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. von*ferret

Posts by von*ferret

  • FINISHED HANDSHOT!!

    • von*ferret
    • March 14, 2006 at 8:53 PM

    looks sick. Make a giant gash above his forarm for detail.

    nice bump btw

  • Two rants on level design, need opinions

    • von*ferret
    • March 14, 2006 at 8:52 PM

    I graduate in a couple of months too!

    Reno you'll get a job. You have a great sense of mood and gameplay that is rare among artists. you'll be fine

  • post your work place extravaganza

    • von*ferret
    • March 14, 2006 at 6:37 PM

    [Blocked Image: http://www.scad.edu/imt/digitalMedia/images/mont8_2.jpg]

    fake windows

  • Two rants on level design, need opinions

    • von*ferret
    • March 14, 2006 at 6:29 PM

    Its like modeling. If you have the most swank model in the world and everything is PERFECT, a bad texturing job will make it a shitty model. You cant' get around that. In my mind, same with lighting. We all remember the days of HL1 with the bright skyboxes that makes everything fullbright and the hobbyists, like me, had no idea wtf was going on

  • CS Source: de_tropea

    • von*ferret
    • March 14, 2006 at 6:15 PM

    sexy. maybe bevel some of the outside building edges. Would help the overall feel of the levels more by taking away the cube like feel without removing the architectural element.

  • Two rants on level design, need opinions

    • von*ferret
    • March 14, 2006 at 6:12 PM

    I've been having companies come here to SCAD and they've been talknig about splitting it up as well. One of the major ones they have spoken about is splitting up lighting. While lighting nowadays is becoming more and more intricate, I think its important that lighting be kept WITH the art team. And I hope the art team stays small and concise to keep the beaucracy down. Light has a huge effect, if not the largest, on mood. If the art team's control over that important factor is reduced then you could quite possibly ruin all continuity in the game.

  • girl in cocktaildress (at a hl2dm near you soon) ->NWS&lt

    • von*ferret
    • March 14, 2006 at 6:58 AM

    I dont like this type of shit...so I wont comment

  • Mercedes 190

    • von*ferret
    • March 13, 2006 at 6:13 PM

    do planar and piece them together the best way.

    spherical....wtf?!?!?

  • Klein goes to Savannah!

    • von*ferret
    • March 13, 2006 at 6:28 AM

    freshmarkets down abercorn. They got some amazing food there for cooking lovers.

    Images

    • de_dam_facility_06.webp
      • 93.2 kB
      • 960 × 600
    • de_dam_facility_15.webp
      • 101.89 kB
      • 960 × 600
    • de_dam_facility_33.webp
      • 107.84 kB
      • 960 × 600
    • de_dam_facility_09.webp
      • 84.9 kB
      • 960 × 600
    • de_dam_facility_01.webp
      • 93.01 kB
      • 960 × 600
    • de_dam_facility_02.webp
      • 73.34 kB
      • 960 × 600
  • Nightwatch stops development on HL version...

    • von*ferret
    • March 12, 2006 at 10:58 PM

    outdoor pics look neat but I feel like they could push it further.

  • dm_vapour

    • von*ferret
    • March 12, 2006 at 10:00 PM

    pretty sweet. Custom art assetts would be a plus however

  • Klein goes to Savannah!

    • von*ferret
    • March 12, 2006 at 9:59 PM

    I still want to know who this curman fellow is.

  • WIP in WIP, post your level screenshots!

    • von*ferret
    • March 12, 2006 at 9:58 PM

    but would that increase the actual geometry or simply create more lightmaps?

  • WIP in WIP, post your level screenshots!

    • von*ferret
    • March 12, 2006 at 7:09 PM

    I was under the impression that the lightmap is projected against the actual face. So increasing the resolution/decreasing scale would simply create a larger file size to cache in memory. Meaning that if you dramaticaly increase the resolution you could get some memory hit. I dont know why they'd break up the faces for a VIS like process.

    However I do agree with someone who posted at the wiki site about the crispness of shadows. Increasing the resolution improperly could cause major artifacts in the level in my opinion. If one wall has really dark shadows and you decreased the scale so that the shadows are crisp, but other shadows in the same room or even the level are really blurry then you could break continuity. I personaly would notice the difference and call you on it. What alex did was correct in increasing the lightmaps on a wall the needed them and therefor was able to keep continuity while increasing detail on an otherwise bland wall.

  • totally random texture thread

    • von*ferret
    • March 12, 2006 at 7:05 PM

    cough q4 cough

  • dm_grale (updated on 15-08-09)

    • von*ferret
    • March 12, 2006 at 9:30 AM

    trim the wall on the right so it merges better with the other walls.

  • Klein goes to Savannah!

    • von*ferret
    • March 12, 2006 at 9:22 AM

    shhhhhhhhhhhhhhh

    lies

  • Klein goes to Savannah!

    • von*ferret
    • March 12, 2006 at 7:52 AM

    lies

    curman wtf let me see a pic

  • Klein goes to Savannah!

    • von*ferret
    • March 12, 2006 at 7:34 AM

    are you serious? Yeah I"m agressive but I wouldn't upper cut you without reason.

  • Klein goes to Savannah!

    • von*ferret
    • March 12, 2006 at 5:14 AM

    what major name who the fuck are you?

    i OWN this schoool. you hear?

    no but seriously, you me holeman and crackerjack need to get together and get something withklein when he comes. No stupid antics though you douch :~P

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™