1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

dm_platform

  • DvS
  • January 5, 2005 at 1:10 PM
  • Nazul
    • January 6, 2005 at 12:40 AM
    • #21

    woot , thought it was something from 3dmax or something looks might fine !

    teleporters and railgun would pwn

  • MagicTMP
    • January 6, 2005 at 1:18 AM
    • #22

    love the abstract feel of it... but 35 megs?! it doesnt even look that big D:!

  • InsaneSingingBlender
    • January 6, 2005 at 1:24 AM
    • #23

  • Defrag
    • January 6, 2005 at 10:58 AM
    • #24

    Looks like good fun, I love what you've done with the displacement maps -- nice and original. Now, I wonder what would happen if you spawned the buggy in a low grav environment then made a loop the loop using displacement maps?

  • bobjones
    • January 7, 2005 at 6:08 AM
    • #25
    Quote

    12 player spawns at the moment

    thats as many as you need

    overwatch only has 10

  • Zeta
    Guest
    • January 7, 2005 at 7:01 AM
    • #26

    Its brilliant fun to play this.

  • DvS
    • January 7, 2005 at 1:25 PM
    • #27
    Quote from bobjones

    thats as many as you need

    overwatch only has 10

    That's a relief, I'm a bit too used to the whole CS 40 spawn standard.

  • Belgarion
    • January 7, 2005 at 9:02 PM
    • #28

    hey that looks really cool. i had no idea displacement maps were so versatile. doesn't even look like half-life

  • mike-0
    • January 8, 2005 at 5:04 PM
    • #29

    That is so cool!

    When i think of displacement, i think of terrain and stuff. Good job of thinking out of the box.

  • mike-0
    • January 8, 2005 at 5:06 PM
    • #30
    Quote from KIIIA

    I could also imagine a CTF version, where the round outsides of the ways are blue and red......

    i think its much too small for a CTF style

  • alba
    • January 10, 2005 at 2:54 AM
    • #31

    looks ownage dude!

    keep up the good work!

  • ReNo
    • January 10, 2005 at 2:56 AM
    • #32

    What are you doing here alba? I mean, hi!

  • oh no melon
    • January 12, 2005 at 6:05 AM
    • #33

    I have been having so much trouble with displacements. I'm dieing to know how you got them to look so smooth. especialy the edges, there must be so many polys. are they a power of 4? what were the original shapes like before you subdivided them? or am i missing something?

  • alba
    • January 12, 2005 at 6:08 AM
    • #34
    Quote from ReNo

    What are you doing here alba? I mean, hi!

    Because i like this place too ;D

  • von*ferret
    • January 12, 2005 at 6:08 AM
    • #35

    This place IS getting nice isn't it? We just need more mapcore levels to get the name out!

  • DanielAragon
    • January 12, 2005 at 6:12 AM
    • #36

    nice level, i like it...a bit huge though

  • MagicTMP
    • January 12, 2005 at 6:19 AM
    • #37

    the thing is it doesnt look huge from the screenshots. looks like a nice xbow practice level since its so open .

  • mazemaster
    • January 15, 2005 at 5:24 AM
    • #38

    Wow! Very creative. If only you could specify directional gravity fields so that you could walk upside down and sideways along the paths. That would solve the connectivity issues too since you could just curve the dead ends around vertically to higher platforms. Heck, create some sort of mobius-type surface and you could be running around underneath a platform someone is on the other side of.

  • TomWithTheWeather
    • January 15, 2005 at 5:35 AM
    • #39
    Quote from mazemaster

    Wow! Very creative. If only you could specify directional gravity fields so that you could walk upside down and sideways along the paths. That would solve the connectivity issues too since you could just curve the dead ends around vertically to higher platforms. Heck, create some sort of mobius-type surface and you could be running around underneath a platform someone is on the other side of.

    You could do that in Serious Sam's engine. Just sucks that it's DM blew. Co-Op was nice though.

    Nice looking map by the way.

  • DvS
    • January 17, 2005 at 12:23 AM
    • #40

    There are no dead ends, the gravity is low enough to jump from any platform to another.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

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

Latest Posts

  1. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™