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. ReNo

Posts by ReNo

  • please be honest

    • ReNo
    • January 26, 2005 at 7:16 PM

    Why do people have to read into why people donate? The money is going out and helping people, motives for giving aren't really important in the grand scheme of things. It won't make any difference to how useful the money is so why the hell is it an issue?

  • DM - Untitled Space level

    • ReNo
    • January 26, 2005 at 7:06 PM

    Great improvement, though you will need to be careful to avoid the map becoming a linear path of walkways to ensure it plays nicely. I see a bit of dodgy texture stretching on the rockwork in the second picture, but otherwise its looking nice, good job

  • help me spend my money

    • ReNo
    • January 26, 2005 at 5:06 AM

    If you are at all into art then you might consider buying a graphics tablet - mine is sadly sat almost utterly unused for the time being but its a cool little gadget and should be a lot of fun when I get the urge to draw something You can pick up Wacom Graphire 3's for ~£75 in the UK, not sure of prices elsewhere.

    A second monitor for a dual screen setup? I recently got myself a 19" and use my old 17" as a secondary screen - perhaps not a life changing upgrade but its nice not having to alt-tab so often

  • Its growing!

    • ReNo
    • January 26, 2005 at 5:00 AM

    Dental torch?

  • DM - Untitled Space level

    • ReNo
    • January 25, 2005 at 4:26 PM

    That looks really really awkward and detracts from the asteroid section hugely in my opinion Not only does it looks quite bad but I also think it looks dull from a gameplay point of view - having a square path around the place is really pretty boring and uncreative, which is obviously a word that shouldn't apply to you. Sorry to sound so negative.

  • UT2 DM-Redkin

    • ReNo
    • January 25, 2005 at 4:23 PM

    You could always follow the links to see loads more pics

  • First Texture Ever.

    • ReNo
    • January 24, 2005 at 4:38 AM

    Looks like a nice first effort. The thing that strikes me is how varied the colour of the tiles are, yet it seemingly isn't done "on purpose" in that it doesn't have a pattern or anything. I'd be inclined to suggest evening out the tones a little, just comes across as a bit too random to me as it is.

  • UT2 DM-Redkin

    • ReNo
    • January 24, 2005 at 3:21 AM

    Beautiful - UT seems to pull off the red brick factory look really really well, and you have done a great job getting the rankin style but still making your map look quite unique. Impressed

  • co_kurt

    • ReNo
    • January 23, 2005 at 2:36 PM

    In the third new shot, the hatch type texture on the right hand wall is too blue compared to the other grey textures and looks really out of place. You should either modify the colour tone a little or find a new texture IMO.

  • dm_petrol

    • ReNo
    • January 22, 2005 at 10:57 PM

    Have you tried setting your steam to "emmisive" via the flag? It seems to let it keep the colour you set it regardless of the lighting conditions (in Echo I couldn't get the steam coming out the right colour at all without setting this flag).

  • English game developers

    • ReNo
    • January 22, 2005 at 10:27 PM

    Rage went bust a while back I'm afraid, and I'm pretty sure that Core are goners as well. There are still a lot around though. You should check out company directories or hiring websites and look for UK companies. For example, look for UK based ones on this list...

    http://www.gamesindustry.biz/directory. ... wse&cat=23

    Up in Scotland we have Rockstar North (GTA games), VIS (State of Emergency), Visual Sciences (F1 games and things) and Real Time Worlds (...I can't remember what they make and their website isn't useful). England has loads around too, from Lionhead and Bizarre Creations to Bits Studios and Elixir.

  • dm_test

    • ReNo
    • January 22, 2005 at 10:21 PM

    I like the look of it and the way you have used lighting looks great, but that building seems a tad too small to be of much use for anything. Its two stories tall and yet couldn't house anything more than a stairwell really

  • dm_petrol

    • ReNo
    • January 22, 2005 at 10:17 PM

    It most definately needs a lot of work boosting performance - I checked it out ingame today and frequently got ~10-15 fps, which is really low considering I get ~40-50 most of the time in the official maps. Are you planning on changing the layout at all Rabid? Currently the layout doesn't really feel like a DM map, and it has a few redundant areas (the openable door sections out the front of the factory for example). There are also some parts that felt really awkward to manoeuvre around, such as the structure that has the player climbing ladders to reach the RPG. I wasn't too keen on the steam in its current form - it looked a bit wierd and was somewhat hard to spot in places. I'm sure you mentioned that you could turn it off somewhere but I could't see anything obvious to do it with - I saw a few things I thought might do it, including buttons and valves, but nothing seemed to make any difference.

  • dm_petrol

    • ReNo
    • January 22, 2005 at 3:24 AM

    There is no point in getting angry or upity about the feedback people give Trapt, nor is there any point in criticising people for not having checked it out in game. Would you rather there were no comments, or perhaps just one or two? Screenshots allow lazy/busy people or those without the game to give suggestions, and while some might be based on untrue assumptions, much of it will still be useful. Of course its better to recieve comments based on ingame experience, but you don't always have the luxury of an audience willing to go through the hassle.

    Constant praise of any level just ends up making you look like a fanboy - even if a map looks bloody amazing, the best thing people can do for the author is to look for what can be improved

  • co_kurt

    • ReNo
    • January 22, 2005 at 2:12 AM

    I don't get why people would lock the thread due to one flame that was more of a small spark in a metal room doused with water. The thread is still going fine - just delete the irrelevant posts if you really feel the need to do something.

  • New Splinter Cell: Chaos Theory trailer

    • ReNo
    • January 22, 2005 at 2:02 AM

    We loved SC:PT multiplayer over our flat network (and would probably still be loving, if the others hadn't become obsessed with the WoW beta), and so naturally I'm looking forward to this one. I wasn't a big fan of the trailer however - no SC promo material has ever lived up to the first game's quality trailer/intro thingy if you ask me

  • co_kurt

    • ReNo
    • January 22, 2005 at 1:38 AM

    [Blocked Image: http://www.snarkpit.com/userimages/tutorials/tut10_9.jpg]

    You just finish reading that old tutorial or something? The map looks fairly nice but that corridor is a bit unimpressive as is. For a short linking thing its fine and all, just not exactly a showpiece unto itself.

  • Post your screenshots

    • ReNo
    • January 21, 2005 at 1:00 AM

    The last screenshot makes me think of Unreal 2 for some reason - looks to have a lot of potential.

  • DM - Untitled Space level

    • ReNo
    • January 20, 2005 at 10:41 PM

    I love it, great theme My main concern would be about playability - if the gameplay takes place on 4 seperated asteroid type things, how do players get between locations and are there enough routes to make it play well?

  • Could someone do me a model? :<

    • ReNo
    • January 20, 2005 at 2:07 PM

    That signature image makes me eyes cry

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™