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. R_Yell

Posts by R_Yell

  • Unreal vs Source.

    • R_Yell
    • March 14, 2007 at 7:35 PM

    RO won a million in cash and a free UE license, isn't it? I could go professional with that too.

    There was a CS clone mod in UE that also went as a commercial game, don't know if there are more examples like that.

  • Unreal vs Source.

    • R_Yell
    • March 14, 2007 at 6:35 PM

    I couldn't say about UE, I'm owned by Source When I tried to make some landscapes I missed some major features there, I had to use 3rd party apps to import heightmaps. The vegetation system tools are almost inexistent, you have to edit some text file for almost everything. In fact one of the tools I use most in Source is the damned notepad

    Does someone know something about next Hammer ( 5 or 4.x whatever is called) ?

  • Outlaws&Lawmen looking for a character modeler and mappe

    • R_Yell
    • February 23, 2007 at 5:39 PM

    Oh man, I changed to that host because some people here couldn't get the images from imageshack. I cannot satisfy everybody!

    Regarding this announcement, we don't require high skills or lots of experience in mapping for Source, just to let you know.

  • Outlaws&Lawmen looking for a character modeler and mappe

    • R_Yell
    • February 19, 2007 at 9:24 PM

    Outlaws&Lawmen is western themed multiplayer modification for HL2. We are looking for some extra help at these positions:

    - Weapon Animator using Maya or 3dsMax

    - Character modeler: must uvmap, texture, and rig

    - World props modeler: must uvmap and texture

    - Level designers with previous HL2 experience

    Check our site for more information.

    Some of our most recent media:

    [Blocked Image: http://img45.imagevenue.com/loc218/th_16888_eldorado0000_122_218lo.jpg][Blocked Image: http://img133.imagevenue.com/loc81/th_16893_eldorado0001_122_81lo.jpg][Blocked Image: http://img173.imagevenue.com/loc175/th_16898_elpaso_rc40000_122_175lo.jpg][Blocked Image: http://img107.imagevenue.com/loc275/th_16909_elpaso_rc40005_122_275lo.jpg][Blocked Image: http://img16.imagevenue.com/loc56/th_16910_elpaso_rc40006_122_56lo.jpg][Blocked Image: http://img125.imagevenue.com/loc183/th_16924_elpaso_rc40007_122_183lo.jpg][Blocked Image: http://img133.imagevenue.com/loc109/th_16928_elpaso_rc40008_122_109lo.jpg][Blocked Image: http://img136.imagevenue.com/loc153/th_16933_elpaso_rc40009_122_153lo.jpg][Blocked Image: http://img151.imagevenue.com/loc145/th_16938_elpaso_rc40011_122_145lo.jpg][Blocked Image: http://img160.imagevenue.com/loc40/th_17510_fort0002_122_40lo.jpg][Blocked Image: http://img149.imagevenue.com/loc198/th_17515_presidio_rc90001_122_198lo.jpg][Blocked Image: http://img164.imagevenue.com/loc2/th_17523_presidio_rc90006_122_2lo.jpg][Blocked Image: http://img134.imagevenue.com/loc184/th_17527_presidio_rc90009_122_184lo.jpg][Blocked Image: http://img175.imagevenue.com/loc171/th_17532_presidio_rc90013_122_171lo.jpg][Blocked Image: http://img164.imagevenue.com/loc230/th_16900_elpaso_rc40002_122_230lo.jpg]

  • Game design ideas.

    • R_Yell
    • February 9, 2007 at 1:27 PM
    Quote

    I think using XP to dictate weapon choice is something of a risky decision

    Don't know, that's the only possible way for me here. If players want weapons they'll need to work for the team. Getting XP for kills tends to favor skilled players only, but there is also another way: capturing objectives. That can be accomplished easily by novice players because each capture zone works like DOD and similar games, so every team member inside the zone will get the same XP.

    I started this concept with an equipment selection system in mind: give players complete freedom. So no primary/secondary weapon, almost no restrictions (there is only one ATM: dynamic price for some very powerful weapons). This is important because players will be able to create really unique loads (there are almost 20 items to choose from). Then I needed some kind of currency to complete the system, and well, at the moment I don't see any major flaws. There will be needed lots of adjustments, I'm sure, but all the betatest and post relase time is going to be really funny deciding how much expensive every item is.

    I'm doing right now a crucial part: the equipment selection interface. Probably this could be a problem, because our mod is based on infinite respawns. Player will want to retouch its equipment quite frequently, probably after each death. So interface need to be hyper simple, very few clicks needed.

  • Game design ideas.

    • R_Yell
    • February 9, 2007 at 1:17 AM

    The nature of this system isn't opposed to unfair advantages, they are there, but don't expect a massive boost, just that. Take that example: what would happen in CS if there weren't cheap but effective weapons (using them with some skill)? It'd terribly difficult to win a round after losing your money and the access to best weapons. There is also the option to save money, you know. I'm also offering some of those "balancing mechanisms".

    So no opposed mechanics, don't know how to call it exactly. High experience players always'll have an edge, and some values could be tweaked with server vars so in the end admins would decide if they want more balance or imbalance.

  • Game design ideas.

    • R_Yell
    • February 8, 2007 at 11:51 AM

    Ah yes, I remember playing some of those W3 plugins for CS, I didn't tried CS 1.6 so don't know what it was exactly, probably one of the first versions. Didn't knew how experience was got exactly.

    About those plugins, the idea of getting skills is something I really don't like as I said. I remember people getting double health and damage than starting values. If someone joined in the middle of the game it was like being cannon fodder. However, starting with the rest of players and leveling up was funny.

    I don't want to create "super players" with all kind of mighty powers, so there shouldn't be huge differences even in late game. ATM I want to stop experience counter when getting 100 points. The basic idea is making them choose equipment, not giving them everything at some late stage of the game.

  • Game design ideas.

    • R_Yell
    • February 8, 2007 at 10:04 AM
    Quote

    dunno if I read everything, but if you're killing and get better guns the more you kill, wont it make the server leaders have the best weapons and lead the server?

    Yes, that's the idea, but there are a few features meant to stop "winning streaks". That should bring some balance to game, it's very important players are able to catch up or game would be almost decided in first round.

    Quote

    R_Yell have you been looking in the SoW2 design document? Or just had a lot of fun with NS:Combat such as I had when I wrote the document?

    I visited SoW2 site one time if I remember, but I promise this is first time I see that document Played NS in earlier betas, a bit only. One of the main reason I posted this here was that, I wanted to know similarities with other mods or games, so thx for commenting this.

    Well, as far I can see, we could share just the surface with SoW2. I mean: getting experience by kills and objectives is very common stuff, that's even the mechanism present in that "unknow" game called CS if you change experience by money. How is done is the interesting part here. If someone doesn't show the opposite, my system is original: I'm accounting weapon used by killer, his/her experience and also victim's experience to create a unique value for each frag.

    And second, usually experience is tied to "level up", I don't want to level up anybody in my design. I mean there won't be upgrades in the classical way, experience is used as a measure of how many weapons can be carried by a player. Let's say each weapon/extra ammo/armor "weights" X experience points, and the sum of all stuff carried cannot exceed player's total experience. This is interesting because players will have total freedom to decide what they are going to carry: better weapons or just bigger quantity of ordinary weapons? Let's say you have 40 exp. points: do you want to get a coachgun (double barrel) or spend them in a pistol, extra ammo, some dynamite, several knives? This makes sense because system awards with more experience points when you kill with standard weapons, so players are going to use those weapon across the game.

  • Game design ideas.

    • R_Yell
    • February 7, 2007 at 7:01 PM

    Thx for your input again RD

    Experience is handled in a very simple way, really not too much explanation required: you get experience killing and capturing objectives, experience obtained through kills is proportional to victim and killer experience. Weapons act as a experience multiplier, the worst is the weapon the bigger is multiplier. I just need someone to translate my badly written sentences Maths won't be needed at all, player just need to know these basic rules and act in consequence. Do you want to get more experience in each kill? Tend to use weapons like bow, pistols, knife, etc.

    Balancing here is related to our RPGish weapon system. Every player start with same experience points (25), they choose their initial equipment with those points. More exp.p. will be added during the map duration, experience resets only at each new map. That means a progressive imbalance during the game: more exp. gives you better weapons and then is easier to get more experience. There is needed a mechanism to slow down this vicious circle. That's the main purpose of favoring low experience players in the way I explained.

    This is also very related to the old west like I said, imagine those high experience players are very dangerous guys with an high reward on their heads. If you kill them is quite logical getting that reward in some way, isn't it?

    And seems there is some misunderstanding, experience in O&L doesn't mean better or worse skills in-game (like a true RPG), weapons will work the same on every player, just up to their real life skills. Experience just gives you access to better weapons, that's all.

  • Game design ideas.

    • R_Yell
    • February 4, 2007 at 8:03 PM

    That's what you say before playing, but I'm convinced this is going to make the game much more interesting. This is in fact a feature that isn't strictly related to fun factor, like weapons, map design, etc. Speaking metaphorically, this is not the meat, this is the sauce that will make good or bad that meat.

    An example: I made a knife that can be thrown, lots of fun when you throw it to someone and get a kill. Well, now imagine there is an experience system that awards players in a proportionally inverse way to weapon power. The same weapons will offer much more fun.

    But this isn't not about weapon balancing only, there is much more. This is a team balancing mechanism that could make games more enjoyable. Imagine you are in one of those games where you and your team suck, a horrible game. People on your team isn't getting almost no experience. What will happen in other mods: most of those people will leave the server. Would happen the same in O&L? I think no, that situation makes the game much more interesting for the losing team because the bigger experience difference is, the bigger are the chances low experience players get much more experience when killing enemy players. Don't know if I explained it correctly, but sometimes I even think this is revolutionary for a multiplayer FPS.

  • 2 issues with my map?

    • R_Yell
    • January 30, 2007 at 11:40 PM

    Hi Wesley, I have no idea about the water sorry. Grass sprites seem to get wrong coordinates. Look inside detail.vbsp, there are detail definitions, search for the one used by that texture and fix it.

  • Game design ideas.

    • R_Yell
    • January 30, 2007 at 4:34 PM

    I've being working lately on some new concepts for my mod. Maybe some people here would like to read this, I'm also looking for some feedback.

    Well, I'm not sure at all if they are new at all or not , probably not. In fact I took the chess score system as a departure, yes, chess in a western themed mod with team oriented gameplay.

    I'm not a chess player, but AFAIK their score system gives lots of points to the player that wins a much higher ranked player, and the opposite. That proportionality is present in my design, player is awarded with experience points if helps his/her team doing something useful (killing an enemy or taking an objective at the moment). Objectives give a fixed amount of experience to all players, but killing other players is like chess. If you kill a much more experienced player (in game experience points) the reward in exp. points is also big. Weapons are also accounted, so less powerful weapon gives more experience because it's harder to use them. My formula is quite simple: ( exp points victim / exp points killer ) * weapon modifier = total exp. gained from a kill. This is implemented yet, there is a experience column in score tab, and death notices also tells how many experience points get every kill.

    And the curious part is that all of this is closely related to old west. There were lots of famous gunmen, those who killed them got respect and experience points! Well, not exactly, but they got free weapons usually, and that's what I'm doing too. There are 2 teams and no classes, but people don't buy weapons like in CSS. Players use their experience as a measure to get available weapons. Every weapon, ammo, etc requires an amount of experience, and you can get whatever you want (there is no primary, secondary, etc.) It means if you want to assign your experience points to 6 cartridges of dynamite and 3 bowie knifes (blunt weapon, also can be thrown and picked again), you can do it. Next respawn you may change your experience assignment to other possible combination. Every possible combination from our err (12?) different weapons + extra ammo +suit protection is possible. However, some measures to avoid abusing should be implemented later, so sniper rifle or explosive arrows are restricted in some way. I'd like to use a real time pricing system so demand increase price of a weapon, but that's something I need to think carefully.

    I expect all of this brings auto balancing to game. The core concept of experience usually brings imbalance, because player becomes more and more powerful. That's why I'm tweaking the experience acquired from kills and the weapon experience modifier, so losing team is favored in some ways. In the end I'm also looking from some progressive imbalance, I must tell.

    And well, that's all folks. I'm looking for a fast paced game with some strategical thinking and teamplay. Hope our old west theme don't scare possible players, because such genres tend to attract only to genre fans.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • January 17, 2007 at 11:58 PM

    Shadows in Source Engine are so... painful. I speak in general, wish there weren't so many tweaks needed to get decent shadows all around.

    There should be a release in the upcoming 2 or 3 months if doesn't happen a major disaster. All should be ready once weapon selection and experience system are finalized.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • January 17, 2007 at 7:16 PM

    That's right, we don't want to be completely accurate, but on the other side, there won't be giant mechanical spiders neither Sometimes you need to stretch history a bit to fit with your game needs. We are using some late weapons as the winchester pump shotgun (1905).

    We'll need mappers for sure teeluu, at the moment there are 2 levels made from zero by me and 99% completed, 2 more left undone and I'm taking care of them, and 2 more being made by other mapper (one of them almost done).

    Our first need right now would be a world prop modeler, we'll gladly accept any contribution there. If someone want to model a steam engine plz contact with me.

    I also want to comment my results using prop static lighting. That feature are incredibly buggy, but it works sometimes, mostly when prop isn't concave and is facing sun:

    [Blocked Image: http://img157.imagevenue.com/loc502/th_59855_elpaso_rc20003_122_502lo.jpg]

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • January 17, 2007 at 1:49 PM

    Yes, some weapons at least could get a better skin, but I'm really no worried about that. Maybe in the future if we get a bigger team or some contributors.

    There were some kind of sniper rifles in old west, as precision/mid range weapons. That was our sharps rifle. The only thing ATM completely invented are explosive arrows, but they are a hell of fun. A mod like this needs ranged weapons and some other special gadgets as well, don't be surprised if you see timed dynamite, molotovs, or the metal piece used in A *fitsful of* dollars as armor

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • January 17, 2007 at 1:07 PM

    I'm going to show you the final light setting used and some exclusive pics of our weapons and characters as well. This is funny because I got my second light compile (the evolution can be seen at first post), that's my favourite for several reasons.

    [Blocked Image: http://img162.imagevenue.com/loc350/th_38787_elpaso_rc20000_122_350lo.jpg][Blocked Image: http://img175.imagevenue.com/loc541/th_38792_elpaso_rc20001_122_541lo.jpg][Blocked Image: http://img172.imagevenue.com/loc580/th_38792_elpaso_rc20002_122_580lo.jpg][Blocked Image: http://img172.imagevenue.com/loc435/th_38794_elpaso_rc20005_122_435lo.jpg]

    [Blocked Image: http://img167.imagevenue.com/loc506/th_38795_elpaso_rc20006_122_506lo.jpg][Blocked Image: http://img173.imagevenue.com/loc487/th_38796_elpaso_rc20007_122_487lo.jpg][Blocked Image: http://img169.imagevenue.com/loc363/th_38797_elpaso_rc20008_122_363lo.jpg]

    Our mod has taken wings definitively, we have a dedicated character modeler from some time, he is making a nice progress. His last work is the man with no name, still need to be ported in-game but it absolutely rocks, you'll see. And guess who is coding: me. There is an official title here for a jack of all trades? That's what I am, I'll never get a job but this is great for mods. I had some previous experience and my first motivation is game design, not the art part, so I'm quite happy with this change.

    I fixed all the bugs we had when new sdk came out, I coded that hud entity for flags states, a bow that fires explosive arrows, a throwable knife, and some more things in the making. Our weapon selection system is going to be interesting, I promise!

    Would be nice if we could get some more help though, if someone is interested in modeling, mapping or texturing, our doors are wide open. For those interested, you could join our next betatest and decide if we deserve your help.

  • Large area sounds?

    • R_Yell
    • January 15, 2007 at 11:09 PM

    If that works for you then perfect Soundscapes can be used in many ways, you'll want to learn them because those awesome maps you made will need a sound design at the same level. There are "sound positions", very useful if you have some sound emmiting sources there. I mean static sources like an engine, a radio, etc.

    On my western maps my sound design is quite simple but it works, there are soundscapes for outdoors, caves, old buildings, etc. There are mostly random waves (wind, animals, wood crunches, rocks falling). They are played on randomly positions so the effect is nice on multichannel systems. The only static sound I'm using are some rattle snakes .

  • Large area sounds?

    • R_Yell
    • January 15, 2007 at 12:33 PM

    If this all about ambient sounds I'd recommend using soundscapes. Triggering ambient generics is best fitted for occasional sounds as explosions or other dynamic events. Soundscapes let you lots of more options, as playing ramdom wavs, playing other soundscapes as a background of a new one at lower volume (for indoors), etc.

    Soundscapes work in two ways, if distance is -1 they'll play constantly until player sees a different ambient generic. If distance is set at some other value then they will work on "touch" mode. I tend to use the second one only at some indoors.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • December 2, 2006 at 1:56 PM

    Thx for the coverage zaphod

    Bic-B@ll I agree completely about that issue. It's more a global problem I guess, where all building materials should get affected by weather, dust, etc. You mean that, isn't it? The wooden beams near the ground in the last shot are quite disconnected because of that. There is a possible fix using some decals on those spots. At other areas of the map there is no such disconnection, at least not so big:

    [Blocked Image: http://img15.imagevenue.com/loc548/th_66237_elpaso_b120023_122_548lo.jpg]

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • R_Yell
    • December 1, 2006 at 11:34 PM

    I stated that last shot was 16 lm scale, normal compile, not fast. Now is it not good enough?

    I don't want to put any lame excuse, don't be arrogant plz, I'm just trying to get everything done under a reasonable memory requirements. Lightmap scale for all the town ground area can affect a lot to this level, so changes need to be taken with care.

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™