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. Acumen

Posts by Acumen

  • Tom Clancy's Splinter Cell: Conviction

    • Acumen
    • May 20, 2008 at 11:32 AM

    i can't load/view the images :/

    maybe something wrong with the links ?

  • UT3 - DM-Cove

    • Acumen
    • May 20, 2008 at 8:34 AM

    wohaa

    that is an mighty cool idea ^^

    the skull a bit more defined and that shall be awesome

  • May/June's Low Poly Contest: Robots

    • Acumen
    • May 19, 2008 at 2:14 PM

    kk, r2d2 with a little rack/door on his torso opened where "next gen tech stuff" might show up. on the right he fell over a stone. the model has 350 triangles

    [Blocked Image: http://www.acumen-design.de/model_pics/wip/thewall/r2d2_render1.jpg]

  • May/June's Low Poly Contest: Robots

    • Acumen
    • May 19, 2008 at 9:26 AM

    come on, guys, why did nobody model r2d2 so far

  • Low poly contests?

    • Acumen
    • May 8, 2008 at 10:11 PM

    why do you guys always go lower with the specs O_O

    i thought we've been on a record low the last time already.

    i think much more people would enjoy a more reasonable polycount and texture size contest set and participate - simply cause it's easier - and plz it's still a challenge - but oh well, at least i'd enjoy it more

  • Mirror's Edge

    • Acumen
    • May 7, 2008 at 1:43 PM

    yeh, but that wasn't quite the point, i guess

    it's not about the movements the camera makes but the movement you can actually control on your own and how well that might work out.....or not.

    at least that's what i found fascinating and how i understood thriks and jekutos posts and pretty much almost everyone elses in this thread

  • Mirror's Edge

    • Acumen
    • May 6, 2008 at 7:02 PM

    im absolutely loving the music in that video !

    it creates a really awesome atmosphere with the video footage, imo. the visual style of the game in motion looks even better than on the previously released screen material.

    in case anyone knows the interpret and title of the music (but i guess it's game soundtrack) - post it here

    really loving it !

  • [TF2] CP_YEEHAW_BETA

    • Acumen
    • April 29, 2008 at 3:47 PM

    pllllz, only people who have to hide something, post tiny mapshots

    bigger resolution plz, since i don't have tf2 but want to see the map in a proper resolution

    cause it looks nice from the shots, as far as i can tell. just soooo tiny

  • go-kart model

    • Acumen
    • April 12, 2008 at 8:25 AM

    the helmet in the foreground loooks huuuuuuuuuuuuuuuuuuuuge

    what about somehting like that for the tyres: http://www.rbcomponents.com/images/full ... -Combo.jpg

    or in generall 2-3 tyre stacks, instead of them randomly placed

    i'd like to see even more detail in the kart garage, like random components on the wall, or tools everywhere

    http://ccgi.sttech.force9.co.uk/newgfx/ ... ts%202.jpg

    or a cabinet that fills up the place:

    http://www.dehaanracing.com/NewSite/Our ... /Shop1.jpg

    like that in general to fill up the place:[Blocked Image: http://www.shopwareinc.net/images/carts_cart.jpg]

    just think it looks a bit empty. you've filled the scene with all the nice props but i get the feeling it was a bit too randomly placed all around.

    i think left, right and foreground could use a bit more prop love just under the aspect, that one can rotate and zoom the scene it think some more props would add to it. what you already have is awesome but i think there's room for a tad more

  • The random model thread!

    • Acumen
    • April 8, 2008 at 2:20 PM

    concerning the mentioned uv space, i kinda tried to illustrate how it might be a bit more efficient, but still i'd suggest, you might wanna use some checker material, cause for example the "vacancy" part is scaled up really high, but the sign is pretty tiny compared to the "motel" letters, it's like 1/3 of a letter size on the model but almost 3/4 on the uv map.

    argh, i hope this somehow makes sense

    anyways, here's the pic:

    [Blocked Image: http://www.acumen-design.de/temp/motel_sign_uv_space1.jpg]

  • the daily "how was your day?" extravaganza 2008

    • Acumen
    • April 8, 2008 at 2:01 PM

    thanks

    yes, i really AM happy right now. you know, there was much pressure on me, cause there are not that many kindergarten in my region that take interns for their last year of education (induction year ?) and so i only had that one chance and they said, they'd call me back within the next 2 weeks - but it was week 3 today, so i decided to call them and im really happy it worked out cause it's an awesome kindergarten - 160 kids but only about 20 in one group - so that's a huge chance to work independently with 1 more educator in the same group - you make your own rules, festivities, education plan and whatnot...

    and i already had one positive answer from a kindergarten, but it was in the inner city, and i've in city kindergarten for 2 years now and wanted to experience something else.

    so long story short - it all worked out in the end and a huge pressure went away today

    oh well, i'm boring you all, but since this is kinda the only forums i visit and post in, i just had to write it down

    on the other hand, i couldn't be in kindergarten today, cause i have diarrhea - countless toilette minutes so far - sucks bad time, i can tell you

  • the daily "how was your day?" extravaganza 2008

    • Acumen
    • April 8, 2008 at 11:14 AM

    omg !!!

    i just called at the kindergarten i had my job interview at 2 weeks ago, to see whether i can go there next year of have to go into the city again and YES YES YES !!! she said, it should be in my mailbox today or tomorrow.

    so finally, after 2 years of learning how be a kindergarten teacher i'll earn some money with it and be at such an awesome kindergarten that is brandnew - lots of learning and developing possibilities for me and of course the kids \o/

    man, i'm so happy, i could sing karaoke all day long now - now i just need to finish my 20 pages homework till friday, of which i already have 4 pages laid out - but believe me, that phone call i made is more than enough motivation to finish something lik 10 more pages today !

    i'm soooo glad and relieved - it's absolutely indescribable ! *takingadeepbreath*

  • go-kart model

    • Acumen
    • April 8, 2008 at 10:08 AM

    i gotta admit, the colors play together quite nicely - really cool ! (referring to the garage shot)

    so many new refpics to save

    but plz give the barrel more polies than a single paint can. it looks so weird, with the air compressor and everything else in the scene is having massive polygons and the barrel looking totally edgy and stuff, just some more stacks - 16 or something

    i mean even the air wrench is totally busted with polygon desnity.

    i know, i know, i'm always nitpicking but especially with such round things i like it, when it's like that: smaller round objects with less stacks and bigger ones with more, and the barrel clearly is bigger then one of the cans, i'd say...still they both seem to have 12 stacks (?)

    meh, meh, i'm so nitpicking, sry sry

  • My Portfolio

    • Acumen
    • April 6, 2008 at 11:33 AM

    you can't ask people about their age ?? O_o

    i thought that would be normal all over the world to include that in the cv/vita.

    at least here in germany its absolutely normal and understandable, imo

    thats quite interesting to know that difference, i have to admit

  • go-kart model

    • Acumen
    • April 1, 2008 at 4:48 PM

    to be quite honest, i don't really like the entire thing in orange. the area that holds the lift could be blackish-greyish or something - but right now it burns my eyes. i think especially with the colored cars in my mind, this might look horrible, all these brilliant colors in one scene - i think the garage stuff should be a tad not so directlyeyeburningcolorwise and therefore the orange on the lower part of the lift, should be chosen and used wisely - it can still be there but not that dominant, that's what i'd say at least

    the upper grey metal part looks mirrored in a weird way on the texture sheet, even though, its one piece - i don't know, some weird seam going on. but ok ok ok, "the kart stands on top of that, so you won't see fool"

    modelingwise it looks great, though !

    edit: sry, i was just so bored ^^

    my words meant this somehow:

    [Blocked Image: http://www.acumen-design.de/temp/color_lift_try1.gif]

    you know, just less orange, cause i can't remember any asset of the game where the colors have been that extremely strong

    oh well, i should start doing my homework now ^^

  • UT3 - DM-Cove

    • Acumen
    • March 29, 2008 at 8:18 AM

    that looks a lot more vibrant and lifelike - i like it very much !

    now add the flying birds around the thing for 5stars

  • Crysis Map ~ Vulcano [WIP]

    • Acumen
    • March 29, 2008 at 8:14 AM

    Apart from the lighting suggestions that Meotwister made that could really make the scene shine a lot more - i was thinking about the use of the forklift - i mean right now considering the floor/stone/thing i doubt anyone would have a forklift in there ? i mean, you can't work/drive properly, can you ?

    i don't know but to me it doesn't look too plausible to me. i'd imagine sitting in there driving around talkin to my buddy "o-o-o-o-well-l-l-l-this-is-is-so-so-me-bumpy-umpy-drive" - "shut up dave and carry the nuclear stuff around more carefully !"

    maybe some concrete floor way, where the forklift shall drive would work but that stone/mud thing i find it hard to believe somehow - even though the forklift might have 4x4 propulsion - but still it looks out of place, imo. the rest of the scene is mighty fine, thought - but update lighting still !

  • UT3 - DM-Cove

    • Acumen
    • March 28, 2008 at 6:29 PM

    wow that must be a nice feeling, all these companies getting in touch with you ^^

    there's two things that really are a letdown for me on the map.

    first thing doesn't really say anything about the map's quality, but the images you posted - all of them are so sucky compressed. why don't you take proper pics with nice antialiasing, or at least scale the screens down and resharpen slightly. i don't know it's just something that bothers me, cause i took all the screens and put them in photoshop just to see with these things, and i think it adds a lot to the presentation quality.

    second thing - i don't like the lighting at all. it looks so bland and grey. i don't know i don't get a caribbean feeling, no dangerous pirate feeling no feeling at all. it could be more blue/orange, or whatever - i don't know, i just find it sad, cause i think it takes away of your hard work, that the lighting doesn't match up the quality of the rest. and i think that's something you could've tweaked a lot, imo

    cause level design and modeling wise it looks reaaally sweet - lighting just doesn't do it for me :/ sry to say that

    just some things you may keep in mind on your next project together with the rest of the crits in the thread

    edit: yeh i seen the editor axis on the shots, just was sayin, that you could spend some 30 seconds and shrink/resharpend them a bit - looks much nicer presentation-wise - imo

  • Grand Theft Auto IV

    • Acumen
    • March 28, 2008 at 9:00 AM

    i gotta admit i really like the new style that is going on in this part of the series - the comical stuff was not too much my taste considering the general theme of the game.

    and so far, i like these trailers - seems to be a cool game with lots of character

    but um, who did that face of the stripper lady - i paused and man....it looks like out of poser5 or something - totally out of place stylewise, imo...why didn't they take the head model of the angry black woman

    *cough*

  • Source SDK Update (March 24th, 2008)

    • Acumen
    • March 28, 2008 at 8:44 AM

    wow, seems that friechamp was wrong

    viewtopic.php?f=34&t=10762

    Gooooold medal !!

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™