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. OrnateBaboon

Posts by OrnateBaboon

  • DM ThinIce and CTF Decay

    • OrnateBaboon
    • August 15, 2006 at 12:50 AM

    Very quick turnaround time compard to a source map. I think these maps might have convinced a few people to take a look at the Unreal Editor.

  • DM ThinIce and CTF Decay

    • OrnateBaboon
    • August 12, 2006 at 1:00 AM

    Some of the best stuff I have seen, commercial or otherwise. Love the combination of rock and metal. Great that visibility is not a problem as well. Prefer the Ice map myself. If this is the Unreal 2.5 engine, then my god I can't wait to see what the Unreal 3 engine throws up.

    Was the geometry made purely from imagination or concept art?

  • CS Source: de_tropea

    • OrnateBaboon
    • August 10, 2006 at 7:19 PM

    Thanks for the feedback, Some very useful criticism gained as well.

    requiem2d - I also have a wine cellar, which will run beneath a pub. Lacking detail at the moment though.

    [Blocked Image: http://www.skybex.com/de_tropea64.jpg]

  • CS Source: de_tropea

    • OrnateBaboon
    • August 9, 2006 at 7:09 PM

    Now that Hammer is working properly, I have resumed work on this. Still feels a million miles from completion.

    skdr - agree with that. I will really work on the lighting nearer the end. I would like to have darker, more noticeable shadows.

    RA7 - I am working on that

    Some pics of the other bombsites, and the entrances. Will change the white church texture, and the grey pillars sometime soon. Some of the areas are a bit empty as well.

    [Blocked Image: http://www.skybex.com/de_tropea60.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea61.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea62.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea63.jpg]

  • WIP in WIP, post your level screenshots!

    • OrnateBaboon
    • August 5, 2006 at 3:44 PM

    I think the torus tool must have been used. Looks really nice, and very different.

  • Hammer 4.1 BETA is out - New issues

    • OrnateBaboon
    • August 5, 2006 at 3:41 PM

    Doh!. Maps are working, just that they take about 10 minutes to open. Hammer seems to be using more resources. Also, when in editor, things seem a lot more laggy.

    Some other fixes to the problems here.

    http://forum.interlopers.net/viewtopic.php?t=12351

  • Hammer 4.1 BETA is out - New issues

    • OrnateBaboon
    • August 5, 2006 at 2:55 PM

    There is a fix for the shortcut issue.

    http://developer.valvesoftware.com/wiki ... own_Issues

  • Hammer 4.1 BETA is out - New issues

    • OrnateBaboon
    • August 5, 2006 at 2:37 PM

    Have you tried clicking on some geometry in the 2d views, and then pressing ctrl + e? I think the maps start up with a black screen.

  • Hammer 4.1 BETA is out - New issues

    • OrnateBaboon
    • August 5, 2006 at 1:59 PM

    I can open older maps, but not my most recent one, or the cs_militia sdk map. Might be an HDR thing.

  • Hammer 4.1 BETA is out - New issues

    • OrnateBaboon
    • August 5, 2006 at 1:20 PM

    Anyone had any problems since the last update? I can't open certain maps, and when I ctrl + alt + del, the message says that Hammer is not responding. I can't seem to find a fix for this on the wiki.

  • dod_breugel public beta test

    • OrnateBaboon
    • July 19, 2006 at 3:17 PM

    Excellent! Simply love the atmosphere. Does not look or feel like any of the official maps. Anyone know of any servers playing this? Couldn't find any in the steam filter tab. Will post lots of feedback once played.

  • de_nightfever *beta* by d00ds.com

    • OrnateBaboon
    • July 14, 2006 at 3:40 PM

    I suppose the map that I could most liken the bomb spots to would be de_chateau. Not much cover in the bombing area, but lots of places to hide around it. Planting in de_chateau can be difficult (due to the open nature of the sites), but when the bomb is down, it is quite easy to cover. This is because the CT's have to sweep a few well spaced out areas in order to find the T's, and then try and defuse the bomb in an open space.

    When going to a site that does not have cover inside the actual bombing zone, I think players get a bit panicky, because it feels as though you can get shot at from a lot of different places. It is also not possible to look one way, while using the cover to shield you from being shot at from another.

    I agree with there being enough places to hide around the bomb sites, but I still feel a bit exposed when moving into a site that does not have anything that can be used as a barrier between me and the enemy when trying to plant, or defuse.

    I don't think it is a big issue given the theme and style. Would be more trouble than its worth to try and contrive some form of cover in the middle. I think the map is brilliant. Just that I was trying to think of construcive criticism, and there wasn't much to give. One other small thing is the glass floor, which seems to make the player slide ever so slightly when it is walked on.

    Regarding the closing of the doors, I wouldn't be able to say if this is a good idea or not, since I have not played the map enough. I really like hiding up in the library though. Is very satisfying when the bomb is down and you are covering from up there.

  • de_nightfever *beta* by d00ds.com

    • OrnateBaboon
    • July 14, 2006 at 11:47 AM

    Played this a bit last night. LOVE the atmosphere, and the believability. Really feels like an "old school" map, but brought up to date. Options for people who like to use all weapons, though not to the point of abuse.

    Because there are a lot of routes, the map does not seem to get repetative after playing for a long time. Favourite route would be the one that goes right (as a T).

    Only concern would be that there is not really enough cover in the bombsites. I think the best bomb maps give the T's one of two options when at the sites.

    (1) The risky option: Plant the bomb in the open, run off and cover it from a distance.

    (2) The safe option: Plant behind cover, just to get the bomb down, and wait for back-up.

    At the moment, I would say that rushing into the bombsites for a plant leaves the player feeling a bit too exposed.

    If you know of more servers playing this, please let us know

  • The Ship

    • OrnateBaboon
    • July 13, 2006 at 9:59 AM

    Not played this, but I am interested. One of the things I wondered about was the maps as well. Do they all take place on one ship?

    Not managed to find too much information, or any reviews of the game yet.

  • What would you pay for a book on leveldesign?

    • OrnateBaboon
    • July 12, 2006 at 4:57 PM

    I think it would depend on exactly what the book covered, and how it does it. Will it be broad level design theories, or will it thoroughly delve into specific mod's, games, and editors? Will there be content in the book that cannot be found on the net? Will there be a CD accompanying any tutorials or editing work?

    I would pay about £25 for a good level design book, especially one that would allow me to learn an editor fairly quickly. Never knew about the HL2 one. I will order that one as well.

  • DODS_Zutzendorf (name will change)

    • OrnateBaboon
    • July 12, 2006 at 12:10 PM

    Insta - Yes, textures are limited at the moment (buildings in the last pic are the exact same ones as the first two pics). Good spot with the step. What do you mean by foundation?

    Schmung - The fighting sections so far are more open. I actiually have an area that will eventually be an open farmyard, with a barn in the middle. This is going the be a route mainly for sniping. Trying to set it up so that there are routes/hold off points for all classes. Will post a layout with all the routes at some point, but the map is non-linear, so a couple of open routes should not be a problem. Only the Germans can access the area in the first two pics, and only the Americans can access the beach.

  • DODS_Zutzendorf (name will change)

    • OrnateBaboon
    • July 12, 2006 at 9:39 AM

    Thanks for the criticism.

    Bic B@ll - will add all of those things that you mentioned. Probably lots of leaves on the floor as well.

    von*ferret - Cheers.

    Polaris - I tried to get it to rain when I started the map, but it does not seem possible in DOD. Should this be the type of lighting I go for, I will drop the brightness down slightly so that they feel more appropriate.

    Dark - I will probably add some broken stuff to the areas. Never played a Medal of Honour game. I will check one out to see how they do things. Initially I wanted to make the map look as though it was going through a first wave of attack. A peaceful village, that is just about to be ambushed. Buildings and setting will remain French though.

    Erratic - Back of beach can't be accessed, and no fighting will take place there, so hopefully a good 3d skybox can be made.

    Furyo - Problem with an unlit version was that the lighting looked a bit too flat. Lamps give off a slight yellow look to the area that would otherwise be too bland. From what people have said, I think dropping the lighting a bit might be called for.

  • DODS_Zutzendorf (name will change)

    • OrnateBaboon
    • July 12, 2006 at 1:04 AM

    Yes, I was worried about the chimneys. I should add a small trim or something between the bricks and the top part. The areas shown are the spawn points, so no fighting will take place here. There are two exits from each spawn, so hopefully there will be enough space to move about in. Come to think of it, maybe the beach front steps are too tight for a whole team to storm up.

    Thanks for the criticism.

  • DODS_Zutzendorf (name will change)

    • OrnateBaboon
    • July 12, 2006 at 12:47 AM

    [Blocked Image: http://www.skybex.com/dod_zutzendorf03.jpg]

    [Blocked Image: http://www.skybex.com/dod_zutzendorf01.jpg]

    [Blocked Image: http://www.skybex.com/dod_zutzendorf02.jpg]

    [Blocked Image: http://www.skybex.com/dod_zutzendorf04.gif]

    Started playing DOD for the first time a couple of months ago, and am enjoying it immensely. Decided to start making a map for it, in between other stuff. The name will eventually change. I have made a layout, and have started to try and get some sort of theme going, though it is not quite there yet. Areas shown are the spawn points. Will probably break the town up a little, though that will depend on how the detailing goes, and how much time I have. Begun to make a lighthouse (like the one in the pic) for the back of the beach spawn.

    Currently I have made 6 different buildings, all from "Old Frech town" pics in Google, so many of the buildings look very similar at the moment. Map doesn't have HDR or cubemaps built due to the Hammer error. Constructive criticism appreciated.

  • fun_allinone_css

    • OrnateBaboon
    • July 3, 2006 at 11:13 AM

    I played the 1.6 version a bit, and it was a lot of fun. I really like the idea of maps within a map.

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™