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. Rick_D

Posts by Rick_D

  • S.T.A.L.K.E.R: Call Of Pripyat

    • Rick_D
    • May 27, 2009 at 2:35 PM

    This should be a free / smaller cost addon.

    As much as I love STALKER they are milking the shit out this and not really giving us big leaps in content. ie: episodic content for half-life is not full price, and proivides both gameplay and engine updates, along with "new maps".

    Anyway, I thought all those Ukranians could survive on 50 cents a week... greedy 'krains.

  • dm_sewage: source version

    • Rick_D
    • April 21, 2009 at 4:30 PM

    I dunno, just some generic shit like so:

    [Blocked Image: http://f.imagehost.org/0381/dunno.jpg]

    Lead people with light as opposed to encompassing them.

  • Terminator Salvation

    • Rick_D
    • April 21, 2009 at 3:35 PM

    been paying attention to this for a while now and I am really looking forward to it - just the highway chase alone, the atmosphere and action combined, make it look like it's going to be a really good game.

  • Wolfenstein

    • Rick_D
    • April 21, 2009 at 11:53 AM

    wow are you pricks finishing ripping the shit out of this game yet... rofl :roll:

  • Ascaron to bite the dust?

    • Rick_D
    • April 21, 2009 at 11:48 AM

    fffffffffffffffffffffffffffffffffffffuuuuuuuuuuuuuuuuuu

  • dm_sewage: source version

    • Rick_D
    • April 21, 2009 at 11:36 AM

    The lighting is incredibly bland and even, especially considering what you can do with the spec "night time".

    If different areas need different coloured lighting (I wouldn't be so sure that players will pick up on the fact that there is a colour code for areas, more overt cues are often better for frantic games such as DM) then use different coloured lighting but make it more dramatic.

    There is almost no detail in the map, the textures themselves don't help to make it feel very compelling, but the lack of props for detail (pipes, valves, debris, clutter, wires, palettes, etc etc etc) give it a very barren, empty look. The building blocks are there but there's a lot needed to bring it up to a decent standard.

    A big moonlight sky with plenty of stars would work wonders for setting the mood of the outside areas, and IIRC this is stock content, and if you are bringing EP1/EP2 content over then adding some custom textures should not be a major issue.

    There's some good stuff in the HL2 catalogue which would bring the visual quality up, you don't need to use a lot of models, just a select few in interesting ways (remember Peri's map for the DM contest, superb use of stock).

    Along with a lighting pass will improve the overall look of this no end.

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • April 21, 2009 at 10:29 AM
    Quote from hessi

    imo this is just fine. (nitpickers )

    I completely agree; ITT people have never worked on a building site and have no idea how shit actually works.

    If the gap was missing higher up, would the bricks above it fall down? No.

    Stop crying, I think it looks fine, it's realtistic and doesn't disturb the scene in the slightest, if anything it enhances it by not being the typical shape that newbies tend to build =)

  • The random model thread!

    • Rick_D
    • April 10, 2009 at 6:48 PM
    Quote from Buddy

    It smells gnomon tutorial to me.

    no one can ever just appreciate art can they

    answer: no, i didn't use a medieval courtyard tutorial to build a middle eastern street scene

  • The random model thread!

    • Rick_D
    • April 10, 2009 at 12:20 AM
    Quote from KoKo5oVaR

    Nice use of the fluidity filter, rickD !! This is really great , is that some of the assets you made for Ins ?

    All I ever did for INS was LOD some vehicles and trees

    Also, what is fluidity filter? A photoshop thing? Cause that is just Max's promaterials water with some colour tweaking!

  • The random model thread!

    • Rick_D
    • April 9, 2009 at 9:31 PM

    Just a little something for my portfolio -

    [Blocked Image: http://g.imagehost.org/t/0202/Clipboard01_2.jpg]

  • The random model thread!

    • Rick_D
    • March 27, 2009 at 4:05 PM

    One thing I'd make sure you deal with when you're putting it all together, is to take care that you use appropriate dirt, grime or shadow to make them blend into the environment; ie: avoid a sharp transition from super clean to gritty.

    also, how long is your scene taking to render at the moment?

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • January 27, 2009 at 10:43 PM

    what?

  • Defining Boundaries: Creating Credible Obstacles In Games

    • Rick_D
    • January 27, 2009 at 6:07 AM
    Quote from Taylor

    I have a beef with the rant about temporary barriers in third person action games. He calls for removal on the grounds they are cliché and ruin “immersion,” but the fact that these barriers (or "gates") are integral to the gameplay is unaddressed. I also don't agree with his list of problems and I think having a “believable” barrier appear and remove itself in every room is even more contrived and convoluted that the ‘honest,’ red webs of Devil May Cry and branches of Kameo.

    Agree and disagree; I interpreted it as the arena itself should be different, rather than just a room that suddenly becomes blocked off; rather you enter a room, monster attacks through floor, you fall into a lower level, have the fight there, kill monster, it's death throes cause some object to fall down giving you a natural escape route.

    The problem there is you need a unique system for each boss fight or it becomes just as cliched as the red webs, and ends up costing more art and scripting time. Also, the player is most likely going to focus on the huge monster rather than then fact they cannot run away. So for some games a cliched barrier is probably more desirable; that doesn't mean we cannot at least explore the idea of doing something different for those games that don't have predictable boss fights.

  • UT3 editor

    • Rick_D
    • January 26, 2009 at 11:29 PM

    as standard as UE is, I find the amount of work required to make terrain is staggeringly over the top.

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • January 26, 2009 at 9:11 AM

    I hate you guys

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • January 25, 2009 at 12:10 PM

    So basically none of you bothered to check out Rara Racer, so don't make any snap judgements.

    Oh wait that's what mapcore does

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • January 25, 2009 at 3:04 AM

    Dunno, all tools in one place, kinda makes sense. You have the exact same amount of screen real estate.

    Also, I didn't follow a word he said.

    [edit] but i went and tried rara racer - what a great little concept. cheers for the heads up!

  • Natural Selection 2

    • Rick_D
    • January 24, 2009 at 6:39 PM
    Quote from Seldoon182

    Which editor the devs use to make the lvl design task? A in-house editor?

    They are using the incredible In-House Engine.

  • [HP] ~ 3D Sketchbook Thread

    • Rick_D
    • January 24, 2009 at 5:28 PM
    Quote

    difuse: (original 4096*2048)

    lol wat

    Aside from the lack of tiling textures (why not!?) I would say the submarine looks much too small; looks like a 2 or 3 man sub rather than a proper big sub.

  • The random model thread!

    • Rick_D
    • January 23, 2009 at 6:42 PM
    Quote from Pericolos0

    [Blocked Image: http://www.brameulaers.com/images/sketches/hitlerbot.jpg]

    I laughed so hard I shit.

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™