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. Furyo

Posts by Furyo

  • WIP in WIP, post your level screenshots!

    • Furyo
    • May 3, 2007 at 10:09 PM
    Quote from NykO18

    Agreed, but his map seems to be a "total open space".

    I don't think he has the possibility to extra-detail stuff if he wants to keep framerate high.

    Now come on, you of all people aren't going to tell me that'd bring performance down...You know better than that

  • WIP in WIP, post your level screenshots!

    • Furyo
    • May 3, 2007 at 9:38 PM

    Moroes, that's cool, but I'd try to add some more faces to the hangars, the edges are really showing right now, and smoother angles would be totally worth it

  • WIP in WIP, post your level screenshots!

    • Furyo
    • May 3, 2007 at 7:27 PM

    The way I see those pillars, the larger part in this particular case would be used to support the ceiling. Particularly when there is something that may need support

  • "Fracture" - Real time terrain deformation, here w

    • Furyo
    • May 3, 2007 at 12:48 PM

    At the same time, you can specify your vmts not to have collision, so you can have that explosion with a trigger, and make a clip brush around that new crater.

  • WIP in WIP, post your level screenshots!

    • Furyo
    • May 3, 2007 at 8:51 AM
    Quote from Minotauro

    Those columns don't make any sense at all

    If anything, turning them upside down would work better imho

  • Teen Arrested for Counterstrike Map

    • Furyo
    • May 2, 2007 at 9:13 PM

    This is just appalling. The silver lining right there is that games can just no longer depict real life, everything is fine in arts until people can identify to what is being shown, and then you have emotions thrown in the mix, and this type of reaction comes along.

    For someone to go to a point where he/she imagines that a human being plays a game (be it video or whatever) to train for his own actions is just plain sad, that just shows that if there is one universal truth, it's that assumptions are indeed the mother of all fuck ups

  • de_nighthawk

    • Furyo
    • April 29, 2007 at 10:58 AM

    Stuka was an official map for DoD 1.0, it just got removed later on.

    I think overall the lighting is way too subtle. Almost bland. The colors aren't the problem, just the intensity

  • WIP in WIP, post your level screenshots!

    • Furyo
    • April 28, 2007 at 6:07 PM

    I'd say that it looks good, if only you would get rid of those attic windows on the right of the last screenshot. Please make them right, those really destroy the rest of the pic.

  • Internship

    • Furyo
    • April 27, 2007 at 10:35 AM

    Welcome to the industry

  • How many of you wore a suit to your interview?

    • Furyo
    • April 23, 2007 at 10:55 PM

    Chances are she acted like this to see how you'd react in a stressing situation. And she probably got the answer she needed.

  • How many of you wore a suit to your interview?

    • Furyo
    • April 23, 2007 at 8:58 AM

    No I didn't, and to tell you the truth the last time I did wear a suit for an interview was for my internship at Apple, where I was laughed at for doing it. Even there, as a marketing person, I wasn't expected to wear one.

    But there are ways to look sharp without a suit too.

  • Normal maps in Source overlays?

    • Furyo
    • April 22, 2007 at 1:52 AM

    Yeah that's what I tried Blitz, but as Merkaba put it, I think I've come to the conclusion that normal maps or any other fancy effect can't be used with any vmt that would reference a decal.

    And yes, animating an overlay is very feasible, we're using that to some extent in our current game.

  • hl2dm_meet_the_smiths

    • Furyo
    • April 17, 2007 at 10:48 PM

    It's merely a vrad bug, it doesn't do that everywhere. You can try smoothing groups to see if that would help in this particular case

  • Factory Rooms

    • Furyo
    • April 16, 2007 at 10:19 PM

    That's very good work Welcome to the industry

  • The toughest game levels/missions

    • Furyo
    • April 15, 2007 at 9:39 PM

    It was a downright bitch to learn though, it's not hard you just get lost and have no idea where to go next (on your first time through it that is).

    And yes, the return of the father in Sands of Time was excrutiatingly painful. There is only one trick you can do to hit him. Just happens to be the same thing you had to do in the original against the first overweight guard you encountered...

  • The toughest game levels/missions

    • Furyo
    • April 15, 2007 at 2:47 PM

    If anyone remembers Ridge Racer Revolution on PS1 (the second of the RR games), you needed to beat a black car, then once you beat that black car, you could play with it and beat a white car to finish the game.

    The only way to beat those cars was not only to do the perfect race, but also block them behind you as you saw them in the rear view mirror. That was tough alright

  • [WIP] DoD_Nightingale

    • Furyo
    • April 15, 2007 at 12:15 PM

    I see you changed the orientation of the hook (compared Hessi's screenie to your last) and that's a good call

  • ugly black shadows on displacements

    • Furyo
    • April 15, 2007 at 8:27 AM

    It may also depend on what compiler you run. Standard Hammer doesn't do those shadows for me, but batch compiler does.

  • [WIP] DoD_Nightingale

    • Furyo
    • April 12, 2007 at 10:45 AM

    In your second and third shots, I'd argue that the sign is just too big and stands out from the building, as if added later in a marketing campaign. I would take out the date in it, and make two separate overlays, a small one for the date, that I'd put over the main entrance to the building or on its side (as in real life) and would do a similar thing for the rest of the title.

    Both overlays would be made to look as if the inscription was carved in stone.

  • MapCore Job Census

    • Furyo
    • April 9, 2007 at 10:01 AM

    Cool deal IR, have fun

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™