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. propaganda

Posts by propaganda

  • why is this rendering?

    • propaganda
    • September 12, 2007 at 4:59 AM

    I am beating my head against the wall. The area highlighted is being rendered, and there is no possible way that it should be. The area is entirely blocked off with world brushes and I checked for perhaps a func detail or something that may be opening that leaf, there is nothing, it's solid, the walls are 16 thick. Does anyone have any suggestion as to what it might be? I have a screenshot as well as the layout.

    [Blocked Image: http://www.jfgclan.com/hockey/hmmm.jpg]

    [Blocked Image: http://www.jfgclan.com/hockey/wtf.jpg]

  • DE_Museum coming to Source!

    • propaganda
    • April 9, 2007 at 7:22 PM

    I haven't commented here in awhile but I remember this being a map I really enjoyed in CS, especially falling out of the vents to my death on the marble floor. Good to see you remaking for source it's long due.

  • dod_wall_b1 released

    • propaganda
    • August 23, 2006 at 4:32 PM

    Thanks Kennedy. I had the same idea, from the castles I looked at it's a pretty decent representation. Someone commented "it looks a bit blocky", from what I could see most castles are made of block stones, therefore they look blocky. Guys seem to forget about gameplay sometimes, it's just not possible to do too much with the source engine without running into fps issues.

  • dod_wall_b1 released

    • propaganda
    • August 21, 2006 at 10:37 PM
    Quote from RA7

    Very nice, adding mirror at LanmaniaX

    Thanks RA.

  • dod_wall_b1 released

    • propaganda
    • August 21, 2006 at 9:30 PM
    Quote from Furyo

    Anyway, the map looks too bright yes, then again I'll give it an A+ on its originality. I never was a fan of the original map, but if you've made it a lot more playable, then it's an A++

    Well Furyo come on out and play it

  • dod_wall_b1 released

    • propaganda
    • August 21, 2006 at 7:27 PM
    Quote from e-freak

    the problem is: if you would have chosen this light set for a cs map everything would be right, because cs is bright but for dod lightning means a lot more and is often used in a subtile darker way with some yellow/grey to make it look on the one hand sunny but on the other hand express the depression which comes with the war.Castles have ever been "singles" or town-centres. If a castle was "evil" in medieval times it was standing alone but most castles, build by "wise kings" are still in nowadays sourrounded by villages. It is important to have a road from the castle to the sea and into the countrie. The houses surrounding it are standing left and right of this street. it kinda looks like a waterdrop falling (number of "sharp" endings depending on the number of roads).

    I like your ideas. Keep in mind as with any decent map, playability and frame rates are important, a map can't be soley judged on appearance. There are sometimes reasons for doing things certain ways based on frame rates and being able to optimize a map for good gameplay.

  • dod_wall_b1 released

    • propaganda
    • August 21, 2006 at 7:26 PM
    Quote from Psycho

    Google

    No 2 castles have the same surrounding terrain. In fact by the looks of it many of them are surrounded by rolling hills and trees, much like my map. Some have alot more trees, some have open fields. Most are built from one type of brick or stone, so as far as textures they are consistently the same.

  • dod_wall_b1 released

    • propaganda
    • August 21, 2006 at 6:41 PM
    Quote from mikezilla

    Maybe go back to the drawing board on some of the stuff surrounding the castle and really think about what the land and terrain looks like around one.

    Which one specifically? I live in Canada, we don't have castles here. Can you provide some images of generic around a castle type terrain?

    Quote from Sindwiller

    The medieval theme is very nice achieved. Archs, towers and stuff. Even the terrain looks very nice to me. Only the walls in the outher part of the castle dont look very good. Bad old DOD walls. It would be very nice if you replace them, like, a new texture or a different architecture.

    That's what I think too. When I was finishing the outside it still looked like it needs work. Keep in mind this is beta1, it still has a long way to go. Thank's Sind.

  • dod_wall_b1 released

    • propaganda
    • August 21, 2006 at 6:09 PM
    Quote from Sindwiller

    Its well done but i dont like it very much. I dont like the style. Medieval maps kinda suck. Anyway, your doesnt look very realistic. I dont see even one hole in the walls or something. Good work anyway Wfr, Sindwiller

    PS. And yes, the lighting is too bright

    Thanks for the input very constructive. Too bad you don't like it. I suggest you don't play it.

  • dod_wall_b1 released

    • propaganda
    • August 21, 2006 at 5:54 PM
    Quote from wikipediano

    Sunlight is a bit bright for that cloudy sky.

    That it? Good call.

  • dod_wall_b1 released

    • propaganda
    • August 21, 2006 at 5:26 PM

    Some of you may remember a map I did for 1.3 called dod_wall. It was basically a castle style map. I have done a version for source. What started out as something small turned into a fair sized project. It is HDR ready and supports 32 players, 5 flags.

    Release and download here:

    http://www.justfungaming.com/

    Screens:

    [Blocked Image: http://wall.jfgclan.com/1.jpg]

    [Blocked Image: http://wall.jfgclan.com/2.jpg]

    [Blocked Image: http://wall.jfgclan.com/3.jpg]

    [Blocked Image: http://wall.jfgclan.com/4.jpg]

    [Blocked Image: http://wall.jfgclan.com/5.jpg]

    [Blocked Image: http://wall.jfgclan.com/6.jpg]

    [Blocked Image: http://wall.jfgclan.com/7.jpg]

    [Blocked Image: http://wall.jfgclan.com/8.jpg]

    [Blocked Image: http://wall.jfgclan.com/9.jpg]

    [Blocked Image: http://wall.jfgclan.com/10.jpg]

    [Blocked Image: http://wall.jfgclan.com/11.jpg]

    [Blocked Image: http://wall.jfgclan.com/12.jpg]

  • de_parkade_rc1

    • propaganda
    • April 27, 2006 at 4:28 AM

    No actually it's music coming from the radio on the upper level of the warehouse, it stops when the radio is destroyed.

  • Post Your Pic Extravaganza 2006 ~~!

    • propaganda
    • April 24, 2006 at 9:26 PM

    I'm the deer of course, damn hooves sure make er hard to run a keyboard though.

  • Post Your Pic Extravaganza 2006 ~~!

    • propaganda
    • April 24, 2006 at 4:44 PM

    Meh (yeah I'm older then you young bucks don't make fun)

    [Blocked Image: http://www.operationnorthstar.com/pics/10.jpg]

    Seeings how we are talking cars my ride:

    [Blocked Image: http://www.operationnorthstar.com/pics/car.jpg]

  • de_parkade_rc1

    • propaganda
    • April 24, 2006 at 3:37 PM

    Can anyone else let me know if you are having sound problems? I have a custom soundscape but some of the soundscapes ingame use soundscapes from nuke. I need to figure out if the problem is the fact it's embedded in the bsp or the file itself.

  • de_parkade_rc1

    • propaganda
    • April 20, 2006 at 4:38 PM

    The soundscape file is embedded in the bsp. I run a dedicated server and there is no sound problems. You might try extracting the soundscape file using pakrat and putting it in the scripts folder on your server. Is anyone else having problems with this?

    The missing sound file is mm.wav, and I am aware of it. I packed the file in the bsp, yet for some odd reason it's not working, I double checked and the path is correct so i am not sure what the problem is.

    Yes there might be some fps drop around the police car. Thats because all parkade levels are visible from there. I worked very hard and extensively used area portals and hint brushes to make it run better, and have succeeded to a certain degree, but this is something I will have to work harder for the final release.

    There will be no roof access in this version, from roofs the fps would be awful. The buildings block vis as well as the way the hint brushes are set up in the structures. As far as removing the bars from the parkade this would disrupt the path and flow of the map, there's a reason the t's can't jump out of the parkade. I have set the map up in such a way to create certain choke points and high intesity areas, if the t's could bail from the parkade anywhere it would change the principle of the map.

  • de_parkade_rc1

    • propaganda
    • April 19, 2006 at 5:14 PM

    Thanks for the mirror RA7.

  • de_parkade

    • propaganda
    • April 19, 2006 at 6:24 AM

    Released:

    http://www.mapcore.net/forums/viewtopic.php?t=4956

  • de_parkade_rc1

    • propaganda
    • April 19, 2006 at 2:33 AM

    I have released my map de_parkade. I have fixed several issues that people asked about. Hopefully you all enjoy it.

    [email protected]

    http://www.justfungaming.com

    It's only a game!!

  • de_parkade

    • propaganda
    • April 18, 2006 at 4:40 PM

    Thanks for all the comments guys. I removed the smokestacks from skybox, changed the parkade lighting. As far as the rounded turn in the road looking for a way to do this, the road is a displacement. Furyo, nice to see you here as well, same as the Furyo from dod forums? I am still working on dod expire as well.

    Beta test will be delayed by one day due to other commitments!

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™