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. insta

Posts by insta

  • totally random texture thread

    • insta
    • March 22, 2006 at 6:31 PM

    Very cool stuff, squirrel.

  • Carry the duck

    • insta
    • March 22, 2006 at 6:04 PM

    I dun gerrit

  • The System Episode

    • insta
    • March 20, 2006 at 1:22 AM

    Superb!

  • Team of Photographers Explore Chernobyl

    • insta
    • March 19, 2006 at 4:39 AM
    Quote from Thrik

    Yeah. We ought to arrange a Mapcore visit and all go together, armed with high-end cameras. ;D

    Bet you could live like a king in Ukraine for not much money as well

  • Team of Photographers Explore Chernobyl

    • insta
    • March 19, 2006 at 3:07 AM

    I've read that there are actually guided tours into Chernobyl. I really want to go some day, would be awesome to spend a day there taking pictures and looking around.

  • The random model thread!

    • insta
    • March 19, 2006 at 3:06 AM

    Awesome, Cyanide. Love the skin.

  • WIP in WIP, post your level screenshots!

    • insta
    • March 16, 2006 at 4:52 PM

    Looks like a good DM map, ploep. Be sure to port it over once Valve releases HL1DM for the Source engine

  • dm_grale (updated on 15-08-09)

    • insta
    • March 16, 2006 at 7:21 AM
    Quote from Skjalg

    Your texturing skills are beyond me! How do you do those arches that good?

    Alt+Rightclick ?

  • Hammer editor - strip weapons.

    • insta
    • March 14, 2006 at 12:39 PM

    I don't know if there's such an entity, but why not just remove the weapons with console commands? r_drawviewmodel 0 and unbind the attack key and whatnot.

    Edit : of course you'll still see the weapons in third person.

  • totally random texture thread

    • insta
    • March 12, 2006 at 9:15 PM

    Awesome. The computer console thingy would look even better as a model with animated texture, though.

  • post your work place extravaganza

    • insta
    • March 12, 2006 at 9:14 PM
    Quote from RD

    IO looks like a crackhouse

    More like crack mansion.

  • WIP in WIP, post your level screenshots!

    • insta
    • March 12, 2006 at 1:54 PM
    Quote from rockdude86

    It's so... smooth.

    Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.

    Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?

    Lower lightmapscale will add time to vrad during compile, so only use it on the surfaces where you know you will get some really neato shadows.

    Scaling up lightmapscale won't really do much, since the default of 16 is already pretty high.

    isnt it about lightmaps being low that gives you more quality :wink:

    Isn't that what I'm saying?

  • WIP in WIP, post your level screenshots!

    • insta
    • March 12, 2006 at 1:19 AM

    Shouldn't that go in the model thread

  • WIP in WIP, post your level screenshots!

    • insta
    • March 12, 2006 at 12:30 AM
    Quote from dissonance

    It's so... smooth.

    Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.

    Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?

    Lower lightmapscale will add time to vrad during compile, so only use it on the surfaces where you know you will get some really neato shadows.

    Scaling up lightmapscale won't really do much, since the default of 16 is already pretty high.

  • Micro Mapping Comp Thing

    • insta
    • March 10, 2006 at 3:04 PM

    What about a mini-mapping contest with some pretty strict limits? Like, only 100 brushes, 5 displacement maps, 5 brush entities and 5 point entities? (For HL2, since that would most likely get the most participants). It wouldn't have to be a playable map, but rather a scene or whatever.

    Also, impose a deadline. Maybe 1 week from start to finish.

  • CS Source: de_tropea

    • insta
    • March 8, 2006 at 6:36 PM

    Wow, very nice stuff. The stair-room could be spruced up a bit with decals or more detailed lighting, but otherwise great.

  • 2 screenshots from BIA 3

    • insta
    • March 7, 2006 at 10:27 PM

    Specular noses! It's what I've always wanted in a WW2 shooter.

  • DMX_GEAL - (deathmath extreme level wip)

    • insta
    • March 6, 2006 at 12:05 PM

    Great brushwork! Now work on the lighting to highlight it

  • the face of god

    • insta
    • March 5, 2006 at 4:57 PM

    That is indeed how I imagine God looks like.

  • WIP in WIP, post your level screenshots!

    • insta
    • March 5, 2006 at 2:36 PM
    Quote from RD

    Looks awesome Quakis. I used to map duke, it was amazing the stuff you could do in build

    Yeah, I remember all the wacky tricks one would have to do to get "room over room".

Discord

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

Latest Posts

  1. Any of the old guard still around? D:

    Radu
    October 1, 2026 at 7:05 PM
  2. (HLDM) dm_warehouse

    The_Invader79
    September 20, 2026 at 11:44 AM
  3. [CS:GO][WiP] cs_opera

    leplubodeslapin
    September 17, 2026 at 8:50 AM
  4. Building a Huge Library of Free Images for Everyone

    Thrik
    September 7, 2026 at 10:09 PM
  5. POLYSTRIKE - Finally Announced After Years of Development!

    Mocherad
    August 23, 2026 at 7:56 AM
  6. CS:S | cs_manoir | Map creation process by D'artagnan

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

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

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

    Harry Poster
    July 18, 2026 at 11:10 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™