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  1. Mapcore
  2. Bl1tz

Posts by Bl1tz

  • RIP Zach Ford (1985-2022)

    • Bl1tz
    • January 24, 2022 at 8:58 PM

    Saw the news today, very sad. He was way too young.

    I remember playtesting his HL2DM map with a bunch of other mapcore folks, and then in the crazy small world of gamedev, randomly hanging out with him and a few other folks on a night out in Seattle maybe 6 or 7 years later. He definitely stood out among that crowd - not the typically quiet shy gamedev type but a big loud hurricane of a dude. Definitely a presence. RIP.

    Also gonna take his passing as a chance to wish well to all the old school folks here and thank those responsible for keeping this place going over the years. Time flies and life's too short.

  • WIP in WIP, post your level screenshots!

    • Bl1tz
    • August 18, 2016 at 1:43 AM
    Quote from VIOLATION

    On 7/16/2016 at 9:41 AM, VIOLATION said: @kinggambit that looks incredible man, you've really improved since the map you were working on for the contest


    I just got back from Seattle last night and got some inspiration, but I'm just about to head out again on another trip so before it passed I quickly pieced together a modern townhouse type scene. Sorry for no compile.

    [Blocked Image: https://i.gyazo.com/5a710fb22cbf640282bae8e7ad38225d.jpg]

    [Blocked Image: https://i.gyazo.com/0fa09069ea8224fa71171d641fa55b27.jpg]

    [Blocked Image: https://i.gyazo.com/9fc64375ad7a367d861edd8b6e913b0c.jpg]

    [Blocked Image: https://i.gyazo.com/c363dd48bd346247906aa7a953e04285.jpg]


    Used a bunch of assets from agency and resort as well, so cheers to those creators!

    Display More

    This is pitch perfect. When I first scrolled past, I was like, "hey it's my neighborhood!" I see a lot of screenshots of people trying to get the feel of a certain city and it's usually with mixed results, buy you nailed it. Would love to see you take a stab at a full level. :)

  • Tom Hanrahan - Game / Level Designer

    • Bl1tz
    • May 15, 2016 at 2:54 AM

    Yeah I think you're right. That will probably be the first thing I change if I ever get around to a redesign -- bigger pictures, bigger font, and have the info about the levels and games utilize more screen real estate. Thanks for the feedback.

  • Tom Hanrahan - Game / Level Designer

    • Bl1tz
    • December 7, 2015 at 8:57 PM

    The last game I worked on just got released so I figure it's time for an update and some fresh eyes looking at my work.

    http://tomhanrahan.net/

  • Question about lighting in Quake 1

    • Bl1tz
    • January 15, 2015 at 7:43 AM
    Quote from Daniel Nilsson

    Ah thanks! Will try out the func_train thing tomorrow, the starts open spawn flag will probably not help as that end position will cover the other side of the wall.


    Mapping in Q1 is a bit crazy So many haxx. I already have unreachable boxes in space with enemies to teleport into the level as, to my knowledge, there isn't a way to spawn enemies


    The "Mapping Help" thread on func_msgboard is a great resource for Quake specific level design questions. You might try asking there if you don't find a solution (and it's a good resource in case you run into anything in the future) http://celephais.net/board/view_thread.php?id=4&start=14675

  • WIP in WIP, post your level screenshots!

    • Bl1tz
    • January 7, 2015 at 4:09 AM
    Quote from Castle

    SO I kicked back and released the latest version of my UT4 level and its feeling a lot better than the previous version. I reworked weapon placement and even added a bunch of detail.

    Download from Tsu.

    https://www.tsu.co/zZCastleZz/25028494

    (I am vainly attempting to make Tsu my home blog and content center for stuff I do.)

    Video:

    External Content youtu.be
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Screen Shots:

    [Blocked Image: http://i.imgur.com/yHVXHNK.jpg]

    [Blocked Image: http://i.imgur.com/Ol6NfB6.jpg]

    [Blocked Image: http://i.imgur.com/DmlFXmw.jpg]

    [Blocked Image: http://i.imgur.com/nTvu6cA.jpg]

    [Blocked Image: http://i.imgur.com/NvPeILW.jpg%EF%BB%BF]

    Display More


    Looks good, but for some reason the slope on those 1:1 staircases is bugging me. I'm sure they must work fine but the aesthetic doesn't look right...too steep. Otherwise looks like it's shaping up nicely

  • 2D/3D Game & Animation Artists AVAILBLE for work at Indie price [Paid]

    • Bl1tz
    • February 21, 2014 at 9:50 PM

    Please tell me the name of the person who runs your studio is George Lycus

  • Environment Art: John Emerson

    • Bl1tz
    • January 29, 2014 at 8:33 PM

    I agree with your assessment that you should probably have some images as soon as you load the page. It seems like a waste of space.


    Most importantly, I think you need more content overall. You only have 3 images in your 2d Art section, 2 top down screenshots in your Levels section, and an overall dearth of content in your portfolio. The formatting and the way it's laid out and everything is fine though.

  • How to tell someone they aren't good enough

    • Bl1tz
    • January 8, 2014 at 6:47 AM

    A company has no obligation to tell anyone why they didn't get a job. In the cases you're talking about where someone is clearly skilled but still not right for the position and maybe you don't want to offend them if the potential is there to hire them later, it's not rude at all to say exactly that. "You're very skilled but not right for the position at this time."

  • List of your goals for 2014

    • Bl1tz
    • January 3, 2014 at 6:58 PM

    - Establish the first (to my knowledge) game company in the Canary Islands

    - Fill a big pool full of gold coins and swim in it a la Scrooge McDuck

    - Forgive all the kids I bullied in school for being such nerds

  • Steam Holiday Sale Discussion and Recommendations!

    • Bl1tz
    • January 2, 2014 at 10:16 PM
    Quote from marks

    I actually have a steam voucher for NS2 that I can gift someone if they'd like it (eg a free copy)

    I'll take it if no one's claimed it! Was about to buy it today, but got Dishonored instead!

  • WIP in WIP, post your level screenshots!

    • Bl1tz
    • April 24, 2012 at 2:47 AM
    Quote from Skacky

    Just messing around with Worldcraft, Quake and Kell's Knave WAD. Pity that Quake's screenshot command messes up the gamma though.

    Cool stuff Skacky. If you're not already, you should post your stuff over at func_msgboard. It's a more Quake-focused site and you'll probably get more specific feedback there. More specific than "cool stuff"

  • MapCore Job Census

    • Bl1tz
    • November 13, 2011 at 2:50 AM
    Quote from Pericolos0

    people who go work at valve seem to get absorbed and never heard from again :derp:

    this. ken20banks & cAyle are both at valve. I'm sure some of you HL legacy dudes worked with them on mod stuff even if they don't ever post on mapcore.

  • Whoopservatory - HL2 EP2 singleplayer

    • Bl1tz
    • July 21, 2011 at 1:38 AM
    Quote from dux

    I have an erection.

  • [Q2] Brooding. Seething. - New dm map

    • Bl1tz
    • June 15, 2011 at 7:18 AM

    Wrong forum ; )

    http://celephais.net/board/

  • ITT: Post maps/scenes that never saw the light of the day.

    • Bl1tz
    • April 22, 2011 at 3:21 AM
    Quote from Buddy

    BEST MAYN

    Quote from Buddy

    [Blocked Image: http://i39.tinypic.com/6hm2v6.jpg]

  • ITT: Post maps/scenes that never saw the light of the day.

    • Bl1tz
    • April 19, 2011 at 5:36 AM

    From an old CS:S map I started way back in 2005, I love 2 make mines~~

    It takes special talent to make the Source engine look this bad haha

    [Blocked Image: http://i52.tinypic.com/30nhq1g.jpg]

    [Blocked Image: http://i55.tinypic.com/2mhy4w4.jpg]

    [Blocked Image: http://i53.tinypic.com/296g1e9.jpg]

  • Jake Martin - Level Designer

    • Bl1tz
    • March 2, 2011 at 5:07 AM
    Quote from JakeMartin

    Look, I wasn't bragging.

    Quote from JakeMartin

    The resume I currently have on my site is the one I used to get an interview at naughty dog so I must be doing something right.

    Oh ok.

  • Jake Martin - Level Designer

    • Bl1tz
    • March 1, 2011 at 10:38 PM
    Quote from JakeMartin

    Blitz, the resume can be as long or as short as you want. There's no consistent format that employers want to see. You can put in as much detail as you want but the key is to keep it clean and easy to read. The resume I currently have on my site is the one I used to get an interview at naughty dog so I must be doing something right.

    Dude are you fucking kidding me? You come on here asking for advice and then reject what is the most basic common sense advice possible. Congrats on your Naughty Dog interview, you clearly don't need anyone's help here!

  • Jake Martin - Level Designer

    • Bl1tz
    • March 1, 2011 at 6:45 AM

    Not a direct portfolio comment but...your resume should not be 4 pages long. 2 pages maximum if you really feel you have to squeeze all that info in there. I'd say you can definitely fit it in 1.

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