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

Deralia

  • Ewok
  • August 28, 2004 at 8:15 PM
  • Evert
    • September 5, 2004 at 2:49 PM
    • #21

    Try and re-export to map.

    That works sometimes, there could a billion other reasons tho.

    Edit

    On the map, it is too blocky atm, try and rotate a building some, add some height-variation, add details to them streets, vary the lightning as well.

  • Ewok
    • September 5, 2004 at 10:19 PM
    • #22

    Crisis averted, thanks to RD.

    - Ewok

  • Ewok
    • September 11, 2004 at 12:23 PM
    • #23

    Here are some new shots of the map. The Harbour shots are very wip. The boat is incomplete, going to add sails that flap around and stuff. Still going to add lights that are on in some of the house windows later.

    As for the lighting as fetter and Zaphod said. I have improved it. It's been darkened and there's more contrast. The light_environment has more of a blue-ish hue like the sky, you can mainly notice it on the beacon itself. Unfortunately, I've been screwing around with my brightness and gamma settings because mine on MS were set to full everything, so some shots I think my appear very dark, but hey, it's night time.

    [Blocked Image: http://www.gamingeye.com/temp/personal/kreigore/ewok/deralia_beta2_10.jpg]

    The beacon's fade is gone now, now it just has a normal glow with some sparkly effect stuff which is pretty cool in-game.

    [Blocked Image: http://www.gamingeye.com/temp/personal/kreigore/ewok/deralia_beta2_013.jpg]

    The Blacksmith now has items lying on his table with a hammer on the anvil and stuff. The area was a little dark so I added a lantern. There's also thatch roofing over the place as was suggest by Tayl0r.

    [Blocked Image: http://www.gamingeye.com/temp/personal/kreigore/ewok/deralia_beta0003.jpg]

    [Blocked Image: http://www.gamingeye.com/temp/personal/kreigore/ewok/deralia_beta2_smith.jpg]

    Shot of the docks as it currently stands. The best thing about this area imo is the ambient sounds when running around, you hear like a wind as you walk through the tunnels leading to the docks and as you approach the ship / boat you hear creaking of wood and stuff. Very cool.

    [Blocked Image: http://www.gamingeye.com/temp/personal/kreigore/ewok/deralia_beta2_08.jpg]

    [Blocked Image: http://www.gamingeye.com/temp/personal/kreigore/ewok/deralia_beta2_011.jpg]

    Later.

    - Ewok

  • Kreigore
    • September 11, 2004 at 12:25 PM
    • #24

    looks nice

  • insta
    • September 11, 2004 at 12:34 PM
    • #25

    I think if you're creating a old town by the sea, you should just cluster the houses together, like the town grew too fast for itself to keep up (look at Thief3). You can do alot of neato stuff in this scenario, but right now it looks rather plain.

  • Taylor
    • September 11, 2004 at 5:50 PM
    • #26

    Looks much better Ewok. I dig the new beacon.

    How big is this town? I assume it's just a HUB town for the player to return to, buy items, sell spoils, talk to NPC's and whatever opposed to a action area? Don't make the mistake of making it too big, big towns get really irritating to navigate unless you're hitting around zombies or something. Any chance you could take an aerial screenshot and mark on it the areas of interest (shops, quest areas, exits, etc)?

  • Ewok
    • September 11, 2004 at 6:24 PM
    • #27

    Although it actually may seem big, it actually isn't. There's not too many actual indoor shops because the r_speeds would be nuts if alot of those building had insides. But so far there's a BlackSmith, a small Tavern / Inn with two rooms + bar area, oh and a barracks that you can enter, as well as a Church / Temple and then there's going to be a side street grocer, then the harbour area.

    The game has stamina, so yeah, you right, it would suck to run around at earlier levels and run out of stamina to a slow crawl. And again you right in saying that it's mainly no action, a place where you can buy and sell goods etc... Like you said.

    Tomorrow I guess I'll post the overheadshot, just want to see what the people actually think of the map as it stands. But not many people are actually criting or even commenting good or bad on the map at all. So I don't know. I just know I like it heh, as with a few other people...

    - Ewok

  • RD
    • September 11, 2004 at 10:04 PM
    • #28

    there should be an open area around the beacon... then itll be far far better map!

  • Mike-O
    • September 12, 2004 at 1:31 AM
    • #29

    turn the FX amount up on your spotlights, this making them more see-through. it will look much nicer.

  • Ewok
    • September 16, 2004 at 12:28 AM
    • #30

    Time to pimp updated shots again. Same areas as usual just with improvements. Since this is a WIP forum.

    LOOK the litt0l windows are alit with life!!!! Yeah, more ambience and more detail. You can see the side street grocers dig on the street there.

    [Blocked Image: http://msremake.fragism.com/images2/deralia_beta2_0.jpg]

    [Blocked Image: http://msremake.fragism.com/images2/deralia_beta2_2.jpg]

    [Blocked Image: http://msremake.fragism.com/images2/deralia_beta2_3.jpg]

    It's still actually brighter in-game, screen capturing is a little f0rked. Good enuff though ~

    - Ewok

  • insta
    • September 16, 2004 at 12:31 AM
    • #31

    Still doesn't look quite like a little village. Everything is so 90 degrees and flat. Try to break it up a bit more, use odd angles for houses, height differences and so on.

  • Ewok
    • September 16, 2004 at 12:48 AM
    • #32

    To be frank, that's because it's meant to be a city. Not a little village. I wouldn't put a beacon and various other things if it was meant to be a small village, roads would be more narrrow too.

    This is more of a well structured, human capitol. Not something that's really grownen from a couple plebs building rubbish like squatters. There are actually height differences, but most things follow an actual floor size, ie. floors are usually a standard size. So if something is tall, it's most likely 2 - 3 floors high. To keep it realistic, since this is meant to be a quite well built civilization.

    As for the whole 90 degree thing, I've take that in consideration, probably do that to some of the buildings (not many) just to help pull off an effect. Thanks for the advice.

    - Ewok

  • curman
    • September 16, 2004 at 12:50 AM
    • #33

    I love the MS mod, I'm glad someones comming up with some new stuff..

    I think the problem is your town is too spread out..

    I'm not staying "steal" but try to be influenced by Sa74n map De_Ungarn and make it a little more tidy and together.

    Great work none the less.

  • Ewok
    • September 16, 2004 at 1:09 AM
    • #34

    I can try that more compact effect, which would require quite abit of shuffling and some serious brush movement, but it wasn't kinda what I was going for in this map. The road fits wagons to go both ways, kinda essential I think. Very comfortable size for many players to run around togther, something like Ungarn I don't see working here. To me the roads feel quite comfortable. I could be wrong, so guess it's up to what other people say. But remember this is meant to be a capitol. More City or Town than Village. And thanks heh.

    - Ewok

  • Evert
    • September 16, 2004 at 12:20 PM
    • #35

    Doesn't have the "capitol" look over it really.

    Even so, the buildings look old, cities aren't often built to become a capitol, they foten start with something smaller, and this looks like that old part of the town.

    It look like some sort of scene for a movie to be honest, add more things that make it look like people actually live in it.

    Add cables from roofes, between eachother, from poles.

    Cables rock.

  • Grin
    • September 16, 2004 at 12:46 PM
    • #36

    Looks too tidy and clean, doesn't have the feeling of a city at all, looks like a bunch of warehouses. Just doesn't have the warm feeling of somebody living there man, get more living lightning and some trash on the streets.

    Oh, and why the fireplace is outside in this house?

    http://msremake.fragism.com/images2/der ... ta0003.jpg

  • Taylor
    • September 16, 2004 at 7:31 PM
    • #37

    It's a blacksmith, go back a page.

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

Users Viewing This Thread

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