1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. mikezilla

Posts by mikezilla

  • Skyboxes

    • mikezilla
    • November 23, 2004 at 8:57 PM

    if you're doing this for hl2 i suggest making a sky dome model and texturing that

    boxes are stupid and have distortion issues

    but it has nice color.

  • CSS-Assault

    • mikezilla
    • November 22, 2004 at 10:16 PM

    i suggest not doing the sunsetty looking skybox. That's gonna get overused like crazy and i think anyone who played hl2 is already tired of it.

    like a slightly dim overcast day seems more fit for this.

  • Omg, Mega64 DVD

    • mikezilla
    • November 21, 2004 at 6:28 PM

    i was giving them the benefit of the doubt until I saw the ghosts and goblins one.

    Then i gave them the doubt.

  • what is....

    • mikezilla
    • November 21, 2004 at 6:27 PM

    its actually a clever trick more than actual technology.

    When you generate a normal map it uses hellamath to calculate a series of normal maps that essentially stack on top of each other. So its many normal maps that Parallax scroll.

    Like I said cool trick.

  • CSS-Assault

    • mikezilla
    • November 21, 2004 at 6:22 PM

    that remake is awesome as hell.

    Tisky, you can still beat it though.

    You have to go all the hell out and make what you're doing look like an actual city, not an enclosed map area. So make your block building different sizes (some even many stories taller than the others)

    I'd also spend a lot of attention detaliling out all your areas so they have their own personality.

    make under the bridge feel like under a bridge. Graffiti, water, broken fences, trash.

    Make the entry way to the high way feel like one. Make it feel like the highway keep going in both direction adn you're actually getting on an access ramp. Sorta like everything below the highway is the ghetto.

    Populate the map with new life. Hl2 has tons of broken down cars and shit to use to make it feel dillapidated.

    Mapcore will win on all fronts of css mapping. If you get stuck, pass it off to someone else, and let them go for a while. We want all maps killing in rotation.

    Word.

  • Half-Life 2

    • mikezilla
    • November 21, 2004 at 3:24 AM

    yeah it sorta failed at squad combat a bit, but it suceeded in so many other places. Had they just not tried to make you believe you had control it probably wouldn't have been so bad.

    oh and the ability to snipe their sorry asses would have been graeat.

  • New Brothers in Arms Trailer!

    • mikezilla
    • November 20, 2004 at 2:47 AM

    its mixed, but most of it is xbox footage i believe.

  • New Brothers in Arms Trailer!

    • mikezilla
    • November 20, 2004 at 1:25 AM

    http://www.xboxworld.nl/media_file/288

    I have nothing to say except that I love it a lot.

  • Anonymous essay from a spouse of an EA employee

    • mikezilla
    • November 18, 2004 at 6:04 PM
    Quote from DUFFY

    obviously you havent played nightfire

    you know i'm the one that unbanned you because I thought you deserved it right?

  • Remake HL textures

    • mikezilla
    • November 18, 2004 at 4:56 PM
    Quote from kleinluka

    No it's actually quite easy to do that. Paint a greyscale map in Photoshop, black is down, white is up. Then convert that into a normal map. This way you can have more dynamic structure to your normal map without having to model it. I do it every day and it works fine for me. The painted way isn't always the best way but it can do most normal maps pretty well if your grayscale map is good and defined.

  • Bloodlines out = portfolio up

    • mikezilla
    • November 18, 2004 at 12:20 AM

    i'd hire you.

  • Forsaken

    • mikezilla
    • November 17, 2004 at 9:44 PM

    [Blocked Image: http://www.forsaken-game.com/gfx/content_043.jpg]

    all good mods start with a good telephone booth.

  • Half-Life 2

    • mikezilla
    • November 17, 2004 at 5:13 PM

    the animation on dog is better than any game you listed, and probably any game ever. it was astoundingly good.

  • best song/video EVER

    • mikezilla
    • November 17, 2004 at 8:00 AM

    kanye rules

    you guys are misinformed.

  • Halo 2

    • mikezilla
    • November 16, 2004 at 4:32 AM

    an interesting read if not a bit conspiracy theorish.

    I won't lie, I'm like a lot of people and think halo 2 is marketed as being on earth and it's really not.

    It was fun, but yeah its a bit out there.

    However, having done cinematics for a game I can say with no equivications, theirs must have taken an ASSLOAD of time to do. So it's not like they threw in whatever story they could think of at the last second. That stuff took a while.

  • Excuse me, moderators!

    • mikezilla
    • November 16, 2004 at 4:24 AM

    no bandwidth isn't cheap.

    sorry.

    locked.

  • hl2 comes out offically tomorrow?

    • mikezilla
    • November 16, 2004 at 4:09 AM

    [insert pseudo masculine joke about how dumb you are for wanting to play a video game instead of go outside]

    I can go outdoors and talk to girls any day.

    I can stay in and play half life 2 for the first once.

  • NEW CSS MAP

    • mikezilla
    • November 15, 2004 at 4:47 AM

    I'm making an example of you.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • mikezilla
    • November 15, 2004 at 3:48 AM
    Quote from Zaphod

    make sure you have

    "$envmap" "env_cubemap"

    "$normalmapalphaenvmapmask" "1"

    Don't even bother with this until the SDK is updated. Valve left some sort of source control precaution in the software that prevents CS:S from actually building your cubemaps (the console command buildallcubemaps results in a message basically telling you off because you don't have the map checked out.) Which is especially odd because all the maps rely on cubemaps for a lot of their visual appeal and in the sdk YOU CAN'T EVEN MAKE THEM. Good catch ya'll.

    In addition, if you try to do terrain painting with multiple textures blended together. Forget that too, they broke it as well.

    So until the SDK is updated mappers are up shits creek.

    What a let down.

  • Time for things to change.

    • mikezilla
    • November 14, 2004 at 10:43 PM
    Quote from Ewok

    The rest of mapcore, should maintain a professional and serious approach to game design, which I think, it's slowly loosing. I'm checking the WIP Level Gallery less and less nowdays.

    and posting in, even less.

    You can't complain people are putting less stuff out if you, yourself are not at all. The truth of the matter is a large number of us are doing stuff in our free time and you'll see it when you see it.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

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

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

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™