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  2. cdxx

Posts by cdxx

  • My Latest CSS Level - Name TBD

    • cdxx
    • April 22, 2010 at 6:41 PM

    typical, I was going to rationalize my spawn placements but decided instead to take the pc approach and simply try your suggestion, but I digress... glad to hear you've come around to current design.

    I had hoped to have one site that both teams reach about the same time (site b +/- a few seconds) and the other site with the advantage going to CT's so they could setup a bit of defense in anticipation that T's would plant there. I'm toying with the idea of adding a ventilation shaft to get to A from the tunnel but I want it to be one way so that CT's can't crawl up there from the exit (kinda like prodigy's vents that you can drop down through) logistically I'm not sure I can muster up the design to make that work but I'm going to see what I can work up.

    I'm going to take you up on that Seldoon182. but being that this project got shelved for 9 months the timing is a little better now. I just added you to my steam list.

  • My Latest CSS Level - Name TBD

    • cdxx
    • April 22, 2010 at 9:17 AM

    here's an updated layout.

    that's sound advice Dark, I'll definitely give that a shot and see how playtests go with swapped spawn placements. thx for the suggestion.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20100421a_LAYOUT.png]

    Here's an elevation layout as well.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20100421a_ELEVATION.png]

  • My Latest CSS Level - Name TBD

    • cdxx
    • April 22, 2010 at 4:10 AM

    just started working on this again, kinda put it down for several months...

    here's a little video of the layout changes and some paths. I want to make a push to get this finished in the next couple months but knowing me that will turn into another year...

    http://www.youtube.com/watch?v=

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  • Reasearch & Development mod for HL2:Ep2

    • cdxx
    • August 4, 2009 at 8:44 AM

    you have a good bit to go still. It was longer than I expected.

  • Reasearch & Development mod for HL2:Ep2

    • cdxx
    • August 4, 2009 at 7:04 AM

    this mod simply put, is brilliant! a must play.

  • WIP in WIP, post your level screenshots!

    • cdxx
    • August 3, 2009 at 10:57 PM
    Quote from ultradr3mer

    this method is realy intresting. finaly somthing new to me. but i used paste special with rotate parameters.[Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0004.jpg]

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0003.jpg]

    this is the new elevator shaft in an old mine. So that explains the clean parts and the industrial parts.

    at first i wanted to make a glass dome

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0000.jpg]

    but i didnt like it.

    its both still wip.

    Display More

    I love the lighting on that first shot along with that brushwork. Looking real nice. Those beams could almost pass for models

  • My Latest CSS Level - Name TBD

    • cdxx
    • August 3, 2009 at 10:14 PM

    I don't know what an airhouse is but I want one. Thanks for the refs, those are great.

  • My Latest CSS Level - Name TBD

    • cdxx
    • August 3, 2009 at 9:31 PM
    Quote from Pampers

    having only one entrance to the B spot would make it too easy to defend

    good call, i'll make come changes to layout. any suggestions?

    Quote from RA7

    Looks like the aprticle collider at CERN.

    good eye. This was originally going to be a LHC level but I'm decided to save that that for my next project. But I was still able to use lots of ref pics from here.

    Quote from ultradr3mer

    It would be interesting if you would make one part of the facility old and rusty. that would help the player to orientate and would bring some more atmosphere and contrast in it.

    noted, ty. The facility is going to built into a mountain so I want to have a good bit of vegetation / overgrowth in the surrounding areas around the level which would look good with the rusty and dingy look.

  • My Latest CSS Level - Name TBD

    • cdxx
    • August 3, 2009 at 5:30 AM

    Seldoon182, Thanks, I might take you up on that, I'll let you know.

  • WIP in WIP, post your level screenshots!

    • cdxx
    • August 3, 2009 at 5:23 AM

    JeanPaul, that was really cool of you to put that all together; thank you. I now have to think about which way i want to go about this; do I stick with my original design method using the displacements, subdivided? Or do I change it, and go with the supports using strictly the torus and arch tools as you so demonstrated?

    I think your supports given the right texture could really be appealing, but I think it will look a good bit more complex and busy than what I was originally going for, which is a clean, and streamlined look. Check out these ref photos.

    [Blocked Image: http://www.yellins.com/woolwichferry/…ot-tunnel03.jpg]

    [Blocked Image: http://lhc-machine-outreach.web.cern.ch/lhc-machine-ou…tos/CE0085M.jpg]

    either way, i've learned a good bit about how to do supports in torus tunnels. Thx, if I don't use that method in this map I certainly will at some point.

    edit: I didn't mean for all this to turn into a thread jack so I created a dedicated thread for my map. subscribe if you're interested.

    viewtopic.php?f=57&t=14244

  • WIP in WIP, post your level screenshots!

    • cdxx
    • August 3, 2009 at 1:49 AM

    but I'm subdividing; what does wall width have to do with it when all i'm going to use are the inside faces from the displacement? and it's 14 sided because I needed a flat piece for the upper most face (see attachement) so that's why it's 7..er 14 sided. I removed the bottom half as I didn;t need it. Make sense now?

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/03.jpg]

  • My Latest CSS Level - Name TBD

    • cdxx
    • August 3, 2009 at 1:12 AM
    Quote from JeanPaul

    Why do I not see a giant torus in the layout?

    i know right? you were expecting one i'm sure... but the paths are the same and that's the only overview I have atm. The infamous torus tunnel is where the underground passage is now. here's a quick screenshot from above just for you.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20090726_c0009.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20090726_c0007.jpg]

  • WIP in WIP, post your level screenshots!

    • cdxx
    • August 3, 2009 at 1:00 AM
    Quote from KungFuSquirrel

    Unreal is really the best editor for building detailed curved geometry, no joke

    I haven't used unreal ed so I wouldn't know, but i can say it's certainly counter intuitive in hammer.

    Quote from JeanPaul

    I am intrusive I know, but I have a hard time explaining myself in words sometimesSo what if you were to send me that torus/surrounding area and I can show you what I mean by supports?

    I would totally understand if you dont want to do that

    nah, I don't give a shit. This stuff is just for hobby sake, it's not like this is for a mod or job.

    http://levelup.us/bucket/cdxx_tunnel_180.rar

  • My Latest CSS Level - Name TBD

    • cdxx
    • August 3, 2009 at 12:49 AM
    Quote from Skjalg

    the lighting looks very good, the lack of shadows dont

    ha, yeah no doubt. I need to get on that soon. I disabled them all as I didn't have time to get the shadow control right for the tunnel. I've added it to my list of things to do. thx.

  • My Latest CSS Level - Name TBD

    • cdxx
    • August 3, 2009 at 12:25 AM

    I started this map back in June and haven't had the most time to work on it, but I've been able to put an hour here and there when I can; regardless, I like the way it's coming along. Currently I'm building it for css as a defuse map but plan on also releasing a modified version that will be hostage map as well.

    The theme was originally set as a post ww2 bombed out city but that has since changed to a modern day launch facility for a rocket or missile (still working on it). The most notable aspect I had going into the prehammer design was that I wanted the layout to have significant height difference throughout the level. So you'll see lots of stairs / ramps placed throughout the map.

    here's a shot of the layout. This was an early layout but nothing too major has changed since. The sniper nest as since been nixed and the underground passage is now a tunnel instead of a dug out mess.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/m…90610_f0004.jpg]

    here's a link to my photobucket album for the level so I don't have to post all the pics, feel free to check it out.

    http://s553.photobucket.com/albums/jj37 ... ?start=all

    here's a few shots from my latest compile.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/m…90718_e0001.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/m…90718_e0003.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/m…90726_c0001.jpg]

    constructive crits are always welcome. cheers

  • WIP in WIP, post your level screenshots!

    • cdxx
    • August 2, 2009 at 9:37 PM

    that's spot on JeanPaul. I've been playing around with supports but I'm not sure I like em yet. I'll post ingame as soon as I find the find time to work on this.

    here are some hammer shots.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/01a.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/01b.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/02.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/02a.jpg]

  • 10 Best Game Engines of This Generation

    • cdxx
    • July 30, 2009 at 2:59 PM

    Yeah thats project offset indeed, but offset was bought by intel sometime after they bought havok no?

    I'd imagine they doing this to better position themselves as a middleware provider.

  • WIP in WIP, post your level screenshots!

    • cdxx
    • July 30, 2009 at 6:28 AM
    Quote

    ":291dfyky]For some reason... I'm loving that tunnel! Keep up man!

    thx hp, i'm pretty happy with how it's turned out so far.

    Quote from SpicyTanuki

    very nice lighting in the first shot. Kind of nice clear day, what skybox texture is that?

    militia with more or less the recommended lighting, so I can't take the credit. only thing I've really edited is hdr tonemap settings, and I still need to tweek the hdr as the washout on the left tank is driving me nuts.

  • Nostalgia - Old mods

    • cdxx
    • July 30, 2009 at 2:06 AM

    rune quake was my all time favorite mod with action quake being a close second.

  • 10 Best Game Engines of This Generation

    • cdxx
    • July 29, 2009 at 9:40 PM

    not sure if future engines count butIntel's Meteor Offset's engine might fit the bill if it gets released this year. looks like they'll be showing it for the first time at the GDC in efforts to get devs on board for Larrabee's release whenever that may be...

    http://software.intel.com/en-us/videos/meteor/

    http://software.intel.com/en-us/videos/ ... he-scenes/

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