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. Sa74n

Posts by Sa74n

  • Remake HL textures

    • Sa74n
    • September 1, 2004 at 9:44 AM

    heh.. i like the remaking idea

    gave that fifties door a try..

    [Blocked Image: http://www.sa74n-design.de/nightwatch/texture-oldhldoor.jpg]

    and the new one (highres)

    [Blocked Image: http://www.sa74n-design.de/nightwatch/texture-nwdoor1.jpg]

    probably more later

    greetings

  • de_ungarn

    • Sa74n
    • September 1, 2004 at 8:44 AM

    yea.. the tree thats coming from the street was placed there just for testing purposes. fixed that

    sunlight settings arent final yet and i got 4x bounce. will tweak lighting soon.

    thanks for all the positive comments

  • de_ungarn

    • Sa74n
    • August 29, 2004 at 7:42 PM

    added another image

  • de_ungarn

    • Sa74n
    • August 29, 2004 at 6:47 PM

    updated the first post with 2 new images

    .. model goodness

    btw. the stuff you can see at the bistro/cafe are models from warbeast and i use them as placeholders atm. they will be replaced

  • Drums!

    • Sa74n
    • August 26, 2004 at 7:27 AM

    if you didnt worry about the polycount, then why didnt you make it real highpoly ?

  • Mizuaki

    • Sa74n
    • August 25, 2004 at 6:56 AM

    is that stuff in the air snow ? doesnt fit to the environment at all!

  • VALVe employee shows her talent

    • Sa74n
    • August 24, 2004 at 6:08 PM

    i like her dod art

    she also is a really cool person

  • Best soundtrack ever in a game

    • Sa74n
    • August 23, 2004 at 1:06 PM

    medal of honour allied assault

    halo

    chrono trigger

  • de_ungarn

    • Sa74n
    • August 22, 2004 at 12:05 PM

    updated with a new pic in progress

  • de_ungarn

    • Sa74n
    • August 20, 2004 at 2:24 PM

    yea because putting huge effort in making source engine maps will be much more fun because you have less limits and more freedom in designing your maps.

  • de_ungarn

    • Sa74n
    • August 19, 2004 at 11:21 AM

    the map IS quite cramped. lots of things to use as cover, so you cant sniper someone who's miles away. it's supposed to be a fast paced map because i like quick'n nasty shootouts. the bombspots are a bit bigger though and ofcourse also have things to hide behind.

  • DoD 1.3 is out!

    • Sa74n
    • August 18, 2004 at 8:18 AM

    dod needs more maps like avalanche and caen. they are really fun to play.

  • de_ungarn

    • Sa74n
    • August 17, 2004 at 6:45 PM

    new image added!

    note: its STILL a wip..

  • de_ungarn

    • Sa74n
    • August 17, 2004 at 3:19 PM

    great ideas mawibse..

    i'll definatley add a few of your feature suggestions.

    it wont be hard to find your way to the bombspots

    and it wont be hard to navigate around in the map since every spot looks unique.

    and ofcourse you have the church tower to use as an orientation.

    thanks for all the feedback.

    the layout is 95% done - only a little indoor part is missing.

    then its time for detailling.

    sadly i'm already facing a limit already.

    i often get that svc_bad error.

    i read it has something to do with the brushcount within solid entities.

    any solutions for that problem?

  • de_ungarn

    • Sa74n
    • August 16, 2004 at 2:59 PM

    remember that it's still a wip a lot of model detail is about to come and atm there are almost no lights besides the sunlight.

    EjrulF: the speeds are fine. between 400-900. i'm not sure how strong the churchtower will affect the r_speeds in certain areas though.. I'll see it after the next compile

  • de_ungarn

    • Sa74n
    • August 16, 2004 at 1:04 PM

    most is selfmade.

    though, i used a base texture from the torn wadfile that i modified to have framework.

    a few other textures are also from torn (like a door or wood barrel and stuff)

  • de_ungarn

    • Sa74n
    • August 16, 2004 at 11:16 AM

    yet another shot added.. vh overview

  • de_ungarn

    • Sa74n
    • August 16, 2004 at 9:54 AM

    i updated the thread with 2 new screenshots .. look at page1

  • de_ungarn

    • Sa74n
    • August 13, 2004 at 5:03 PM

    nah.. modelling isnt a good solution.

    a) i'm talking about a church which is placed in an area you can actually reach

    b) it uses quite a bunch of textures (and models use 512² max)

    c) the shadowing of models sux0rs and they dont cast shadows

    anyway.. thanks guys!

    new pix0rz s00n

  • de_ungarn

    • Sa74n
    • August 13, 2004 at 1:12 PM

    mroe shots will be posted later on. dont worry.

    i need some help: ,

    is there a way to have an entity (like a huge pillar/tower/whatever) to be seen all over the map ? even from one skybox to another.

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™