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. Algor

Posts by Algor

  • What have you watched recently?

    • Algor
    • October 21, 2012 at 7:14 AM

    This was fantastic;

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Halo 4

    • Algor
    • October 19, 2012 at 9:40 PM

    i think their natural rocks and terrain are looking quite good. great painterly style with simple easy to read shapes

    [Blocked Image: http://thecontrolleronline.com/wp/wp-content/uploads/2012/10/Halo-4-Valhalla.jpg]

  • Cs_siege_go

    • Algor
    • October 17, 2012 at 6:49 AM

    Looks excellent, guys. Nice and detailed while keeping the player space clean and easy to read! Took me a second to connect some of the places (for some reason I was placing the interior with the boat in the center of the map )

  • Borderlands 2

    • Algor
    • October 13, 2012 at 3:39 AM

    lol gearbox can't u have ne original ideas? (from jackass 3)

    [Blocked Image: http://i.imgur.com/eixEV.jpg]

  • Post ideas/feedback about new forums here

    • Algor
    • October 8, 2012 at 6:00 PM

    I think I'm liking it so far, great work . The sidebar with features and whatnot is interesting (some of these articles were written in June? If we had those with the old forums I had no idea they existed). To some degree I think they also feel a bit redundant to the tabs directly under the main title image. Maybe removing the sidebar and throwing Tutorials next to the others would get the same function? It could also give the main forum pane a bit more breathing room. There could be also a *NEW* or similar icon next to the features tab whenever there was a new one so that section just doesn't go unnoticed.

  • Black Mesa Source

    • Algor
    • October 8, 2012 at 12:54 AM
    Quote from dux

    It is identical to Half-Life, hence me asking. I haven't played it in almost 2 years and rememberd easily enough.

    Congrats, but maybe your memory is not as good as you think. Unless if generealizing the concept of going from one side to the other is "identical". Observation area (enter through tiny pipe and out through bright red opening):

    http://steamcommunity.com/sharedfiles/fi…s/?id=101464656

    Actually entering the room, no collapsed catwalk that dumps the player into a confusing mess. The geometry and lighting make it pretty clear the player has to jump straight across.

    http://steamcommunity.com/sharedfiles/fi…s/?id=101464685

  • Black Mesa Source

    • Algor
    • October 8, 2012 at 12:19 AM

    Several times, are you expecting me to remember what to do based on how it was in HL? Not that I remember how this room flowed, but many things have been changed in BM, so I stopped expecting it to be identical.

  • Black Mesa Source

    • Algor
    • October 8, 2012 at 12:07 AM
    Quote from JeanPaul

    Go to the other side of the room...?

    It is rarely that simple in single-player design.

    Problem #1, I was stuck in the pit. Eventually I found a ladder to get back on to the catwalk, but it was very difficult to see;

    Circling around a vat (the ladder is conveniently obscured by geometry);

    http://steamcommunity.com/sharedfiles/fi…s/?id=101455548

    Now with the ladder in sight, it is nearly the same color as the wall. I must have gone around the room several times before noticing;

    http://steamcommunity.com/sharedfiles/fi…s/?id=101455447

    Problem #2, the room is lit uniformly and has a nearly symmetrical layout. I can't tell which way I even came from or which way I need to go. Jumping across the vats hadn't even entered my mind as an option.

    http://steamcommunity.com/sharedfiles/fi…s/?id=101455414

  • Black Mesa Source

    • Algor
    • October 6, 2012 at 6:45 AM

    Stuck in Residue Processing in the room with the radioactive vats and giant plungers. What do I done did do? :ssj:

  • Black Mesa Source

    • Algor
    • September 24, 2012 at 6:13 PM
    Quote from D3ads

    this.

    Pretty sure that's the same in HL2...

    Yes, as I mentioned. However in HL2 it was more a rare occasion where the player had to dismount to the side, rather than climb up a ladder and move FORWARD onto a platform, which works fine. HL probably has at least twice as much ladder climbing and required jumping related stuff than any other game, so this stuff adds up quick.

  • Black Mesa Source

    • Algor
    • September 24, 2012 at 1:47 AM

    Just finished Blast Pit, pretty great work so far indeed. To think that people from all over have contributed to this beast of a mod is really impressive. Two things keep causing me to nearly ragequit;

    - Jumping. I feel like such an asshole when I can't even jump on top of a regular crate or a pipe or across a small gap. Takes me several times for the easiest of jumps. You cannot say the jump has not changed, because it is clearly broken (that or the dimensions in BMS are slightly off). Just load up HL2 and try to jump on your average crate, no problem. Then try to jump on something in BMS (even noticed I couldn't jump up this simple beam prop, which I flipped over to HL2E2 where my savegame had the same prop... worked perfectly there)

    - Ladders. These were great in HL1, just look and move where you want to go and the player easily dismounts. In Source they are a royal pain in the balls (this is true for HL2 and everything). I had always jumped to get off the ladders, only after reading campaignjunkie's post did I know I could press +use to dismount. Either method is an equal gamble whether the game will understand what you are trying to do, most of the time ending up in plummeting to your death or to <25hp. I even missed the final ladder in Blast Pit and fell down the inside of the ladder cage inches away from the actual ladder. This gave me an shitty auto save after the map changed where I could watch the player crater, then reload and crater again, etc.

    Quote

    This made no sense after I reloaded the previous save, climbed down the ladder, and then dropped into a big pool of water- what was I cratering on?

  • Black Mesa Source

    • Algor
    • September 19, 2012 at 5:38 PM

    Some neat polish things I noticed last night;

    - Crowbar has blood splats applied to it (don't think I remember HL2 having this and I just replayed it last week)

    - A zombie decomposed (like a balloon losing all its air) after I killed it.. pretty awesome. Although I tried to watch for this again and didn't see it so maybe it was just a bug that convinced me it was a real thing.

    What in the hell have they done with crouch jump? It takes me a dozen tries to get through a window.

  • Black Mesa Source

    • Algor
    • September 18, 2012 at 4:50 AM

    No

    Quote

    Magnusson

    ? Are you cereal?

    Quote

    Or were they trying something sneaky where he is the security guard?

  • 'Steam Box' gaming console

    • Algor
    • September 10, 2012 at 6:56 PM
    Quote from Pericolos0

    Does anyone know if there is an easy fast way to turn on/off an extra pc screen? I'd hate having to go into Control Panel\All Control Panel Items\Display\Screen Resolution every time to setup my projector as an extra screen.

    I have had my TV set as a second monitor for a long time now and it works pretty well. Once it is set up it is just plug and play (HDMI) and understands when the TV is on or off (and same with the monitor). In my case I just have the TV as a clone display of the monitor. If I am understanding you correctly...

  • Uncharted 3

    • Algor
    • September 8, 2012 at 10:39 PM

    Interesting article some folks (environment artists or aesthetically inclined designers) might find useful;

    http://www.naughtydog.com/site/post/nau ... in_vertex/

  • Counter-Strike: Global Offensive

    • Algor
    • September 5, 2012 at 7:07 AM

    I really like some of the minor tweaks they made to some of the maps. For example in Aztec as a T and in the first room before the wood bridge, the crates used to be jammed up against the wall so there was only one way around. Now the crate is away from the wall so players can move around both sides. It just seems like a minor but obvious fix that helps prevent someone from blasting the first pixel that turns the corner with an AWP. Similarly, some spots by bomb sites used to have tons of little nooks where players could hide and kill the CTs as soon as they started defusing. Now it seems like there are much less options which creates more meaningful choices from what I've seen as opposed to the old cheap shot peek-a-boo tactic.

    It does feel a bit strange having updated maps where returning 1.6/CSS players have a HUGE advantage over new players in a game that is pretty hard to get into. Having a number of these small changes seems like a good way to lessen the advantage, even if it may only be by a small amount.

  • Battlefield 3

    • Algor
    • September 5, 2012 at 5:14 AM

    Looks pretty awesome, I may have to finally pick this up. They sure do make this as confusing as possible though. There is BF3 "Premium" which is only the 5 DLC packs like a season pass, and then there is BF3 "Premium Edition" which is BF3 + 5 DLC packs...

  • I tore apart "Zelda: Wind-Waker" on polycount

    • Algor
    • August 27, 2012 at 5:52 PM

    Great stuff, thanks for the study! That was such a pleasing world to be in

  • [Portal 2] Repercussions WIP

    • Algor
    • August 24, 2012 at 7:21 AM

    Great atmosphere and spaces you've got! You seem to be adding your own spin to it as well with the stasis pods which is pretty awesome. If I have any nitpicks, the support that crosses over the stairs here seems like it is placed to take people's heads off (and even does so in the video ). Also the dramatic leap onto the cable in the video was a bit jarring and disorienting to me, I initially thought the player was hanging onto something horizonally... which made no sense.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Algor
    • August 16, 2012 at 4:40 PM

    carmack is into virtual reality, valve is into augmented reality

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
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™