1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Trapt

Posts by Trapt

  • Post ideas/feedback about new forums here

    • Trapt
    • October 10, 2012 at 8:48 AM

    Hi guys,

    Massive lurker here... any chance we could get Tapatalk functionality for mobiles?

    Cheers.

  • [HL2DM]DM_Sublimity [Beta 1]

    • Trapt
    • June 16, 2008 at 1:53 PM
    Quote

    PhilipK, EvilLair and dm_vapour for the textures.

    dm_vapour as in MY dm_vapour? I thought some textures looked familiar.

    Props to my fellow peeps at Team Dystopia for those textures then.

    Might check out this map if I find the time! Certainly looks great from the shots.

  • WIP in WIP, post your level screenshots!

    • Trapt
    • April 26, 2007 at 7:49 AM

    Hi hydeph! Betchya didn't know I was a member here! I don't post much, and lurk rarely.

    Anyhow, thought I'd just drop in and say a few words. Unfortunately, the sheet of corrugated iron and angle made it seem like a carbon copy. Taken from a different angle, it doesn't bear much resemblance at all aside from the basic shape (it's a hallway competition?).

    Nevermind the overly angry post at TWHL, as well. I'm only an asshole over there because it's funny. ^^

    (Nice map, Method, by the way)

  • dm_petrol

    • Trapt
    • January 22, 2005 at 3:15 AM

    There is definitely NOT a lack of a theme. Although the screenshots don't show it very well. There is no doubt, whilst running around the map, that you know it is an industrial building/factory of some sort.

    And the lighting is not bland at all. The refinery has some of the best lighting I've seen. You'd be thinking otherwise if the light_environment actually worked, since it'd add so much more colour to the map.

    The screenshots do not accurately show the amount of detail and thought that has been put into the map. Have you people even played the map, or are just judging from the screenshot?

    This map makes perfect sense to me, and I've no idea what on Earth you are talking about DaanO. Since when does an industrial factory/refinery make no sense? I could quite easily imagine a whole bunch of workers in there, doing their job. Obviously, you didn't bother to download the map, and critisised without having a general idea of the map and its layout. The only thing I can put this down to is blaming Rabid for not posting enough screenshots.

    The one thing I agree with here is the thin spotlights, they do look a bit odd. I am reminding you that this is only Beta 4, and Rabid is still fixing things.

    Enough ranting for now. Sorry if this came accross as rude, but I felt it had to be said.

  • dm_petrol

    • Trapt
    • January 20, 2005 at 2:26 AM

    One of the best DM maps I have played to date.

    My only issue with it is the performance. I never had a good framerate on the official maps, but on your map, I'm running with a significantly lower FPS.

    For you people saying about the outside lighting, I will answer it for Rabid. He seems to be having a problem with the light_environment. It seems to be lighting up the props, but not the world.

    Well Done to Rabideh. D:

  • dm_platform

    • Trapt
    • January 17, 2005 at 2:33 AM

    Would the large file size have something to do with the map being enclosed in a massive skybox (from what it looks like in the screenies)?

  • dm_petrol

    • Trapt
    • December 23, 2004 at 1:03 PM

    That effect can be achieved with sprites or with an point_spotlight entity. It really isn't too dark in game, and there is only one dark area, that being the refinery.

  • dm_petrol

    • Trapt
    • December 23, 2004 at 6:06 AM

    I have seen it, but I do agree with the others that too much of the outside area is in shadow. It just doesn't look natural to me.

    The only fault I can put this map. D:

  • dm_petrol

    • Trapt
    • December 23, 2004 at 5:50 AM

    http://rabidmonkey777.bluewolf72.com/im ... l40006.jpg

    There is a SLIGHT gap in between two buildings on the left, I'd say you could put an env_sun in there somehow. That would clear up the large amount of shadow.

    If you can get it in there that is.

  • dm_petrol

    • Trapt
    • December 23, 2004 at 4:14 AM

    Yes, I kind of agree.

    Perhaps it's the angle, it looks a bit odd. Perhaps change it around a bit and experiment.

  • dm_petrol

    • Trapt
    • December 23, 2004 at 3:36 AM

    This level is truly amazing. Rabid let me have a run through it, and it is one of the most detailed maps I have ever seen.

    Brilliant stuff Rabid, keep it up.

    The fog looks a little strange to me though.

  • HL2DM - Exodus

    • Trapt
    • December 23, 2004 at 2:59 AM

    Yeah, I did plan on making door frames, I just haven't got around to doing it yet.

    Kinda busy at the moment.

  • HL2DM - Exodus

    • Trapt
    • December 23, 2004 at 2:55 AM

    It isn't being recreated.....

    It is an originally drawn layout by me, hence it isn't recreated at all. You may see similarities, but that is only because of the theme...

  • HL2DM - Exodus

    • Trapt
    • December 23, 2004 at 2:31 AM

    I thought I'd challenge myself, and try to make a map based in Ravenholm.

    http://thejuice.hollosite.com/trapt/even_more_newer/ - The screenshots are high res, and I do not want to stretch the forums out of their usual dimensions, so I am giving you the directory instead of the command.

    This is my first Source map, but by no means my first time in Hammer.

    Still needs a LOT of work done, but I feel it is good enough to show.

    Lighting is not in any ways too dark for DM, as it has been tested.

    Please, feel free to comment. Every comment will eventually help the map to be as good as it can.

    A few notes: It is VERY blocky at the moment, and that will be fixed as soon as possible, but I'm going away for 2 weeks very soon, so don't expect any updates for a while.

    Also, the original Ravenholm was very blocky, and I'm trying to keep it as close to the original as I can.

    Texturing is VERY repetitive at the moment, but will be fixed some time when I have a run through Ravenholm taking reference screenshots again.

    As I said, All comments welcome. Other people's opinions can only make the map better.

  • Hl2dm map. No name yet

    • Trapt
    • December 17, 2004 at 9:59 AM

    Is it just me or does the ladder look fullbright?

  • dm_petrol

    • Trapt
    • December 12, 2004 at 10:21 AM

    Anyway, great work Rabid. It's a shame a whole bunch of these people don't realised how detailed the map is. I'd know, I've seen the VMF.

    One of the best HL2DM maps I've seen so far. Keep up the good work.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™