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

ctf_portalstorm

  • Bluestrike
  • April 27, 2005 at 2:59 PM
  • Phlek
    • May 1, 2005 at 1:05 AM
    • #21

    I like the lighting now.

  • Belgarion
    • May 1, 2005 at 1:50 AM
    • #22

    Much much better. But I don't think you're accentuating your architecture enough. The lighting is overall much better, but I'd like to be able to see the supports lit more brightly. Maybe increasing the spot_light intensity is all you need.

  • RA7
    • May 1, 2005 at 11:41 AM
    • #23

    Bluestrike is improving, very nice..;-)

  • Zacker
    • May 1, 2005 at 11:51 AM
    • #24

    I don't think that this map is as visually stunning as your other two Source maps. Thoose however were also pretty cool...

    This map looks pretty basic, but that is also the general style of theese type of games. I would say that it's pretty good for a HL2CTF map to be:)

    The last shot of Rebel base is for sure an improvement over the first one.

  • static07
    • May 3, 2005 at 8:36 PM
    • #25

    Looks empty, need detailed. As now it looks like it could run on a 5 year old UT engine.

    With work it could turn out great, I'm sure.

  • -Stratesiz-
    • May 3, 2005 at 9:14 PM
    • #26

    http://www.bluestrike.be/portalstorm/ct ... 440000.jpg

    While that is better it's still too repetitive which makes it boring. Avoid repetitive hallways, always make something that breaks the repetiveness. Lighting isn't enough in this case.

  • Taylor Swift
    • May 4, 2005 at 11:07 AM
    • #27

    looks nice.

  • ReNo
    • May 4, 2005 at 3:20 PM
    • #28

    I agree with Strat, but I do think the improvements you have made are nice. I don't think it would be too hard to break the repetition in here to be honest. For example, try pulling out some of the pillars in the middle of the right hand wall, put some sort of alcove or something in their place. Put something of interest in the centre of the alcove (teleporter, combine ball spawner thingy, a pillar, whatever), and you could put ammo packs or whatever HL2CTF uses behind it. Or perhaps instead of an alcove you could put in a platform or something that overlooks a non-reachable portion of the level, purely for aesthetic purposes (a 3D skybox, a small undergroun cave or river, whatever). It doesn't have to be a big thing that takes hours to create, but its just something to add variance.

    I agree that you've struck a nice set of colours though

  • newpunk
    • May 17, 2005 at 2:51 AM
    • #29

    Looks boring to me... :roll:

  • Lee3dee
    • May 17, 2005 at 3:07 AM
    • #30

    I see

    "Object not found!

    The requested URL was not found on this server. If you entered the URL manually please check your spelling and try again.

    If you think this is a server error, please contact the webmaster "

  • Bluestrike
    • May 17, 2005 at 10:25 PM
    • #31

    That would be because I cleaned up the directory when hlctf1.4 was released.

    I suppose Mr Newpunks reply was based on that one working screen.

    For 1.5 I'm redoing some stuff and experimenting with new textures.

  • PhilipK
    • May 17, 2005 at 10:34 PM
    • #32

    great improvement on this one. latest screens looks very good imo.

    nice to not have the two buildings identical.

  • DaanO
    • May 17, 2005 at 11:32 PM
    • #33

    Much better already. But i think your level has to much of that one generic gray texture.

  • csharp
    • May 18, 2005 at 12:40 PM
    • #34

    hell much better

  • Zacker
    • May 19, 2005 at 5:09 PM
    • #35

    New screens looks pretty good!

  • Evert
    • May 19, 2005 at 10:46 PM
    • #36

    First and last of your latest batch are very nice.

    Pic 2 isn't special at all though, esp the lamps look boring.

  • DanielAragon
    • May 20, 2005 at 3:14 AM
    • #37

    the second pic reminds me of two betreyals from halo 1

    right before you end that level, you go through a similar hall

  • Bluestrike
    • May 29, 2005 at 10:42 PM
    • #38

    Slowly getting there:

    [Blocked Image: http://www.bluestrike.be/portalstorm/ctf_portalstorm770000.jpg]

    [Blocked Image: http://www.bluestrike.be/portalstorm/ctf_portalstorm770001.jpg]

    [Blocked Image: http://www.bluestrike.be/portalstorm/ctf_portalstorm770002.jpg]

    [Blocked Image: http://www.bluestrike.be/portalstorm/ctf_portalstorm770003.jpg]

  • mike-0
    • May 30, 2005 at 3:59 AM
    • #39

    i just played it, pretty nice, really fun

  • Marcos
    • May 30, 2005 at 2:43 PM
    • #40

    Great improvments! Outside could just some more diffrent lighting tho

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. Any of the old guard still around? D:

    Thrik
    September 28, 2026 at 7:26 PM
  2. (HLDM) dm_warehouse

    The_Invader79
    September 20, 2026 at 11:44 AM
  3. [CS:GO][WiP] cs_opera

    leplubodeslapin
    September 17, 2026 at 8:50 AM
  4. Building a Huge Library of Free Images for Everyone

    Thrik
    September 7, 2026 at 10:09 PM
  5. POLYSTRIKE - Finally Announced After Years of Development!

    Mocherad
    August 23, 2026 at 7:56 AM
  6. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  7. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  8. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  9. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™