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. JamesL

Posts by JamesL

  • de_static *RC VERSION DL* - updated 16/02

    • JamesL
    • June 1, 2006 at 12:21 PM

    Cheers guys and thanks Hessi, the tutorial was very helpful.

    I turned off shadows on the trees and made some overlays to fake them. They are not quite perfect yet, and there is a little of what looks like z-fighting where my displacements hit world brushes, but it's certainly an improvement.

    [Blocked Image: http://www.code303.com/files/images/static/statictreeshadows.jpg]

  • Landing of Asatar : Phase 1 WIP : 56k Beware

    • JamesL
    • May 31, 2006 at 9:17 PM

    Great atmosphere. Looking forwards to seeing how it develops as you add the detail. Time to reinstall BF2

  • de_malta

    • JamesL
    • May 30, 2006 at 9:18 PM

    Played it a few times today on our server. There are several places you can boost n skywalk outside the world. Clip the top of all the walls.

  • de_static *RC VERSION DL* - updated 16/02

    • JamesL
    • May 30, 2006 at 4:56 PM
    Quote from hessi

    create a snapshot of your tree from the top in VHE in a complete empty area so you can extract the trees shape from the viewport background. then fill the tree shape with a soft grey in an alphachannel of a new texture and create the color of the texture completly dark (maybe with some ambient blue).btw: sounds difficult to explain. should make a tutorial on that too.

    I tried doing this as a solution to the bad shadows. I got the tree shape into photoshop and made an alpha mask for its shape, but it comes out really sharp in game, the edges are too strong.

    I think I am using a 1 bit alpha, just black and white, no softness. I never made a proper 8 bit alpha before and I don't really know how. My 2d skills are not too great.

  • de_malta

    • JamesL
    • May 30, 2006 at 1:01 PM

    Nice work, the environment shows great promise and I think could be an excellent 4-6 player map.

    In terms of improvement; the HDR is over blooming from the very light surfaces and needs toning down. I would also add these extra routes (blue arrows) and reposition the bombsites slightly. You could still add in more detail in the form of props and func_detail brushes without losing framerate I think. The map is small, tight and vis's well enough enough to go to town with it.

    [Blocked Image: http://www.code303.com/files/images/de_malta_overview.jpg]

  • de_static *RC VERSION DL* - updated 16/02

    • JamesL
    • May 30, 2006 at 12:07 PM

    Still working on it.

    Shadows are a bit borked, but I am kinda stuck between big black blob shadows and none at all, neither of which looks very good.

    [Blocked Image: http://code303.com/files/images/static/static7.jpg]

    [Blocked Image: http://code303.com/files/images/static/static1.jpg]

    [Blocked Image: http://code303.com/files/images/static/static2.jpg]

    [Blocked Image: http://code303.com/files/images/static/static3.jpg]

    [Blocked Image: http://code303.com/files/images/static/static4.jpg]

    [Blocked Image: http://code303.com/files/images/static/static6.jpg]

    [Blocked Image: http://code303.com/files/images/static/static5.jpg]

  • CSS: de_coldshell - very early stages.

    • JamesL
    • May 27, 2006 at 10:54 AM

    Looks good so far, obviously lacking detail at this point and the fog needs some work but the direction looks good. I wrote a tutorial on level to skybox fog blending based on some stuff Steve Zonbie showed me. Makes it pretty quick and easy to get effective results. You might know this already but thought I'd bung a link in case not.

    What happened to Tropea anyways? lots of folks are waiting on a beta of that still. Off work all this week gimme a shout if you wanna do some maptesting.

  • Two Steam Problems.

    • JamesL
    • May 26, 2006 at 4:04 PM

    I have been getting the first problem since the last Steam update. No idea why. I have to restart steam to fix it.

  • Sony London - Game Design Positions

    • JamesL
    • May 26, 2006 at 11:20 AM

    Sony's London-based development studio is currently looking for three designers to come and work on an exciting next generation action title. The three vacancies are:

    1 Level Designer: the Level Designer will be working in a team responsible for the concepting, paper design and 3D "grey box" of levels. Upon completion of the level design phase the level design team will then be responsible for the implementation and balancing of gameplay. For this role experience in a 3D package is a must.

    1 Scripter: the Scripter will work with a Level Designer on the concept and paper design of a level. They will then work on the scripting of 'set pieces' (using Java) and implementation and balancing of gameplay. Experience in Java, C, LUA or other languages consistent with game development is a must.

    1 Systems Designer: the Systems Designer will work on the written specification of game mechanics and features, and then monitor and balance their implementation. Experience of working on other titles in this area is required.

    Applicants should send through a CV and examples of their work where possible. PM for contact email address.

  • hessi's tree thread

    • JamesL
    • May 22, 2006 at 9:38 AM

    Thank you very much Hessi, really really helpful tut on one of the things I have been struggling with.

    Any plans to make further tutorials?

  • I've got a proper job!

    • JamesL
    • May 20, 2006 at 12:09 PM

    Great stuff, I live just down the road from CA, in Brighton. Great part of the country to live in and a great company to work for. Grats

  • America's Youth...

    • JamesL
    • May 18, 2006 at 3:18 PM

    It's the same everywhere, I think it just gets less coverage because the mass media isn't nearly so well developed as it is in the US.

  • NDAs...

    • JamesL
    • May 14, 2006 at 3:27 PM
    Quote from Steppenwolf

    I'm sure you as american wouldn't agree if someone says private persons don't need guns to protect their property.

    One can 'o worms at a time

  • [wip] Virtual Art Gallery in Source

    • JamesL
    • May 14, 2006 at 12:46 PM

    Nice overview. It would be great to see a release in some form, even if you just bung an fy_ in front of the name.

    I agree with RD about the lighting, the overview makes it look a little flat. If you are stuck with what do to to improve it then have a browse through some of the of the finished/WIP map threads here on Mapcore. There are some great examples of nice lighting on show in many and I think it would really help lift the atmosphere.

  • Bioshock

    • JamesL
    • May 13, 2006 at 12:16 PM
    Quote from ReNo

    I think its looking great. Personally I love the character designs

    Likewise, I think the art direction and style is awesome. Highly atmospheric.

    *please please please be good*

  • Quake 4 Map Pack work

    • JamesL
    • May 12, 2006 at 5:12 PM

    Don't sell yourself short mate, even with all the ramp up and experience with the tools it's still fabulous work.

  • [wip] Virtual Art Gallery in Source

    • JamesL
    • May 12, 2006 at 12:51 PM

    Yeah smoothing groups will improve the look considerably. Also, if this map is purely a showcase and you're not especially worried about performance, then why not double the number of faces on those pillars and tunnels? Might be a bitch to have to re-make them all, but with double the faces they are going to look very sexeh.

  • [NUDITY/NSFW] [Character - RELEASE] HL2 Deathmatch - Kitty

    • JamesL
    • May 11, 2006 at 3:31 PM
    Quote from kelly4d

    i will prove it when i can be arsed

    [Blocked Image: http://newsimg.bbc.co.uk/media/images/40469000/jpg/_40469279_littlebritain203.jpg]

    Sorry for de-railing, model is excellent, good work.

  • Bioshock

    • JamesL
    • May 11, 2006 at 9:02 AM

    Saw concept stuff for Bioshock like almost two years ago now, doesn't look like its moved on my further since then. Hope its not gonna be another Duke Nukem Forever...

  • de_ungarn

    • JamesL
    • May 10, 2006 at 7:43 PM

    Vivi you wh0re

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™