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

zp_santeria sauce lolz

  • spacer
  • October 23, 2005 at 6:18 PM
  • Supernorn
    • October 31, 2005 at 12:36 PM
    • #21
    Quote from curman

    i like your stuff, its good clean.. not very source-notable. but the only thing i hate is that its for zombie panic [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]

    Oh please, grow up Curman. :roll:

  • Tequila
    • October 31, 2005 at 1:05 PM
    • #22

    Now we're talking. All that's left to do is make those bloody light models blue-tinged.

    MAKE IT SO, NUMBER ONE.

  • curman
    • October 31, 2005 at 5:46 PM
    • #23
    Quote from Supernorn

    Oh please, grow up Curman. :roll:

    ..who are you

  • insta
    • October 31, 2005 at 5:56 PM
    • #24

    Thats a hefty amount of crates

  • PhilipK
    • October 31, 2005 at 5:59 PM
    • #25

    Last pix looking a lot better.

    My advise would be to dirty the texes up a few notches tho.

    I know the originals were clean (too clean) but it will look a lot better if you add "smart dirt"

    Anyway good job

  • von*ferret
    • October 31, 2005 at 6:09 PM
    • #26

    that floor is begging for some reflections. Do some reflections with smart work, so that on the dirty parts it doesn't reflect.

  • Skjalg
    • October 31, 2005 at 6:57 PM
    • #27
    Quote from von*ferret

    that floor is begging for some reflections. Do some reflections with smart work, so that on the dirty parts it doesn't reflect.

    /signed

    And make it just a tad brither for realisms' sake^^ All the lights are on, but it's not fully illuminated, and for what i gather, this is a place of work...

    Who works in the dark?

    If you want to keep it this dark, make it look like its a power failure and the "batteries" are turned on, making only dimmed lights appear (could spice up your lighting with some other colors there). And the normal lights wont be turned on.. Just not overdo the thing like Doom 3^^

    Its just a suggestion

  • PhilipK
    • October 31, 2005 at 8:49 PM
    • #28

    Actually I just made a little floor in sci fi theme..

    If u wanna u can use it... it's dirtier than ur theme tho.

    Dunno if the gamma and colours r fked since I'm not friends with my tft settings yet (and I was too lazy to start the crt for this).

    [Blocked Image: http://philipk.net/other/sci_floor.jpg]

    (pic from polybump)

    It's got diffuse, normal and spec (even tho the spec isn't the best ever made...)

    dl: http://philipk.net/other/sci_floor.zip

  • Skjalg
    • October 31, 2005 at 9:00 PM
    • #29

    I love you blaz

  • von*ferret
    • October 31, 2005 at 9:02 PM
    • #30

    very sexy blaz~

  • insta
    • October 31, 2005 at 10:13 PM
    • #31

    That looks very sweet, philip

  • spacer
    • November 1, 2005 at 12:37 AM
    • #32
    Quote from PhilipK

    Last pix looking a lot better.My advise would be to dirty the texes up a few notches tho.

    I know the originals were clean (too clean) but it will look a lot better if you add "smart dirt"

    Anyway good job

    HAY THX PHILLAY. I was planning on making dirty versions of the textures, but i figured the bit before the ZOMBO INFESTED BIT would be sorta clean apart from the little gunfight that went on. Thanks for that texture, btw , I'll make sure I find a use for it. Ur winnar.

    Ferret: it does reflect a little bit, I just thought it'd be overkill having it reflect as much as the walls do at the moment.

    Skjalg: not a bad idea, lawl.

    insta: hopefully I'll be able to get rid of a bunch of those crates once we get some new props that aren't boxes to put in.

    Tequila: GAMMA QUADRANT.

  • PhilipK
    • November 1, 2005 at 12:16 PM
    • #33

    Well just adding some dirt to the edges and have quite strong contrast in the textures will make them more interesting imo

  • D3ads
    • November 1, 2005 at 3:56 PM
    • #34

    I like it, looks really cool, but I hate that floor

    Awesome texture there Phillip, very Doom 3

  • spacer
    • November 5, 2005 at 10:03 PM
    • #35

    [Blocked Image: http://www.another-world.org.uk/spacer/zp_santeria/source/santtest0045.jpg]

    What the hell is going on with those spot lights? The one on the far right works fine, but the other 3 just.. decide to split into 2 beams for no reason, despite being clones of the one on the far right.

  • insta
    • November 5, 2005 at 10:19 PM
    • #36

    Source-engine so kwazy!

  • Tequila
    • November 5, 2005 at 10:33 PM
    • #37

    [Blocked Image: http://www.sweconpos.com/posters/madness.jpg]

    I've had stuff like that happen before. No explanation for it, of course. Source just likes to rape people's aesthetical choices.

  • spacer
    • November 5, 2005 at 10:50 PM
    • #38

    Bummed in the gob. Can I just use a regular light instead of a light_spot and have it work?

  • Tequila
    • November 5, 2005 at 10:59 PM
    • #39
    Quote from spacer

    Bummed in the gob. Can I just use a regular light instead of a light_spot and have it work?

    You could try, using blocklight to channel the light the way you want it.

    Or, trying sticking with the lightspots but messing with smoothgroups and the lightmap grid.

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™