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. Mazy

Posts by Mazy

  • Things you didn't knew when you were a child

    • Mazy
    • July 30, 2006 at 11:21 PM

    Well I assumed that for a good while as well, since it was free when you went to school and all.

    I didn't know shit when i was a kid, so I donno

  • No more E3?

    • Mazy
    • July 30, 2006 at 11:17 PM

    WHAT NEXT?!? CANCEL CHRISTMAS!??

    FILTHY AMERICANS RUIN EVERYTHING!!!

  • Slim Z. works

    • Mazy
    • July 30, 2006 at 6:34 PM

    Some pretty good looking stuff. However the first thing that came to mind from looking at those pictures was the lighting in that first TS map. You could get it looking a whole lot better if you turned down the environment/sky lighting and had some more moody light from the windows and street lamps.

  • MapCore Job Census

    • Mazy
    • July 30, 2006 at 9:34 AM

    Yus, Commandos 1+2 ftw!

  • MapCore Job Census

    • Mazy
    • July 29, 2006 at 9:04 AM

    Morten Hedegren - Io Interactive

  • Mazy & Lynch. :)

    • Mazy
    • July 28, 2006 at 9:32 PM
    Quote from FrieChamp

    Kewl but what's with that hovering katana in the 1st pic

    Physics, doesnt show very well on the picture though

  • Mazy & Lynch. :)

    • Mazy
    • July 28, 2006 at 8:05 PM

    Some pictures, no idea why they chose to release these since there were some that were alot better, but I guess thats Eidos' fault

    [Blocked Image: http://i.i.com.com/cnet.g2/images/2006/207/934403_20060727_screen001.jpg]

    [Blocked Image: http://i.i.com.com/cnet.g2/images/2006/207/934403_20060727_screen002.jpg]

  • [D3 SP] Lost Facility

    • Mazy
    • July 28, 2006 at 7:58 PM

    Really like it, nice to see a Doom 3 map thats actually different~

  • I Got a Job in the Game Industry! ^_^

    • Mazy
    • July 28, 2006 at 7:53 PM

    Haha, Gearbox certainly digs tha core

    Awesome shit, grats~

  • Amusing.

    • Mazy
    • July 28, 2006 at 3:13 PM

    Well, not funny, but it does make you think of how cool it'd be if you could actually fall by accident in games

  • Renaissance

    • Mazy
    • July 28, 2006 at 3:08 PM

    Pretty nice style they got going there, donno if I'd be able to sit through an entire feature film looking like that though (Bet it gets kind of annoying on the eyes after a while).

    Donno about the actual plot, that description looks kind of meh

  • [UT2k4] dm_Baroque_BETA

    • Mazy
    • July 27, 2006 at 12:15 AM

    Looks cool for some DM action. Might just be me but the ceiling painting seems to sort of stick out by being a bit too grey/desaturated, where as most of the other stuff seems a lot more saturated. But its kinda late here and my eyes might be seeing strange things

  • Have we really got that far?

    • Mazy
    • July 26, 2006 at 4:44 PM

    Ah okay, I was thinking it were some real attention seeking areas which were near impossible to miss (You know, having a big portal standing in the middle of a room that lead somewhere, with nothing behind it), but now I see that its not on that huge a scale. Anyway, with Fractal its pretty obvious that they got some portals going, but its ages since I tried that one out and never really thought of the fact that you could watch the map going all the way down.

  • ol_styx (Off Limits map)

    • Mazy
    • July 26, 2006 at 11:33 AM

    Looks really good and fun map. Quite an achievement for your first HL2 map, and in just a few months. Visually I think its sort of a mixed bag tbh. Most noticeably the parking lot and subway seem to kind of stick out

    Those tiles in the subway are just used way too much without any trims to, adding just some few around the ceiling would do wonders I bet. Also it seems just a tad too close to the ceiling, but maybe that’s just me. I know its kind of hard to make a parking lot look interesting, but those textures and colour schemes are really dull and just look way too bland. Also the lighting contrast in both the subway and parking lot is kind of all over the place, instead of having some more defined shadows that sort of outline the room. But by the little Source mapping I've done I really had a hard time getting some proper inside lighting, so I totally understand , it’s just a shame when the outside lighting looks so much cooler.

    Also as ferret mentioned it also has a somewhat HL1'ish feel to it in terms of claustrophobia, which I think is totally forgivable given the relative huge size of the outside.

    Anyway I hope I'm not coming on as mega negative here, I think it looks really good and just with some minor additions it could look great.

  • Have we really got that far?

    • Mazy
    • July 26, 2006 at 11:01 AM

    Heh, I stand corrected. Could've sworn that Unreal didn't have that kind of tech, and I really dont remember that in the singleplayer or multiplayer portions of the original Unreal. Was it something they had in the engine but wasnt used until later on by the community, which would explain why I never saw it?

    Anyway, I'm fairly certain the maps that came with UT didn't have this kind of stuff, otherwise I'd have noticed

    /me hides

  • MLB.com Shuffle

    • Mazy
    • July 25, 2006 at 10:39 PM

    Looks pretty good Zap, must be quite rewarding to do pretty much everything graphics related yourself, a real sense of ownership you down get often on big productions.

  • Have we really got that far?

    • Mazy
    • July 25, 2006 at 8:33 PM

    Yeah, I remember seeing the Prey stuff a good while back and it obviously looked pretty solid there. Regarding Unreal's portals then I think its sort of out of context. What makes Prey's portals impressive isnt that they're portals, but that you see whats through the portal, you didnt do that in Unreal (Or anything before Prey afaik).

    Anyway, from what I've gathered Prey had a really bumpy development altogether and it wouldn't surprise me that some of the problems where connected to the portal tech.

    Also interesting in that movie is the things he's talking about with dynamic enviroments. You can pretty much spell physics in his words, which I guess wasn't anything new even back then, but still pretty interesting.

  • Half Life Speed Video

    • Mazy
    • July 24, 2006 at 8:41 AM

    Hehe yeah, saw it a while ago on archive.org (That and another one that took 51 minutes I think). They got quite a bunch of speedruns there for those interested~

  • The Fountain trailer

    • Mazy
    • July 23, 2006 at 10:19 PM

    Aye, looks pretty interesting~

  • New HL2:E2 trailer is out on steam

    • Mazy
    • July 22, 2006 at 7:55 PM

    Pretty fuckin rad, the forest stuff looks alot better in this one than in the episode 1 end movie, very goo~

Discord

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

Latest Posts

  1. btw im very sorry for my discord getting hacked+

    Henryanson
    August 5, 2026 at 5:12 AM
  2. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 3, 2026 at 6:14 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

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

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

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

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

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™