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  2. jamin620

Posts by jamin620

  • Whats going on with TF2's ssbump normals?

    • jamin620
    • February 27, 2008 at 1:29 AM

    OK, so I have figured that the SSbump normals allow a greater ammount of depth without looking too shiny. but how do I make them? and is there any way of alphablending them?

  • WIP in WIP, post your level screenshots!

    • jamin620
    • May 16, 2006 at 6:30 PM

    [Blocked Image: http://img451.imageshack.us/img451/7055/town00098dz.jpg]

    single player level Im working on...

  • Elvish Warrior

    • jamin620
    • July 31, 2005 at 1:06 AM

    his stomach is wierd, as is his pectorial muscles. chest muscles almost weave into deltoids (shoulders) and there isnt any definition between the two on any but the most super-defined weight lifters.

    as for the stomach, on most people, the top abdominals are more defigned than the lower ones, which is something to keep in mind.

  • ctf_velouria

    • jamin620
    • July 19, 2005 at 12:06 AM

    it isnt tough. make a 3d skybox. add the same fog to it. you can simulate low lieing fog that way. make th 3d skybox shortish and wide. the fog will then be thin on top but thick everywhere else.

  • de_venice

    • jamin620
    • July 18, 2005 at 5:00 AM

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice1.gif]

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice2.gif]

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice3.gif]

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice4.gif]

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice5.gif]

    I know it looks like the map runs like ass from the FPS, but that is because I was running a bunch of bots, plus hitting the screenshot key rapid fire. the map should be easyer on your PC than Inferno. I know that for many that is a pretty low bar, but what am I gona do.

    http://%7boption%7d

    tell me what you think. Hope you like it.

    If you dled it and the boats look fucked, dl this...

    http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • jamin620
    • July 15, 2005 at 9:57 PM

    problem with reflections for me is that I cant see them. not really. I am dx8, not 9.

    anyway, venician gondola's are tarred, so it is the right color.

  • WIP in WIP, post your level screenshots!

    • jamin620
    • July 15, 2005 at 5:07 PM

    [Blocked Image: http://img347.imageshack.us/img347/4125/venboats3ww.gif]

    GONDOLA!

    not too shabby for a first modeling attempt. now if only I could get my soundscapes working I can finish this map.

  • WIP in WIP, post your level screenshots!

    • jamin620
    • July 8, 2005 at 11:06 PM

    see, here is the problem with modeling them... It requires me to learn how to model and skin on an all new program. I am decent with XSI, but my moditor's max resolution is too small for that program (as stupid as it sounds, XSI has a minimum resolution of 1280ish.

    Eventually I am gona have to learn. but I am really hoping to get the map done this month and I dont have time to learn a new program in that short ammount of time.

  • WIP in WIP, post your level screenshots!

    • jamin620
    • July 8, 2005 at 4:03 PM

    [Blocked Image: http://img280.imageshack.us/img280/7403/venboats5wc.th.gif]

    That is why I did not add boats before. Because boats made from displacements are ugly as sin.

  • WIP in WIP, post your level screenshots!

    • jamin620
    • July 5, 2005 at 8:41 PM

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice1.gif]

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice2.gif]

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice3.gif]

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice4.gif]

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice5.gif]

    [Blocked Image: http://jamin.rant-on.net/mapstuff/de_venice6.gif]

  • WIP in WIP, post your level screenshots!

    • jamin620
    • June 30, 2005 at 5:16 AM

    That shit is redonkulously tight.

  • WIP in WIP, post your level screenshots!

    • jamin620
    • June 18, 2005 at 10:02 PM

    make the wind mill round. it looks kinda ugly. also, you should have some high grass. great bridge though

  • totally random texture thread

    • jamin620
    • June 17, 2005 at 5:18 AM

    [Blocked Image: http://img88.echo.cx/img88/709/redbrick0pb.gif]

    Hows that look?

  • totally random texture thread

    • jamin620
    • June 17, 2005 at 2:48 AM

    first of a couple of photo-based textures from around my town.

    [Blocked Image: http://img203.echo.cx/img203/876/redbrick2ge.gif]

    Why havn't there been any decent texture packs relesed for source? I didnt think I would say this when I saw the ammount of textures relesed with HL2, but they are gettin real old real quick.

  • My arch thing model something..

    • jamin620
    • May 30, 2005 at 11:11 PM

    if you relesed some of this shit to the public, you would get free high-fives for life. seriously, the hl2 community needs more great models in the public domain, so not every map looks like a cs map knockoff.

    I would do some modeling myself, but unfortunatly softimage cant run on a 1024:768 monitor. so all I can do is beg lol.

  • Venice Redux [updated]

    • jamin620
    • May 29, 2005 at 6:40 PM

    [Blocked Image: http://img175.echo.cx/img175/4836/deveniceb600000im.th.jpg][Blocked Image: http://img175.echo.cx/img175/7356/deveniceb600022hn.th.jpg]

    [Blocked Image: http://img175.echo.cx/img175/502/deveniceb600038iw.th.jpg][Blocked Image: http://img175.echo.cx/img175/1015/deveniceb600049dm.th.jpg]

    [Blocked Image: http://img175.echo.cx/img175/8172/deveniceb600060ax.th.jpg]

    I like the way the light looks better now. more sunny while keeping to a unique athmosphere. the sun may be a bit too yellow, not sure.

    The first shot is of the CT spawn near the b site (the front of the church).

    Once I finish with the layout, I am gona go around the map adding lights and plants. like, lots of plants. mostly along the lines of ivy or flowerboxes. I think that some greenery would make the whole thing look alot less steril.

    [oldpost]

    [Blocked Image: http://img84.echo.cx/img84/6492/deveniceb400032gv.th.jpg]][Blocked Image: http://img84.echo.cx/img84/785/deveniceb400045kh.th.jpg][Blocked Image: http://img84.echo.cx/img84/1152/deveniceb400054xn.th.jpg][Blocked Image: http://img84.echo.cx/img84/9739/deveniceb400022id.th.jpg]

    So I was wandering around my personal library (Barns and noble) when I happened upon a coffee table book about Venice. and I noticed that my previous interpretation of the city was grossly innaccurate, to say the least. then I tried out de_inferno, and saw one of the most stunning maps I ahve ever laid eyes on, which just happened to contain many models and textures that would be very useful for a venice_themed map, and I realized that I had to fix up my old map.

    the layout will be very similar, though less claustrophobic. the church that you see in the last shot is the B site, and the boat in the second to last shot is the terrorist spawn.

    tell me what you think.

    ps, if anyone could dredge up some good stained glass window textures for me, they would get free high fives for life. cause right now Im using a tile floor texture and it sucks.

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