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. xempest

Posts by xempest

  • TF2 Pyro Update THIS WEEK!?!

    • xempest
    • August 19, 2008 at 6:21 AM

    [Blocked Image: http://steamgames.com/tf2/heavy/images/05_lumberyard_1.jpg]

    [Blocked Image: http://steamgames.com/tf2/heavy/images/05_lumberyard_2.jpg]

    Hmm. I like it -alot- but I'm not sure what to think of the skybox in the second shot. First one is amazing, but the closest few lines of trees in the second doesn't look right to me.

  • US WoW Players

    • xempest
    • July 22, 2008 at 8:34 AM

    I do, sadly enough. Been on US-Eredar for a few years. I used to frequent these forums (and irc!) alot more than I do now; but these days are spent lurking, plotting my return. If you've got a spare key (or even a second, for the ladyfriend), I certainly would like to see how it's coming along.

  • New game "Miasmata" looking for mappers.

    • xempest
    • January 28, 2005 at 3:53 AM

    Sounds great, but "Miasmata" sounds like "MY ASTHMA!"

  • so, a new CS:S map from valve

    • xempest
    • January 27, 2005 at 6:18 AM

    And so, another new CS:S map: cs_compound.

    This one is a bit more... meh, imo. Theme has been done a billion and a half times, and the building architecture/geometry is bland and boring.

    [Blocked Image: http://www.halflife2.net/news//1106781956_cs_compound_flyby.jpg]

    [Blocked Image: http://www.halflife2.net/news//1106781956_cs_compound_ingame.jpg]

  • painkiller

    • xempest
    • January 27, 2005 at 4:16 AM

    I've always loved the game- beautiful artwork and architecture. Fun to play, too.

  • Func_walls and SKY

    • xempest
    • January 26, 2005 at 8:55 PM

    iirc, models on the HL engine are lit based on the brush directly below them.

  • Its growing!

    • xempest
    • January 26, 2005 at 1:27 AM

    A mecha-toucan?

  • Fallout 3 is ruined.

    • xempest
    • January 23, 2005 at 4:45 PM
    Quote from Mazy

    fucking behtehehda tards

    Awww, they're about 15 minutes away from me... don't forget what ES4 is looking like-

    [Blocked Image: http://static.bethsoft.com/images/games/g…_obliv_02-B.jpg]

    http://%7boption%7d

  • Post your screenshots

    • xempest
    • January 21, 2005 at 7:12 AM
    Quote from Pusan

    I think he can pull it off. The map has potential.

    I doubt it- in a fully completed map, the amount of detail that the new engine calls for is tremendous. Having a number of expensive water sources throughout the map will be taxing, no doubt, especially at key clash points. I'd imagine that bridges would home to many a firefight, and where there's a bridge, there's water... and a drop in framerate.

    Or maybe it can be done... More power to you. Something like this has never been done before, we've only been at the engine for a few months now. Find that balance of detail, and you'll be set.

  • Post your screenshots

    • xempest
    • January 21, 2005 at 3:32 AM

    Say goodbye to your framerate with all those venetian canals...

  • totally random texture thread

    • xempest
    • January 20, 2005 at 10:28 PM

    A bit too sharp, and a bit too hard-lit, in my eyes.

  • Source SDK update out!

    • xempest
    • January 20, 2005 at 2:32 AM

    Damn, this BSPZIP is most intriguing...

  • My first texture

    • xempest
    • January 20, 2005 at 1:34 AM
    Quote from DUFFY

    just goes to show how very, VERY easy the job of a texture artist is

    That had better be sarcasm. :-?

  • DE_Ritual2

    • xempest
    • January 20, 2005 at 1:28 AM

    What HAPPENED to gower?

  • Post your screenshots

    • xempest
    • January 20, 2005 at 12:50 AM

    Looking good skdr, what's with that glass pattern though?

    Here's a few texture's I've been working on-

    [Blocked Image: http://xem.netrulon.com/images/textures/final/rusticstonebrick003.jpg]

    The same as above, without highlights: (needs some taking out of internal-repetition junk)

    [Blocked Image: http://xem.netrulon.com/images/textures/final/rusticstonebrick.jpg]

    and the newest version of this texture:

    [Blocked Image: http://xem.netrulon.com/images/textures/final/whitewall/single002.jpg]

  • Post your screenshots

    • xempest
    • January 19, 2005 at 5:26 AM

    Campaignjunkie-

    Looks great- I'd keep that generic ambient lighting as it is. Add in a few spot lights to highlight certain portions of the architecture, along with windows and doors.

  • totally random texture thread

    • xempest
    • January 19, 2005 at 5:06 AM

    I'll agree with klein on the wooden planks being of a bad color, but I think the first two need major work as well. The first one needs some more variation, maybe a little more depth through some stains/larger imperfections. The second one has no real 'texture' or 'feel' to it, it's more of flat, dirty mess.

  • totally random texture thread

    • xempest
    • January 19, 2005 at 4:40 AM

    Ahh, thanks.

    I'll toy around with water runoff stains, but they seem so cliché to me... they're so common in 'roughed up' textures these days. I'll try it some out anyway. In the meantime, here's a single-sized version for those 128-unit high walls.

    [Blocked Image: http://xem.netrulon.com/images/textures/final/whitewall/single.jpg]

  • totally random texture thread

    • xempest
    • January 19, 2005 at 2:00 AM

    big bump, but good thread.

    I put this together today, using a heavy photo base, along with some heavy photoshopping.

    [Blocked Image: http://xem.netrulon.com/images/textures/final/whitewall/complete.jpg]

    It splits up into three 512x512 textures, top, middle and bottom. I'll eventually do a few variations: windows, supports, frames, and doors.

  • so, a new CS:S map from valve

    • xempest
    • January 15, 2005 at 4:41 PM

    Player models? I could honestly care less about what I look like when playing the game.

    The map looks great though, I hope they continue putting out stuff like this.

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™