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  2. mazemaster

Posts by mazemaster

  • Maya, Max or XSI ???

    • mazemaster
    • June 8, 2006 at 4:50 AM

    *lurker chimes in*

    I learned modeling on Max, and have used Maya a bit, but my personal favorite right now is Blender for lowpoly and ZBrush for highpoly. At first I moved to Blender because of cost (it is free and open source), but now that I have mastered the interface I actually prefer Blender in its own right. Even though Blender lacks several of the advanced features of Max and Maya, the interface and workflow for modeling and UV is so good that I can modify everything by hand at a low level much faster in Blender than I can click through the menus, choose the feature, set all the parameters, and apply modifiers and tinker with settings in Max/Maya.

    There are a lot of little hacks/tricks that you pick up about movement of the viewport, how to select things, setting up efficient groupings of verticies, faces, edges, etc that make modeling in Blender really really fast. If you ever watch the professional Korean Starcraft players with their fast micro and the screen jumping all over the place and hotkeying to switch between all their units, thats what it feels like modeling in Blender once you have learned the UI. With one hand on the keyboard controlling all the settings, that leaves your mouse hand free to only do necessary spatial tasks like moving verticies, rotating the viewport, etc instead of clicking through menus.

    Of course ZBrush just plain kicks ass, so theres really no need to explain that choice. Best highpoly organic modeling program ive ever used, it's like sculpting clay.

    EDIT: beware though, with Blender the learning curve is steep. I had to read and work through many tutorials before I could even do basic tasks in it (even though I already knew how to model in other programs). Also memorizing the hotkeys is a must if you want to get anything done.

  • dm_snowblind

    • mazemaster
    • September 12, 2005 at 7:49 AM

    What ever happened to this map? The snow version looks kick-ass. Awesome style. Add a few displacements around and it would own.

  • Edit Mesh or Poly

    • mazemaster
    • January 23, 2005 at 1:36 AM

    Poly since you don't have to mircomanage the triangles when you cut a face.

  • DM Depot_Beta - By Robert Briscoe

    • mazemaster
    • January 18, 2005 at 4:25 PM

    IMO, the spirit of the competition was to make maps in-keeping with the Half-Life 2 theme. Thats why Valve restricted competition maps to all-stock textures, etc. Since this is a competition map you can't really hold it against the mapper for doing a HL2-themed map.

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 15, 2005 at 8:02 PM

    Hey wait up on that mirror for a day, ok? Long story, ill explain later...

    [edit] Nevermind that. Mirroring is great. Thanks.

  • dm_platform

    • mazemaster
    • January 15, 2005 at 5:24 AM

    Wow! Very creative. If only you could specify directional gravity fields so that you could walk upside down and sideways along the paths. That would solve the connectivity issues too since you could just curve the dead ends around vertically to higher platforms. Heck, create some sort of mobius-type surface and you could be running around underneath a platform someone is on the other side of.

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 15, 2005 at 1:58 AM

    Final Version -

    http://users.seascape.uk.net/~mazemaste ... land17.zip

    Thanks to everyone who helped with beta testing, advice, etc, and a big thanks to Juim for hosting the playtest.

    Went to the Bellevue post office and dropped it off today - the guy there exclaimed "hey this is right here" and he went and put the package in the Valve P.O. box as I waited.

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 14, 2005 at 11:12 AM

    After trying it I've found that I can't get it to work for more than one physics object. Oh well.

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 14, 2005 at 5:34 AM

    Venemous, you are a god for making that tutorial. Ive been trying to get respawning to work for the longest time.

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 13, 2005 at 4:44 PM

    Got 'em.

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 13, 2005 at 8:13 AM

    Wow, awesome. I've fixed about half of those things instantly after looking at the photos and will fix the rest soon. Thanks!

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 13, 2005 at 4:09 AM

    http://knd.org.uk/files/dm_island17_beta4.zip

    Unfortunately I only had time for a -fast vis. Well on my computer at least it runs faster than dm_lockdown without anyone else playing, so we will see..

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 12, 2005 at 2:52 PM

    I live like 20 mins drive from their offices. And I'm willing to ship the package next-day-air or second-day air if it comes to that. Heh, a bit of an advantage over all yall overseas folks. But then again, I didn't get started until after christmas so maybe it evens out.

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 12, 2005 at 5:26 AM

    Uhm dammit. The compile finished and theres a glaring error - I made a layout change but forgot to update the vis geometry. Playtest called off until I fix it and get another recompile, which probably means tomorrow night. I'll have to ship the map 2nd day air then but thats OK.

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 12, 2005 at 4:33 AM

    Sorry, bumping the playtest time back 1 hour. New time 9:00.

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 12, 2005 at 12:21 AM

    Playtest of dm_Island17 tonight at 8:00 pm PST. Server: The Hot Death Diner. Map linkage coming soon.

    Thanks for the comments so far. I have made some small changes to the lighthouse architecture, but can make more if deemed necessary after the playtest.

  • dm_Island17. Playtesters requested.

    • mazemaster
    • January 11, 2005 at 3:36 AM

    Hello. I haven't posted at mapcore before, but I lurk around, and Xempest suggested I post my map here.

    So anyways this is my contest map. Its very close to done, but I need some dedicated playtesters for a big final playtest tomorrow. After that I'm doing a final compile and shipping it off to Valve. If you are interested in playtesting, please let me know. More details on time and server to come soon.

    Also, does anyone know how to turn off normalmapping without changing the materials? I want to turn down the ambient light value in the map to increase contrast in the shadows, but if I do that the normalmapping on the rocks looks bad, especially where I have done a lot of intricate displacement work.

    Screenshots:

    [Blocked Image: http://img22.exs.cx/img22/9821/dmisland17beta200031wv.jpg]

    [Blocked Image: http://img22.exs.cx/img22/2169/dmisland17beta200083ll.jpg]

    [Blocked Image: http://img22.exs.cx/img22/6301/dmisland17beta200090hi.jpg]

    [Blocked Image: http://img22.exs.cx/img22/905/island17beta100171be.jpg]

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