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
  • JeanPaul
    • July 30, 2007 at 10:14 PM
    • #81

    I dig that concept, a lot, but damn, that map is pure ass

  • mabufo
    • July 31, 2007 at 1:15 AM
    • #82
    Quote from JeanPaul

    I dig that concept, a lot, but damn, that map is pure ass

    Oh my god, you're an asshole.

  • FMPONE
    • July 31, 2007 at 1:21 AM
    • #83
    Quote from mabufo

    Oh my god, you're an asshole.

    haha

  • mabufo
    • July 31, 2007 at 6:50 AM
    • #84
    Quote from mabufo

    Oh my god, you're an asshole.

    Be more constructive with your feedback as well, please.

  • JeanPaul
    • July 31, 2007 at 5:34 PM
    • #85
    Quote from mabufo

    Oh my god, you're an asshole.

    Was that your map? Sorry

  • Dradz
    • July 31, 2007 at 5:40 PM
    • #86
    Quote from JeanPaul

    I dig that concept, a lot, but damn, that map is pure ass

    Since I am the noob of the bunch here, I'll bite -- what makes it looks so bad?

  • JeanPaul
    • July 31, 2007 at 5:52 PM
    • #87
    Quote from Dradz

    Since I am the noob of the bunch here, I'll bite -- what makes it looks so bad?

    -Very visible fog that doesn't match the skybox

    -Ugly exterior texture choice

    -Dull lighting

    -Close to zero destruction in the map

    -Conflicting themes in some areas (Italian architecture/industrial)

    -Open areas with nothing interesting in them

  • JeanPaul
    • August 1, 2007 at 8:20 AM
    • #88

    A tiny update. I am still trying to figure out how valve gets their interiors so well lit without ANY light casting entities.

    http://www.uploadhouse.com/fileuploads/ ... 3d40f8.jpg

    EDIT: I figured it out

  • FMPONE
    • August 1, 2007 at 8:33 AM
    • #89

    oh jesus christ I give up

  • Rick_D
    • August 1, 2007 at 8:41 AM
    • #90

    a light entity with constant set instead of linear

    i won't explain it in detail because you figured it out - but others might like to know <_<

  • JeanPaul
    • August 1, 2007 at 8:47 AM
    • #91

    Oops

  • JeanPaul
    • August 1, 2007 at 8:47 AM
    • #92

    Sorry, Mapcore shit itself

  • JeanPaul
    • August 1, 2007 at 9:22 AM
    • #93

    Okay okay, so ugh, alright I will see what I can do

    AND MY LAST FUCKING IMAGE WAS UPLOAD HOUSE YOU PEWP

  • hessi
    • August 1, 2007 at 9:31 AM
    • #94

    wtf is going on here right now?

    i agree that the hole in the house is either too big or needs some "pillars" because the roof seems being untouched. the roof would be too heavy for being hold up there with such a big hole underneath.

    maybe working out a basic layout with developer textures might help you to not screw detailed geometry through those problems.

    be gentle guys!

  • JeanPaul
    • August 1, 2007 at 9:49 AM
    • #95

    What about this then? (obviously not done detailing rubble wise, but you get the idea)

    http://www.uploadhouse.com/fileuploads/ ... 417134.jpg

  • FMPONE
    • August 1, 2007 at 9:54 AM
    • #96

    Thats better, but honestly I question the wisdom in even doing that. Its not great gameplay wise, optimization wise, visually and its not very plausible in terms of real life, if a building got hit that way it'd fall over on the heavier end no question.

    You seem to be making reallllllly overwrought stuff, take a look at the Valve maps. The biggest holes in the buildings are maybe 128 MAYBE. And that technique is REALLY tacky, its overused in DoD:S maps and one of the reasons they all look the same.

    Keep shit simple, don't make crazy displacements. Make the focus of the map the architecture itself, don't make the buildings an afterthought for you to put a ton of holes in

  • ReNo
    • August 1, 2007 at 10:00 AM
    • #97

    Definately an improvement, but I'm not sure the glass light fixtures woulda survived whatever did THAT amount of damage.

  • ⌐■_■
    • August 1, 2007 at 10:12 AM
    • #98

    Exactly my thoughts. They kind of stand out in an unrealistic way. PONE's feedback seems to make too, substansively.

  • FMPONE
    • August 1, 2007 at 10:16 AM
    • #99

    Looking back on my map, every building I wrecked I feel guilty for, it was pretty much because I was too lazy to make anything interesting there.

    Its much easier to make a generic bunch of wreckage than a compelling piece of architecture

  • Skjalg
    • August 1, 2007 at 10:49 AM
    • #100
    Quote from ReNo

    Definately an improvement, but I'm not sure the glass light fixtures woulda survived whatever did THAT amount of damage.

    I think I said this in an earlier post too, so JP, you should pay attention to this one ;D

    or you could loose the hole, put in windows/balcony for players to shoot from and keep the lights..

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™