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. W01f

Posts by W01f

  • Doom III engine

    • W01f
    • May 28, 2005 at 9:58 AM
    Quote from ReNo

    I haven't done any of it myself, but I'm sure its still heavily brush based in order to flesh out the shape of the level. Like Unreal, it uses a lot of meshes for detail purposes, but you still build the basic level out of brushes in Radiant or whatever.

    Yeah that's pretty much correct. You build the main hull of the level out of brushes, and then use statics when you want to add some detail.

  • Before VS. Now

    • W01f
    • April 17, 2005 at 6:50 AM

    Metroid:

    [Blocked Image: http://www.consoleclassix.com/info_img/Metroid_NES_ScreenShot2.jpg]

    Metroid 2:

    [Blocked Image: http://www.consoleclassix.com/info_img/Metroid_II_Return_Of_Samus_GBC_ScreenShot2.jpg]

    Super Metroid:

    [Blocked Image: http://www.nemmelheim.de/turrican/seta/SuperMetroid_01.jpg]

    Metroid Prime:

    [Blocked Image: http://www.vgcity.com/~media/mp/14.jpg]

  • Doom 3 stuff

    • W01f
    • March 18, 2005 at 12:04 AM

    Well until people start releasing custom texture packs, or I learn how to make my own...this is what we're stuck with

  • Doom 3 stuff

    • W01f
    • March 16, 2005 at 11:20 PM

    MJ: For the Recall to Hell mod ( http://recalltohell.d3files.com/ )

    Quote from KungFuSquirrel

    You're showing some excellent progress with the tech. Nice work! This is in a completely different league than your previous shots (you did do that tomb-ish thing, right?)I think there's a few things you can do here to make this some really impressive stuff.

    1) Bring up the brightness. Biggest thing people complain about in D3 is darkness, so don't let them complain about it You can have cheap lighting that lights things up well. Multiple lights (done properly) also help to sell the normal maps, something D3 didn't really do much.

    Thanks Yeah I'm the guy who did the tomb style map. That was an experiement gone wrong..mostly because I was trying to copy the style of Ocarina of Time, which does not convert too well to the D3 engine (or at least not by my efforts)

    Yeah I did have a brighter map in mind, but then the guys on the team kept telling me to tone it down..so I did . I'm sitll trying to keep the pitch black parts to a minimum tho. Also, the pics, as always, are much darker than the actual map in-game.

    Quote

    3) Flares. Re-examine your use of those It looks like you're just slapping them over a brush. Take a little time to line them up to the edges of the light glow pass on the texture. the effort will be well worth it.

    I used the wrong flare texture is all..it's too big for the tiny light texture. Does look kinda odd now that you mention it.

    Quote

    4) Start taking some of your pipes, and instead of going down, 90 degree curve, horizontally, 90 degree curve, down again, try making some 45 degree curves and then an angled piece in the middle. It's really easy to line these up to the grid and the patch subdivision will give you some really precise results. A few off-angle shapes can make a huge difference within a scene, especially taking into account the lighting and shadowsIt's still taking some people a long time to learn the tech, but like I mentioned above, your progress is great. Despite my above comments, there's some really great ideas here, some that are even clicking off some ideas for my own work. You're very much on the right track.

    Catch me online sometime if you want; I'd be more than happy to give you some more detailed tips.

    Yeah I actually did discover the whole 45 degree pipe thing not too long ago (not that it's some sort of amazing secret..). I love how they look, and I've actually placed a few around the map but I don't think you can see any in those screenshots.

    Thanks for the comments It's definately been a challenge to get to whatever point I'm at with D3 mapping..but I definately have a long way to go before this map is done and before I can make a complete professional quality map...The only way that will happen is with feedback like yours. I really appreciate it.

    Kleinluka: Me too . If I had any sort of modeling experience, that's what I would be doing.

    Daan0: Overdone? nah, not yet anyways. I've only seen two or three professional quality doom 3 maps so far that have actually been released. My objective with this map isn't so much to be original (though that doesn't mean I'm ripping other people off), but to create a fun experience. I drained all of my creativity into dm_void..time for something more run of the mill

    here's another screenie they just put up on the mod site: http://recalltohell.d3files.com/rth_ger ... shot18.htm

    And now I have to deal with some goofball trying to coax me into joining his mod...

    elementsk8er***@yahoo.com says:

    As I explained before, I'm a proffesoin. I have worked with ID software on the new ROE expansion pack. I'm doing this in my spare time, Until we start working on the next pack(yea, there will be one). If you don't want to join, no pressure. If you want to, be my guest


    When I'm all alone in the great unknown, I'll remember you. says:

    You've worked on the ROE expansion pack? what have you done on it? did you actually work at their studio?


    elementsk8er***@yahoo.com says:

    Unfortuantly, I didn't work in the studio. Hopefully next time I will have the honor. look kid, I made 1 of the levels for them. Are you on, Yes or no. I can't give details because I signed a contract with them.

    heh..sorry..what kind of a person derails his own topic Just too funny not to share.

  • Doom 3 stuff

    • W01f
    • March 16, 2005 at 9:27 AM

    http://www.infosprite.com/members/W01f/pinky.jpg

    http://www.infosprite.com/members/W01f/update2.jpg

    http://www.infosprite.com/members/W01f/conveyor.jpg

    http://www.infosprite.com/members/W01f/update3.jpg

    http://www.infosprite.com/members/W01f/sh1.jpg

    http://www.infosprite.com/members/W01f/maggot.jpg

    ...This is supposed to be for a mod, but every day I come closer to quitting the team and continuing on with my own ideas. It just doesn't feel like a mod to me..more of just an expansion with varying levels of talent in all fields. 40+ members on the team yet progress is so slow. bah..i dunno.

  • dm_TheEdge

    • W01f
    • March 14, 2005 at 9:53 AM

    So how's this map coming along?

  • Mapping reference gold mine.

    • W01f
    • January 26, 2005 at 3:35 AM

    I started up a thread like this on map-center a while ago. Some great links in there: http://www.map-center.com/modules.php?n ... pic&t=5481

  • English game developers

    • W01f
    • January 25, 2005 at 6:39 AM
    Quote from jayrabbit

    Rare - the coolest game developers ever!

    Back in the n64 era I wouldn't have laughed at that comment.

  • See? We're not all disgusting fatbodies

    • W01f
    • January 25, 2005 at 6:38 AM
    Quote from Dag

    I weigh almost exactly 2 pounds for every inch I'm tall, which basically means I'm pretty skinny.

    Me too...infact I think I'm a little under that.

    21% is a pretty good number when you look at the rest of America..which is like what..<50% are overweight?

  • dm_Void - Final Release

    • W01f
    • January 18, 2005 at 12:19 AM

    hmm I expected more feedback than this..200+ downloads already, but no ones speaking up..is that a good sign or bad?

  • obj_mq_revolters

    • W01f
    • January 17, 2005 at 4:59 AM
    Quote from von*ferret

    Thats cause you have to rely on props for source now. Its a fact. And with only hl2 props available you get to see them over, and over, and over again.

    *see dm_void

    Though I do agree, for most normal maps it's all about the props rather than brushwork..which sadens me. Damn hippies, I'll never give in!!

  • dm_Void - Final Release

    • W01f
    • January 16, 2005 at 10:26 AM
    Quote from MagicTMP

    he did send it in, but its most likely not going to win because its so abstract.

    ^Yep, what he said. Ah well, I don't care about winning that much. I'd much rather create what I want rather than dumb it down (see HL2 universe map) to have a better chance. Not that there's anything wrong with those types of maps...It's just not what I wanted to do.

  • dm_Void - Final Release

    • W01f
    • January 15, 2005 at 9:36 AM

    Yeah I did. I've also been worrying a bit that it might be a bit too "out there" to actually win the contest..but whatever. I'm sure my creativity will be appreciated whether I win or not, and at least the contest motivated me to polish it as much as possible

  • dm_Void - Final Release

    • W01f
    • January 15, 2005 at 3:37 AM

    Download: (3 MB): http://%7boption%7d

    Mirror: http://%7boption%7d

    I'd love to hear your thoughts about the map, specifically the gameplay. I did put a lot of thought into the (small) layout, and tried to place all the weapons/items as strategically as possible. So let me know how I did in that aspect, and let me know what I could have improved.

    Right now it's only up on one server, with an 8 player max (which might actually be too many...but we'll see) Feel free to put it up on your own server.

    IP: 66.148.239.44:27015 (Edit: I forgot to mention that for some reason some of the map sounds don't work on this server..and that kinda takes away from the atmosphere...all the more reason to start putting it up on other servers )

    Screens: (I was too lazy to take new screens so these ones are old)

    [Blocked Image: http://www.infosprite.com/members/W01f/dm_void0009small.jpg]

    hi-res: http://www.infosprite.com/members/W01f/dm_void0009.jpg

    [Blocked Image: http://www.infosprite.com/members/W01f/dm_void0230small.jpg]

    h-res: http://www.infosprite.com/members/W01f/dm_void0230.jpg

    http://www.infosprite.com/members/W01f/dm_void_2.jpg

    http://www.infosprite.com/members/W01f/dm_void_1.jpg

  • See? We're not all disgusting fatbodies

    • W01f
    • January 15, 2005 at 1:32 AM

    Nothing new in that article that us gamers didn't already know...It's nice to see people are finally starting to realize it now, though.

  • Freelance level designer needed for commercial game

    • W01f
    • January 15, 2005 at 1:20 AM

    But that's what contracts are for. With a good contract, it shouldn't matter if the company doesn't make any money because you will still get a certain amount of pay no matter what.

  • dm_TheEdge

    • W01f
    • January 14, 2005 at 10:01 AM
    Quote from Soul

    Did some experimenting with dust particles in hallway: http://%7Boption%7D[Blocked Image: http://users.skynet.be/bk290440/hl2/wip1.jpg]

    I know its dark but i'm gonna add some more lights

    But it's supposed to be dark! :!:

  • dm_Island17. Playtesters requested.

    • W01f
    • January 14, 2005 at 9:42 AM

    I wish it was around before I sent my map to valve

  • Freelance level designer needed for commercial game

    • W01f
    • January 14, 2005 at 9:40 AM
    Quote from marque_pierre

    Never ever expect to see any royalties! No matter who you work for.

    Why is that? Say for example you sign a contract which agrees to pay you a small amount of money per copy sold. Unless the game doesn't sell at all, why should you expect no royalties?

  • Doom3 can produce larger environments than Source?

    • W01f
    • January 13, 2005 at 8:30 AM

    Am I the only Quake 2 fan here? Don't you guys remember the railgun that actually took sill to use? Not many players online these days...though still more than Doom3

    Quake3 is awesome too, but Q2 will always be my favorite for DM. Nothing beats The Edge...nothing.

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™