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

I am making a DoD:s map.

  • JeanPaul
  • July 22, 2007 at 10:46 PM
  • Sentura
    • August 2, 2007 at 2:41 AM
    • #121

    woah the mods are quick to the trigger over here

  • JeanPaul
    • August 2, 2007 at 3:22 AM
    • #122

    What?

  • Dradz
    • August 2, 2007 at 4:17 AM
    • #123

    Or, you could do something like this:

    http://%7boption%7d

    I know, this screenshot looks like a$$, I need to add more displacements to the edges, func details, etc.....was just trying to take some of the heat off JP

  • Erratic
    • August 2, 2007 at 4:32 AM
    • #124

    I can sorta feel the pain here. I pretty much stopped on my DoD map because I got to destroying buildings and it really wasn't panning out. Maybe I can steal some ideas when you get going JP.

    I think if I can suggest anything, it's stick with the way the destroyed walls were done in dod_flash. Smaller holes, lots of brushes outlining the whole and forming the cracked bits. I find the larger holes in the other maps with mostly displacement just don't work very well. Maybe if I get back in the swing of things I'll post some updates, doubt I'll come up with anything not already done though.

    Even some of the modeled bits of destroyed brick have a nice effect, if that's not too far out of your goal; sticking strictly with stock content and such.

  • Buddy
    • August 2, 2007 at 4:53 AM
    • #125
    Quote from Dradz

    Or, you could do something like this:http://%7boption%7d

    I know, this screenshot looks like a$$, I need to add more displacements to the edges, func details, etc.....was just trying to take some of the heat off JP

    And redo the building.

    Honestly ppl look for some references and make something that actually looks like it could exist.

  • FrieChamp
    • August 2, 2007 at 9:28 AM
    • #126
    Quote from Sentura

    woah the mods are quick to the trigger over here

    I have been following this thread since page 1. I don't really know why anyone should intervene, as long as FMPone keeps trying to explain to JeanPaul, with the patience of an angel, what is wrong with his destroyed house. The tone could be more friendly, yes, but this isn't the first thread they have been mocking each other..it has the charm of an old couple arguing.

    What will happen next? Will Jean Paul fix his building? Or will FMPone completely lose it and drive over to JP's house and burn his trailer? I can't wait to see how this will end!

  • Skjalg
    • August 2, 2007 at 9:30 AM
    • #127

    God I love you Frie~

  • Rick_D
    • August 2, 2007 at 9:35 AM
    • #128
    Quote from buddy the designer

    And redo the building.

    Honestly ppl look for some references and make something that actually looks like it could exist.

    lol yeah, nobody works from references it seems - and then they wonder why something doesn't look quite right :S

  • alexroyce
    • August 2, 2007 at 9:51 AM
    • #129

    all buildings ive seen made have 8 unit gaps for the floor per each level, enterable or not

    Code
    /\
    
    
      /    \
    
    
    /        \
    
    
    |        |
    
    
    -        -
    
    
    |        |
    
    
    -        -
    
    
    |        |
    
    
    -        -
    
    
    |        |
    Display More
  • SnipaMasta
    • August 2, 2007 at 10:24 AM
    • #130
    Quote from FrieChamp

    as long as FMPone keeps trying to explain to JeanPaul, with the patience of an angel

    'Anyways, what you showed was an utter disaster. Trash it...'

    'oh jesus christ I give up'

    'you are made of fail (not that you'll actually read this)'

    'R-E-A-D O-L-D P-O-S-T-S

    IN YOUR OWN THREAD

    you're such a clown sometimes'

    'I've been saying for a while that the basic idea was dumb'

    'the building makes 0 sense (not to mention it looks ugly and generic)'

    Sounds very 'angellic' to me.

  • Buddy
    • August 2, 2007 at 11:15 AM
    • #131
    Quote from FrieChamp

    What will happen next? Will Jean Paul fix his building? Or will FMPone completely lose it and drive over to JP's house and burn his trailer? I can't wait to see how this will end!

    Yeah, kinda like Bold and Beautiful

  • ⌐■_■
    • August 2, 2007 at 2:20 PM
    • #132

    Jean paul, just use references and go your own way with it. Work out your concept some more and then show your work again. I think this whole well-meant feedback thing is staggering your proces..

  • FMPONE
    • August 2, 2007 at 5:55 PM
    • #133
    Quote from FrieChamp

    I have been following this thread since page 1. I don't really know why anyone should intervene, as long as FMPone keeps trying to explain to JeanPaul, with the patience of an angel, what is wrong with his destroyed house. The tone could be more friendly, yes, but this isn't the first thread they have been mocking each other..it has the charm of an old couple arguing.

    What will happen next? Will Jean Paul fix his building? Or will FMPone completely lose it and drive over to JP's house and burn his trailer? I can't wait to see how this will end!

    lol this is the best thread ugh hahha

  • JeanPaul
    • August 2, 2007 at 8:31 PM
    • #134
    Quote from alexroyce

    all buildings ive seen made have 8 unit gaps for the floor per each level, enterable or not

    Code
    /\
    
    
      /    \
    
    
    /        \
    
    
    |        |
    
    
    -        -
    
    
    |        |
    
    
    -        -
    
    
    |        |
    
    
    -        -
    
    
    |        |
    Display More

    No, most definitely not. Go look at almost all of Valve's maps. Almost all of them have enterable areas that are 120 units tall, with 8 units for the floor.

    Quote from MrBaracuda

    that coming from you just made my day

    I dont see why you hate me, I dont even know you

  • JeanPaul
    • August 2, 2007 at 8:59 PM
    • #135

    So guys, I am not really used to making a DoD:s map, and I mainly do underground stuff, so a normal JP map fully compiled would have a 1-2 second Vvis time. My last test compile was a 10 minutes Vvis would you guys say that is around normal because of how many buildings there are and how you can enter most of them?

  • Gorion
    • August 2, 2007 at 9:23 PM
    • #136

    well, 10 minutes is long, but optimizing in outdoor maps is a bit harder than indoor i guess.

  • JeanPaul
    • August 2, 2007 at 10:25 PM
    • #137
    Quote from Gorion

    well, 10 minutes is long, but optimizing in outdoor maps is a bit harder than indoor i guess.

    Yeah I know, 10 minutes is unbearable

    Maybe there is something I can figure out. It makes me wonder what its like to compile a Valve made map, but I doubt they give a shit because they do have compile farms, those lucky bastards.

  • FMPONE
    • August 2, 2007 at 10:28 PM
    • #138

    turn vvis off

  • JeanPaul
    • August 2, 2007 at 10:36 PM
    • #139
    Quote from FMPONE

    turn vvis off

    For testing, yes. But never for a final map. Vvis is your #1 priority as its what results in a playable map or not

  • Minos
    • August 7, 2007 at 10:10 PM
    • #140

    I cleaned this up a bit and reopened the thread since it was unfair to JeanPaul.

    Keep it civil here guys. If you got nothing to add stay away from the thread and just don't post here. If you want to mock him do it in PMs.

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™