><p>
<img src="http://www.wesleytack.com/images/styx/styx_008.jpg" alt="styx_008.jpg"></p><p>
<img src="http://www.wesleytack.com/images/styx/styx_012.jpg" alt="styx_012.jpg"></p><p>
<img src="http://www.wesleytack.com/images/styx/styx_013.jpg" alt="styx_013.jpg"></p><p>
<img src="http://www.wesleytack.com/images/styx/styx_016.jpg" alt="styx_016.jpg"></p><p>
<img src="http://www.wesleytack.com/images/styx/styx_018.jpg" alt="styx_018.jpg"></p><p>
<img src="http://www.wesleytack.com/images/styx/styx_019.jpg" alt="styx_019.jpg"></p><p>
<img src="http://www.wesleytack.com/images/styx/styx_022.jpg" alt="styx_022.jpg"></p><p>
<img src="http://www.wesleytack.com/images/styx/styx_026.jpg" alt="styx_026.jpg"></p><p>
</p><p>
more on my portfolio:</p><p>
<a href="http://www.wesleytack.com" rel="external">http://www.wesleytack.com</a></p><p>
</p><p>
</p><p>
Hope you like it!</p><p>
And I hope I'll see you in the map asap playing Off Limits !  <img src="emoticons/default_mapcore_smilies/emot_twisted.gif" alt=":twisted:"></p><p>
</p><p>
</p><p>
- Wesley</p>
]]></description><guid isPermaLink="false">5442</guid><pubDate>Sat, 22 Jul 2006 15:54:29 +0000</pubDate></item><item><title>ins_baghdad</title><link>https://www.mapcore.org/topic/8918-ins_baghdad/</link><description><![CDATA[
<p>A bit late to open this thread but better late then never  <img src="emoticons/default_mapcore_smilies/emot_smile.gif" alt=":)"></p><p>
Worked on this for 3 years (well not all the time <img src="emoticons/default_mapcore_smilies/emot_wink.gif" alt=";)"> ). The map had seen a lot of changes and evolutions during the development of Insurgency. It's pretty big for a source map. Scratches some of the engine limits. Thats why its not more detailed.</p><p>
</p><p>
Things i did besides the brush work and technical stuff are the skybox, the skybox buildings, some of the props and textures etc.</p><p>
</p><p>
You also see artwork of Minos, Peris, stolve, evert and probably a few more mapcorians.</p><p>
</p><p>
<img src="http://aycu03.webshots.com/image/28042/2001548567807203289_rs.jpg" alt="2001548567807203289_rs.jpg"></p><p>
</p><p>
<img src="http://aycu10.webshots.com/image/28849/2001549209360877697_rs.jpg" alt="2001549209360877697_rs.jpg"></p><p>
</p><p>
<img src="http://aycu35.webshots.com/image/28714/2001579732606724673_rs.jpg" alt="2001579732606724673_rs.jpg"></p><p>
</p><p>
<img src="http://aycu10.webshots.com/image/28849/2001589730509845876_rs.jpg" alt="2001589730509845876_rs.jpg"></p><p>
</p><p>
<img src="http://aycu07.webshots.com/image/28006/2001566023647993646_rs.jpg" alt="2001566023647993646_rs.jpg"></p><p>
</p><p>
<img src="http://aycu10.webshots.com/image/26689/2001577893789275833_rs.jpg" alt="2001577893789275833_rs.jpg"></p><p>
</p><p>
<img src="http://aycu09.webshots.com/image/27528/2001599590723618727_rs.jpg" alt="2001599590723618727_rs.jpg"></p>
]]></description><guid isPermaLink="false">8918</guid><pubDate>Fri, 21 Sep 2007 20:11:28 +0000</pubDate></item><item><title>de_wanda by warby ... final release !</title><link>https://www.mapcore.org/topic/6673-de_wanda-by-warby-final-release/</link><description><![CDATA[
<p><img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_01.jpg" alt="de_wanda_01.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_02.jpg" alt="de_wanda_02.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_03.jpg" alt="de_wanda_03.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_04.jpg" alt="de_wanda_04.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_05.jpg" alt="de_wanda_05.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_06.jpg" alt="de_wanda_06.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_07.jpg" alt="de_wanda_07.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_08.jpg" alt="de_wanda_08.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_09.jpg" alt="de_wanda_09.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_10.jpg" alt="de_wanda_10.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_11.jpg" alt="de_wanda_11.jpg"></p><p>
</p><p>
<img src="http://riviera.heaven.nexusirc.at/warby/leveldesign/01%24half-life2/de_wanda_12.jpg" alt="de_wanda_12.jpg"></p><p>
</p><p>
</p><p>
mirrors:</p><p>
</p><p>
<a href="http://riviera.heaven.nexusirc.at/warby/filez/de_wanda.zip" rel="external">http://riviera.heaven.nexusirc.at/warby ... _wanda.zip</a></p><p>
</p><p>
<a href="http://community.clan00.de/maparchiv.php?dl=2731" rel="external">http://community.clan00.de/maparchiv.php?dl=2731</a></p><p>
</p><p>
<a href="http://www.krueps.de/maps/de_wanda.zip" rel="external">http://www.krueps.de/maps/de_wanda.zip</a></p><p>
</p><p>
<a href="http://www.filefront.com/?filepath=/lanmaniax/maps/de_wanda.zip" rel="external">http://www.filefront.com/?filepath=/lan ... _wanda.zip</a></p><p>
</p><p>
<a href="http://daniel.server1.dgb-gaming.com/down.php?d=de_wanda.zip" rel="external">http://daniel.server1.dgb-gaming.com/do ... _wanda.zip</a></p><p>
</p><p>
<a href="http://www.extreme-players.de/download.php?id=11654" rel="external">http://www.extreme-players.de/download.php?id=11654</a></p><p>
</p><p>
<a href="http://schaeffdesign.de/de_wanda.zip" rel="external">http://schaeffdesign.de/de_wanda.zip</a></p><p>
</p><p>
credits:</p><p>
</p><p>
de_wanda</p><p>
by soenke c. "warby" seidel ( <a href="mailto:warbeast@planetunreal.com">warbeast@planetunreal.com</a> )</p><p>
</p><p>
layout, bsp, scripts, models and textures by soenke c. "warby" seidel ( <a href="http://www.warby.de" rel="external">http://www.warby.de</a> )</p><p>
photo resources, hdr-sky and entities support - thomas "hessi" hess ( <a href="http://www.thomashess.net" rel="external">http://www.thomashess.net</a> )</p><p>
inspirational paint overs - scott duquette sama ( <a href="http://www.scottduquette.com" rel="external">http://www.scottduquette.com</a> )</p><p>
awesome maya exporter and debugging help - prallhans ( <a href="http://mitglied.lycos.de/prallvamp" rel="external">http://mitglied.lycos.de/prallvamp</a> )</p><p>
</p><p>
special thanks:</p><p>
</p><p>
riviera for maintaining my website while i was making this map.</p><p>
kokosovar for the french poster text translation.</p><p>
dodger, ornatebaboon, barrakid, defrag, r_yell and acumen</p><p>
for the help with the audio and bomb targets.</p><p>
the bfc berliner fight club clan for providing the dedicated beta test server.</p><p>
the [00] clan for web hosting of the map file.</p><p>
the [env] clan for help testing the map even if it means to sacrifice social life ^^</p><p>
</p><p>
</p><p>
greetings to:</p><p>
x-tender carny sa74n xenon bedlam krueps alec moody linga lord scottish shimmer sixshooter lumpn zacker</p><p>
everyone from mapcore cs.maps and all polycounters</p><p>
</p><p>
</p><p>
known issues:</p><p>
</p><p>
-when using the coin operated binoculars be careful to not get killed or the player camera will get stuck in there forever</p><p>
how to fix: we have to wait for valve to address this engine bug for now don't use em or reconnect if it happens to you.</p><p>
</p><p>
</p><p>
</p><p>
*if somebody feels like adding a mirror please do so ! thanks in advance </p><p>
</p><p>
</p><p>
 <img src="emoticons/default_mapcore_smilies/emot_smile.gif" alt=":)"><img src="emoticons/default_mapcore_smilies/emot_biggrin.gif" alt=":D"><img src="emoticons/default_mapcore_smilies/emot_smile.gif" alt=":)"></p>
]]></description><guid isPermaLink="false">6673</guid><pubDate>Thu, 14 Dec 2006 21:14:51 +0000</pubDate></item><item><title>awp_monopoly</title><link>https://www.mapcore.org/topic/4118-awp_monopoly/</link><description><![CDATA[
<p>awp_monopoly </p><p>
inspired by the 1.6 map of the same name</p><p>
remade for source by: JamesL &amp; Generalvivi</p><p>
</p><p>
map &amp; textures - JamesL</p><p>
models &amp; lighting FX - Generalvivi</p><p>
</p><p>
Construction - 2 weeks</p><p>
Compile Time - 10 mins</p><p>
BSP zipped size - 22meg</p><p>
LDR/HDR - enabled</p><p>
Spawns - 24</p><p>
Weapons - awp / deagle / knife</p><p>
Set mp_roundtime @ 2 mins</p><p>
Set net_maxfilesize @ 25meg</p><p>
</p><p>
board is a 1936 German edition</p><p>
cards are 1936 US edition</p><p>
</p><p>
</p><p>
Download from</p><p>
<a href="http://www.iwannamap.com/showmap.php?map=43" rel="external"><span>iwannamap.com</span></a></p><p><span>
</span><a href="http://www.filefront.com/?filepath=/lanmaniax/maps/awp_monopoly_FINAL.zip" rel="external"><span>filefront</span></a></p><p><span>
</span><a href="http://www.www.generalvivi.lawgiver.us/downloads/awp_monopoly_FINAL.zip" rel="external"><span>Generalvivi.lawgiver.us</span></a></p><p><span>
</span><a href="http://www.code303.com/files/maps/awp_monopoly.zip" rel="external"><span>fragnbag.co.uk</span></a><span> </span></p><p>
</p><p>
<img src="http://www.code303.com/files/images/monopoly/awp_monopoly002.jpg" alt="awp_monopoly002.jpg"></p><p>
</p><p>
<img src="http://www.code303.com/files/images/monopoly/awp_monopoly004.jpg" alt="awp_monopoly004.jpg"></p><p>
</p><p>
<img src="http://www.code303.com/files/images/monopoly/awp_monopoly003.jpg" alt="awp_monopoly003.jpg"></p><p>
</p><p>
<img src="http://www.code303.com/files/images/monopoly/awp_monopoly001.jpg" alt="awp_monopoly001.jpg"></p><p>
</p><p>
<img src="http://www.code303.com/files/images/monopoly/awp_monopoly005.jpg" alt="awp_monopoly005.jpg"></p><p>
</p><p>
<img src="http://www.code303.com/files/images/monopoly/awp_monopoly006.jpg" alt="awp_monopoly006.jpg"></p>
]]></description><guid isPermaLink="false">4118</guid><pubDate>Thu, 23 Feb 2006 23:31:31 +0000</pubDate></item><item><title>[UT2k4] DM_Baroque</title><link>https://www.mapcore.org/topic/6302-ut2k4-dm_baroque/</link><description><![CDATA[
<p><img src="http://www.kiiia.com/baroque/Header.png" alt="Header.png"></p><p>
</p><p>
<strong>Gametype:</strong> Deathmatch</p><p>
<strong>Players:</strong> 2-4</p><p>
<strong>Weapons:</strong> SniperRifle, RocketLauncher, FlakCannon</p><p>
<strong>100% Custom content</strong></p><p>
<a href="http://www.kiiia.com/baroque/DM-Baroque.rar" rel="external"><strong>Dowload</strong></a></p><p>
</p><p>
After about 5 months working on this map, i finally finished it. DM-Baroque is a large Arena for quick and dirty 1on1 duells or Instagib games.</p><p>
</p><p>
<img src="http://www.kiiia.com/baroque/baroque2.jpg" alt="baroque2.jpg"></p><p>
-</p><p>
<img src="http://www.kiiia.com/baroque/baroque1.jpg" alt="baroque1.jpg"></p><p>
-</p><p>
<img src="http://www.kiiia.com/baroque/baroque3.jpg" alt="baroque3.jpg"></p><p>
-</p><p>
<img src="http://www.kiiia.com/baroque/baroque4.jpg" alt="baroque4.jpg"></p><p>
-</p><p>
<img src="http://www.kiiia.com/baroque/baroque6.jpg" alt="baroque6.jpg"></p><p>
-</p><p>
<img src="http://www.kiiia.com/baroque/baroque5.jpg" alt="baroque5.jpg"></p><p>
-</p><p>
<img src="http://www.kiiia.com/baroque/baroque7.jpg" alt="baroque7.jpg"></p>
]]></description><guid isPermaLink="false">6302</guid><pubDate>Mon, 16 Oct 2006 18:44:02 +0000</pubDate></item><item><title>Don't Have Spotlight Status...?</title><link>https://www.mapcore.org/topic/6313-dont-have-spotlight-status/</link><description><![CDATA[
<p>But your map is in the Spotlight forum?</p><p>
</p><p>
Send me a message and I will take care of it.</p>
]]></description><guid isPermaLink="false">6313</guid><pubDate>Tue, 17 Oct 2006 23:32:18 +0000</pubDate></item><item><title>DoD_Anemia_b1 (56k Heavy)</title><link>https://www.mapcore.org/topic/5669-dod_anemia_b1-56k-heavy/</link><description><![CDATA[
<p><strong>Brand New Images</strong></p><p>
<img src="http://img501.imageshack.us/img501/7199/6le2.jpg" alt="6le2.jpg"></p><p>
<img src="http://img231.imageshack.us/img231/4867/oc2os9.jpg" alt="oc2os9.jpg"></p><p>
<img src="http://img208.imageshack.us/img208/5112/5xm4.jpg" alt="5xm4.jpg"></p><p>
<img src="http://img502.imageshack.us/img502/308/1em9.jpg" alt="1em9.jpg"></p><p>
<img src="http://img511.imageshack.us/img511/8273/2uk7.jpg" alt="2uk7.jpg"></p><p>
<img src="http://img208.imageshack.us/img208/8216/3in1.jpg" alt="3in1.jpg"></p><p>
<img src="http://img208.imageshack.us/img208/4048/4st3.jpg" alt="4st3.jpg"></p><p>
<img src="http://img501.imageshack.us/img501/3362/7sj8.jpg" alt="7sj8.jpg"></p><p>
<img src="http://img501.imageshack.us/img501/7037/8mi9.jpg" alt="8mi9.jpg"></p><p>
<img src="http://img513.imageshack.us/img513/1200/9nq1.jpg" alt="9nq1.jpg"></p><p>
<img src="http://img67.imageshack.us/img67/7923/10pa4.jpg" alt="10pa4.jpg"></p><p>
</p><p>
<strong>Mini-Map</strong></p><p>
<a href="%7Boption%7D">http://img505.imageshack.us/img505/5705/minimapcopyfw7.jpg</a></p><p>
</p><p>
<strong>Old Images</strong></p><p>
<a href="%7Boption%7D">http://imagesocket.com/view/DoD_Anemia_OC_copyc93.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/images/DoD_Anemia_OC2_copy6f4.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/images/DoD_Anemia_1_copy7c8.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/images/DoD_Anemia_2_copy6c6.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/images/DoD_Anemia_3_copy909.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/images/DoD_Anemia_4_copy5d3.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/images/DoD_Anemia_5_copy191.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/images/DoD_Anemia_6_copycb6.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/view/DoD_Ane...INC_copy28c.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/view/DoD_Ane...INC_copyab4.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/view/DoD_Ane...INC_copy116.jpg</a></p><p>
<a href="%7Boption%7D">http://imagesocket.com/view/DoD_Ane...INC_copya95.jpg</a></p><p>
</p><p>
<strong>Download</strong></p><p>
<a href="%7Boption%7D">http://files.filefront.com/dod_anemia_finalrar/;5974233;;/fileinfo.html</a></p><p>
</p><p>
<strong>Changelog</strong></p><p>
-Added a second route for axis, and a ladder on allied side of the bridge (keep your eyes out when below the bridge for ladders!)</p><p>
-Changed flags around, should be much more balanced, the map is still difficult for both teams in its very nature.</p><p>
-Mini-map added, much thanks to Dustin Diamond for being a consistent partner in the process of polishing and releasing all of Anemia's versions.</p><p>
-Innumerable visual, auditory and gameplay fixes. Anemia has never looked better.</p><p>
</p><p>
<strong>Features</strong></p><p>
-FULLY BSPZIPPED</p><p>
-HDR -final compiled (excellent HDR ambience on the map)</p><p>
-Even more optimized (this was neccessary as the map has been visually upgraded, your performance might not see much change from b2)</p><p>
</p><p>
<strong>By Shawn Snelling AKA FMPONE</strong></p><p>
e-mail: <a href="mailto:%7Boption%7D">fmpone@yahoo.com</a></p><p>
MSN: <a href="mailto:%7Boption%7D">fmpone@hotmail.com</a></p><p>
</p><p>
<strong>Much thanks to:</strong></p><p>
Dustin Diamond</p><p>
James "Talon" O'Hare</p><p>
SpineRoyal</p><p>
TheSurgeon</p><p>
AkFuttySeben</p><p>
--------------------------</p>
]]></description><guid isPermaLink="false">5669</guid><pubDate>Thu, 10 Aug 2006 15:50:10 +0000</pubDate></item><item><title>DM ThinIce and CTF Decay</title><link>https://www.mapcore.org/topic/5688-dm-thinice-and-ctf-decay/</link><description><![CDATA[
<p>Last year I made a bunch of multiplay levels for the fps Warpath and since the game has been released recently I can now finally show the stuff.</p><p>
</p><p>
I did all the gameplay, floorplan, design etc and creating the architecture, lighting, texturing etc. Most environment textures and meshes were provided by the Digital Extremes Art team.</p><p>
Credit especially to Jean 'Chicoverde' Rochefort for a lot of the mesh and texture work + help with various of bits like the caves</p><p>
</p><p>
CTF DECAY : </p><p>
<a href="http://www.gamedesign.be/Hourences/workpics/decay/decay.htm" rel="external">http://www.gamedesign.be/Hourences/work ... /decay.htm</a> </p><p>
</p><p>
</p><p>
DM THIN ICE : </p><p>
<a href="http://www.gamedesign.be/Hourences/workpics/thinice/thinice.htm" rel="external">http://www.gamedesign.be/Hourences/work ... hinice.htm</a></p><p>
</p><p>
</p><p>
Small selection of the pics found in above links:</p><p>
______________________________________________________________</p><p>
</p><p>
<img src="http://www.gamedesign.be/Hourences/workpics/thinice/thinice3.jpg" alt="thinice3.jpg"></p><p>
</p><p>
<img src="http://www.gamedesign.be/Hourences/workpics/thinice/thinice14.jpg" alt="thinice14.jpg"></p><p>
</p><p>
<img src="http://www.gamedesign.be/Hourences/workpics/decay/decay4.jpg" alt="decay4.jpg"></p><p>
</p><p>
<img src="http://www.gamedesign.be/Hourences/workpics/decay/decay9.jpg" alt="decay9.jpg"></p><p>
</p><p>
______________________________________________________________</p><p>
</p><p>
</p><p>
NOTE: These level images do not represent the levels found in the game. They do however represent my work. I gave both levels an extra week of polish and fixing after the game got released because I was unhappy with the retail's level state.</p>
]]></description><guid isPermaLink="false">5688</guid><pubDate>Fri, 11 Aug 2006 17:56:29 +0000</pubDate></item><item><title>Quake 4 Map Pack work</title><link>https://www.mapcore.org/topic/4576-quake-4-map-pack-work/</link><description><![CDATA[
<p>Full writeups and extra screens of each can be found here: <a href="http://www.button-masher.net/content.php?c=43" rel="external">http://www.button-masher.net/content.php?c=43</a></p><p>
</p><p>
<strong>q4dm10: "Outpatient"</strong> (ugliest of the bunch, if you ask me, but this area turned out really nice)</p><p>
--</p><p>
<img src="http://www.button-masher.net/images/screens/q4/q4dm10_1.jpg" alt="q4dm10_1.jpg"></p><p>
</p><p>
<strong>q4dm11: "Skeleton Crew"</strong> (Mostly mine, finishing touches by Lunaran while I was off having a baby)</p><p>
--</p><p>
<img src="http://www.button-masher.net/images/screens/q4/q4dm11_2.jpg" alt="q4dm11_2.jpg"></p><p>
</p><p>
</p><p>
All available in Q4 1.1 or higher (1.2 full available at <a href="http://www.idsoftware.com/" rel="external">http://www.idsoftware.com/</a> )</p><p>
<strong>q4ctf7: "Tremors"</strong> (Another split with Lunaran; he did all the good bits)</p><p>
--</p><p>
<img src="http://www.button-masher.net/images/screens/q4/q4ctf7_1.jpg" alt="q4ctf7_1.jpg"></p>
]]></description><guid isPermaLink="false">4576</guid><pubDate>Fri, 21 Apr 2006 13:44:32 +0000</pubDate></item><item><title>The Empire  (3d work)</title><link>https://www.mapcore.org/topic/4455-the-empire-3d-work/</link><description><![CDATA[
<p>Hey guys, I did more work on that empire 3d scene</p><p>
</p><p>
</p><p>
<img src="http://jonmdesign.net/work/3d/sunrise01.jpg" alt="sunrise01.jpg"></p><p>
</p><p>
I am still planning on working on it a bit more so I figured I would post it here and get some ideas from mapcore (whose feedback I truly appreciate) before I finalize it. But it is done for the most part.</p><p>
</p><p>
I rendered this with finalRender, but it took like 50 hours or so, which is a bit too much, so I switched over to vRay, render times are much better now...</p><p>
</p><p>
<img src="emoticons/default_mapcore_smilies/emot_smile.gif" alt=":)"></p>
]]></description><guid isPermaLink="false">4455</guid><pubDate>Fri, 07 Apr 2006 02:11:31 +0000</pubDate></item><item><title>dod_salerno</title><link>https://www.mapcore.org/topic/3523-dod_salerno/</link><description><![CDATA[
<p>Hooray, it's finally finished. Well, almost. I've been having playtests on it for the last month or so, this is the first public release. After it's been out for around a month and no critical bugs have been discovered, I'll simply do a recompile and release the absolutely final version. For now though, you'll have to play a version with _rc1 attached to the mapname <img src="emoticons/default_mapcore_smilies/emot_sad.gif" alt=":("></p><p>
</p><p>
Oh look here are some pictures.</p><p>
<a href="http://img226.imageshack.us/my.php?image=dodsalerno10hm.jpg" rel="external"><img src="http://img226.imageshack.us/img226/9143/dodsalerno10hm.th.jpg" alt="dodsalerno10hm.th.jpg"></a><a href="http://img226.imageshack.us/my.php?image=dodsalerno27sb.jpg" rel="external"><img src="http://img226.imageshack.us/img226/9460/dodsalerno27sb.th.jpg" alt="dodsalerno27sb.th.jpg"></a></p><p>
<a href="http://img226.imageshack.us/my.php?image=dodsalerno30pi.jpg" rel="external"><img src="http://img226.imageshack.us/img226/6614/dodsalerno30pi.th.jpg" alt="dodsalerno30pi.th.jpg"></a><a href="http://img226.imageshack.us/my.php?image=dodsalerno42mn.jpg" rel="external"><img src="http://img226.imageshack.us/img226/9797/dodsalerno42mn.th.jpg" alt="dodsalerno42mn.th.jpg"></a></p><p>
</p><p>
Download link : </p><p>
</p><p>
<a href="http://trasig.info/maps/dod_salerno_rc1.zip" rel="external">http://trasig.info/maps/dod_salerno_rc1.zip</a></p><p>
</p><p>
<a href="http://mapmonger.com/files/dod_salerno_rc1.zip" rel="external">http://mapmonger.com/files/dod_salerno_rc1.zip</a></p><p>
</p><p>
<a href="http://maps.nomad9.us/insta/dod_salerno_rc1.zip" rel="external">http://maps.nomad9.us/insta/dod_salerno_rc1.zip</a></p><p>
</p><p>
All files are embedded into the .bsp. Enjoy <img src="emoticons/default_mapcore_smilies/emot_smile.gif" alt=":)"></p>
]]></description><guid isPermaLink="false">3523</guid><pubDate>Sat, 03 Dec 2005 01:29:10 +0000</pubDate></item><item><title>Post here and i will DRAW you an avatar !!!</title><link>https://www.mapcore.org/topic/4650-post-here-and-i-will-draw-you-an-avatar/</link><description><![CDATA[
<p>like this : <img src="http://kokosovar.free.fr/avatar6.gif" alt="avatar6.gif"></p><p>
That's right, i'm tired of those square avatars, it's kinda.. UGLY</p><p>
</p><p>
EDIT : Ok, i'll put all the avatars here, so you won't have to browse the whole thread  <img src="emoticons/default_mapcore_smilies/emot_banjo.gif" alt=":banjo:"></p><p>
</p><p>
CSHARP</p><p>
<img src="http://kokosovar.free.fr/avatarcsharp.gif" alt="avatarcsharp.gif"></p><p>
</p><p>
D3</p><p>
<img src="http://kokosovar.free.fr/avatard3.gif" alt="avatard3.gif"></p><p>
</p><p>
JOHNNY</p><p>
<img src="http://kokosovar.free.fr/avatarjohnny.gif" alt="avatarjohnny.gif"></p><p>
</p><p>
KFS</p><p>
<img src="http://kokosovar.free.fr/avatarkfs.gif" alt="avatarkfs.gif"></p><p>
</p><p>
MIKE</p><p>
<img src="http://kokosovar.free.fr/avatarmike.gif" alt="avatarmike.gif"></p><p>
</p><p>
MINO</p><p>
<img src="http://kokosovar.free.fr/avatarmino.gif" alt="avatarmino.gif"></p><p>
</p><p>
NYA</p><p>
<img src="http://kokosovar.free.fr/avatarnya.gif" alt="avatarnya.gif"></p><p>
</p><p>
PERIZ</p><p>
<img src="http://kokosovar.free.fr/avatarperis.jpg" alt="avatarperis.jpg"></p><p>
</p><p>
POSTEH</p><p>
<img src="http://kokosovar.free.fr/avatarposty.gif" alt="avatarposty.gif"></p><p>
</p><p>
STOLVE</p><p>
<img src="http://kokosovar.free.fr/avatarstolve.gif" alt="avatarstolve.gif"></p>
]]></description><guid isPermaLink="false">4650</guid><pubDate>Mon, 01 May 2006 19:20:56 +0000</pubDate></item><item><title>2 some type of levels</title><link>https://www.mapcore.org/topic/4306-2-some-type-of-levels/</link><description><![CDATA[
<p>Everything happens with two at a time lately for me.</p><p>
I made two strange levels. Both of them arent real levels like youre used to.</p><p>
</p><p>
First of all I recently bought Far Cry and started messing in its editor. And altho its quite buggy at times for me I like it. I like it that much I even made something with it.</p><p>
</p><p>
Verlan Island</p><p>
</p><p>
</p><p>
<img src="http://phalanx.planetunreal.gamespy.com/hourences/stuff/Verlan/verlan1small.jpg" alt="verlan1small.jpg"></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
More pics</p><p>
--</p><p>
<a href="http://phalanx.planetunreal.gamespy.com/hourences/stuff/Verlan/verlan.htm" rel="external">http://phalanx.planetunreal.gamespy.com ... verlan.htm</a></p><p>
--</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
The downside of it is that I couldnt be bothered of learning the editor completely so the map isnt playable. I didnt add any gameplay or objective or any thing, I just did it for fun and to get a nice picture basically.</p><p>
I tried to make more areas but that didnt really worked out, I also have an aircraft crash area and stuff but that was too ugly.</p><p>
I also really tried to not make yet another prefab and palm tree map like there are so many already so I picked a more original theme. </p><p>
All textures including the terrain textures are mine, rock is normal mapped.</p><p>
Vegitation/tree meshes are mine</p><p>
Rocks and other stuff too</p><p>
The ship and related detail isnt, its from the game.</p><p>
</p><p>
I hope the brightness works out for everyone</p><p>
</p><p>
</p><p>
____</p><p>
</p><p>
DM Exz</p><p>
</p><p>
<img src="http://phalanx.planetunreal.gamespy.com/hourences/stuff/Verlan/exz.jpg" alt="exz.jpg"></p><p>
</p><p>
</p><p>
And then I also made a UT2004 map with some new gameplay idea. The maps visuals are ok but nothing more. Lots of bsp and little detail basicaly but thats not important.</p><p>
I tried to make a fun variation on gameplay but I got zero idea if I succeeded.</p><p>
The map is made of one deep rocky shaft/pit with dozens of platforms all over the place. You spawn somewhere near the top and the only way out is jumping down. The only way to gain health, weapons, etc is to jump down and the only way to escape your enemy is to keep jumping down.</p><p>
At the bottom of the pit are a couple of teleporters that take you back up.</p><p>
</p><p>
So its an extreme Z action DM. Might suck, might be fun. I got no idea but the action is quite fast and "flying". You are constantly dropping down and attack your enemy in mid air.</p><p>
There are 4 jumppads that can take you a few levels up again altho you can never reach the top that way.</p><p>
</p><p>
Be sure to grab some jumpboots that are scattered around or else you will experience falling damage if you are not careful. Thats kinda the issue that Im running against. Falling damage.</p><p>
</p><p>
</p><p>
<a href="http://www.gamedesign.be/Hourences/DM-Exz.zip" rel="external">http://www.gamedesign.be/Hourences/DM-Exz.zip</a></p><p>
</p><p>
</p><p>
____</p><p>
</p><p>
Even if you dont got UT2004 you can prolly imagine the concept and the gameplay would work the same in HL2 or in Q4. Im looking for opinions and thoughts about the quite unusual concept.</p><p>
</p><p>
If this works out ill remake the map for real. Prettier and better gameplay.</p><p>
</p><p>
____</p>
]]></description><guid isPermaLink="false">4306</guid><pubDate>Sat, 18 Mar 2006 19:19:59 +0000</pubDate></item><item><title>de_dam_facility</title><link>https://www.mapcore.org/topic/4274-de_dam_facility/</link><description><![CDATA[
<p>Well I've finally found the time to finish my map. I just released it and am mostly happy with the way it turned out. Please take a look when you get a chance and shoot me some feedback please. </p><p>
</p><p>
<a href="%7Boption%7D">http://sourceprefabs.com/modules.php?op=modload&amp;name=Downloads&amp;file=index&amp;req=getit&amp;lid=237</a></p>
]]></description><guid isPermaLink="false">4274</guid><pubDate>Mon, 13 Mar 2006 06:01:31 +0000</pubDate></item><item><title>dm_vapour</title><link>https://www.mapcore.org/topic/4271-dm_vapour/</link><description><![CDATA[
<p>After 5 months of mapping and testing its finally complete.</p><p>
This is my second Half-Life 2 Deathmatch Map.</p><p>
</p><p>
It is in an underground base that used to be under control by the rebels until the combine came...</p><p>
There are two outside areas and a large multi-level underground base complete with tunnels, elevators, and more!</p><p>
</p><p>
Screenshots:</p><p>
<a href="http://img88.imageshack.us/my.php?image=dmvapour14hf.jpg" rel="external"><img src="http://img88.imageshack.us/img88/7372/dmvapour14hf.th.jpg" alt="dmvapour14hf.th.jpg"></a><a href="http://img88.imageshack.us/my.php?image=dmvapour29ji.jpg" rel="external"><img src="http://img88.imageshack.us/img88/2606/dmvapour29ji.th.jpg" alt="dmvapour29ji.th.jpg"></a> <a href="http://img88.imageshack.us/my.php?image=dmvapour31ht.jpg" rel="external"><img src="http://img88.imageshack.us/img88/6624/dmvapour31ht.th.jpg" alt="dmvapour31ht.th.jpg"></a></p><p>
<a href="http://img88.imageshack.us/my.php?image=dmvapour45qr.jpg" rel="external"><img src="http://img88.imageshack.us/img88/1453/dmvapour45qr.th.jpg" alt="dmvapour45qr.th.jpg"></a> <a href="http://img88.imageshack.us/my.php?image=dmvapour50gw.jpg" rel="external"><img src="http://img88.imageshack.us/img88/2165/dmvapour50gw.th.jpg" alt="dmvapour50gw.th.jpg"></a> <a href="http://img88.imageshack.us/my.php?image=dmvapour64gq.jpg" rel="external"><img src="http://img88.imageshack.us/img88/991/dmvapour64gq.th.jpg" alt="dmvapour64gq.th.jpg"></a></p><p>
Link: <a href="http://files.filefront.com/dm_vapour_v2zip/;4889016;;/fileinfo.html" rel="external">http://files.filefront.com/dm_vapour_v2 ... einfo.html</a></p>
]]></description><guid isPermaLink="false">4271</guid><pubDate>Sun, 12 Mar 2006 19:36:46 +0000</pubDate></item><item><title>dod_dijon final release</title><link>https://www.mapcore.org/topic/4066-dod_dijon-final-release/</link><description><![CDATA[
<p>Here it is, final version of dijon.</p><p>
</p><p>
I spent the last two weeks gathering all sorts of feedback and working on minor details after rc3 was tested among CoJ testers.</p><p>
</p><p>
Among these changes, the most important ones are the modifications to the wineshop and the garden house, but here's a full list:</p><p>
</p><p>
Changelist:</p><p>
</p><p>
Fixed various models drawing distance</p><p>
Improved architecture =&gt; better FPS in the main street area.</p><p>
Fixed front entrance arches of church</p><p>
Improved texturing</p><p>
Fixed entire wine shop flag cap zone -&gt; ground floor only to cap flag</p><p>
Reworked wineshop to prevent allies spawn camping</p><p>
Added allies spawn exit</p><p>
Reworked garden house</p><p>
HDR fixed</p><p>
new interiors in most buildings</p><p>
Enhanced optimization for a more progressive load and hit on performance</p><p>
</p><p>
Screenshots can be seen at the following link: <a href="http://907th.com/Furyo/gallery.html" rel="external">http://907th.com/Furyo/gallery.html</a></p><p>
</p><p>
As always, there are multiple options for downloads:</p><p>
</p><p>
907th exe file: <a href="http://www.907th.com/file.php?id=512" rel="external">http://www.907th.com/file.php?id=512</a></p><p>
</p><p>
or if you don't want the exe, you can get either a zip or a rar archive:</p><p>
</p><p>
zip: <a href="http://s109912960.onlinehome.us/Furyo/dod_dijon.zip" rel="external">http://s109912960.onlinehome.us/Furyo/dod_dijon.zip</a></p><p>
</p><p>
rar: <a href="http://s109912960.onlinehome.us/Furyo/dod_dijon.rar" rel="external">http://s109912960.onlinehome.us/Furyo/dod_dijon.rar</a></p><p>
</p><p>
The map is as far as I'm concerned as good as it'll ever be. It remains my first map ever and as such it may not have everything a good map should, but I'll see about that in my future projects. Time to move on as they say, and the next one will be dod_rive.</p><p>
</p><p>
Big big thanks to all CoJ testers throughout the beta versions, who have been both very supportive and very detailed in their feedback.</p>
]]></description><guid isPermaLink="false">4066</guid><pubDate>Sun, 19 Feb 2006 17:44:10 +0000</pubDate></item></channel></rss>
