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. cardo

Posts by cardo

  • de_olive (cs 1.6)

    • cardo
    • November 3, 2008 at 7:22 PM

    Ok, I've had this level kicking around on my hdd since time began and thought I may aswell just fix it up a little and release it as I hate unfinished mappery. It's very old and has pretty low res textures even for hl1 engine, but I was hoping that someone might get some joy out of it. I've put it in the WIP thread as it still needs some ambient sounds but couldn't seem to get them to work for some reason? Not really up on my cs 1.6 compile options when it comes to wads and such so I've just done -nowadtextures. Gimme a shout if nothing works and I'll compile again, but it seems ok this end. Enjoy!

    http://%7boption%7d

    [Blocked Image: http://cardo.quaddicted.com/pics/olive2.jpg]

    [Blocked Image: http://cardo.quaddicted.com/pics/olive1.jpg]

    [Blocked Image: http://cardo.quaddicted.com/pics/olive3.jpg]

    [Blocked Image: http://cardo.quaddicted.com/pics/olive4.jpg]

  • Human 01 (Crits Please)

    • cardo
    • November 13, 2006 at 12:49 AM

    Looking good Rick! It is pretty hard to tell about the head as you already said but what I did notice is that the arms look real short.. like they'd only just go below his waist if he put them down.

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • cardo
    • November 11, 2006 at 4:08 PM

    MrBaracuda: Yeah I know whatcha mean about the ceiling. It looks a little different now as the displacement has a diff texture that's not so bumpmapped too. It does need a small lip or something though I agree. I'll post some new screenies of that part soon.

    RickD: Currently the level has no fog, but I've been trying it with various weather effects and skyboxes.. right now it's using militia hdr one but without hdr.

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • cardo
    • November 10, 2006 at 1:34 AM

    Thanks a billion for the model Rick! It looks awesome! I haven't tested it in game yet but will get back to you asap about the scale. Sorry for the screwed up dxf files.. I probably just exported the whole level

    I'll choose to ignore those comments Hessi hehe.

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • cardo
    • October 27, 2006 at 10:34 PM

    hehe, thanks for the feedback Rick. I'd rather it was negative and useful rather than just saying how much you love the look

    Alot of the things you mentioned in your post I've already changed or I have a mental note to change. The rocky displacements now have a different texture on them which makes them look alot smoother. As for the step ones.. Yes, I realise that they don't blend too well as it is, they also need lowering as they're too tall to walk up atm

    The bombsites both have pretty equal use as I'm rebuilding the level from a blocked out test version that I play with bots so I'm not too worried about that.

    I agree with you about the fog and have tried a few different settings, I believe I have changed it since I posted the last batch of screenies. I'm also considering having rain like aztec but I don't want too many similarities!

    The decals I've used are hopefully temporary. If I can find some better ones I'll gladly replace them as I think they look a bit out of place too.

    Once I've finished the section I'm building atm I'll post some more shots of the map in general.

    Thanks again for the feedback, it's always welcome =)

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

    • cardo
    • October 24, 2006 at 3:13 PM

    hehe, who knows then R_yell? Sioux City is more of an amusement park now yes. It holds cowboy shows and such but it was definitley Gran Canaria and our holiday rep boasted about them filming classic films there such as Fistful of Dollars.. She was probably lying anyway I won't argue with a true spaniard though As I said, the map's looking great and I do love wild western mods!

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

    • cardo
    • October 24, 2006 at 2:22 PM

    Hey R_Yell. The map's looking awesome! Funnily enough I recently went on holiday to Gran Canaria where Fistful of Dollars and A Few Dollars More were actually filmed. It is Spanish territory though so I'll give you that I visited the town (it's called Sioux City) and took quite a few holiday snaps incase you need anymore reference photos. Obviously the buildings look a little different than they did in the film but it's still an old west town that's maintained the classic feel.

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • cardo
    • October 24, 2006 at 12:26 PM
    Quote from Skjalg

    the whole thing looks weird, like the T's will get to the bombspots earlier or at the same time as the CT's etc.

    Well, the CT's start at A, so there's no problem there and B is just round the corner for them. It would be close in a rush but CT would still get there quicker. Bear in mind that I haven't built the T start bit properly so i'm trying to make their route to B a little longer than it currently is.

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • cardo
    • October 24, 2006 at 12:52 AM

    Thanks for the reply BlackPanther. I totally agree and understand you completely I'm trying to vary the theme as much as I can and will definitely have some "through the walls" sorta architecture.

    My biggest problem is that I'm rebuilding this level from a blockout layout that took me one evening and it's hard to deviate from a pre-built plan in your head.

    Here's the requested layout shot. I'm trying my best to make sure both paths to the bombsites are pretty equally spaced out. one's quite straight forward. the other's a bit curvy. the dotted blue line is a path through the water/sewer area. As you can see from the pic, the top left section is where I haven't started re-building yet.

    [Blocked Image: http://cardo.leveldesign.org/pics/layout1.jpg]

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • cardo
    • October 21, 2006 at 12:06 AM

    BlackPanther, atm I'm just working on general build. Later will come detailing such as destruction of architecture and alot more map models. Without changing the textures completely I can't add a ton of overgrown-ness to it.

    What do you mean by projectors? dig site stuff will be added when the rest of the models are but I don't wanna make the map feel messy with it. Thanks for the feedback anyhow

  • cartoon textures

    • cardo
    • October 19, 2006 at 11:22 AM

    Wow! These look really cool. Definitely reminds me of banjo kazooie or something rare-esque. Are these available for download at all or not until your on hold project is done? Wouldn't mind having a mess about with a map with these. Great style!

  • dod_rive screenies (WIP)

    • cardo
    • October 18, 2006 at 8:43 PM

    Are there any newer screenshots of the map with the added paths Furyo? I like the look of it overall but I agree with what has been said about the surroundings looking a bit strange. The houses look like they've been randomly placed in a field or something and as was previously said I think they look a bit busy with too many props of conflicting styles. If you can give the village more of a sense of place then the buildings will feel more like they belong together. I do like the fog and the atmosphere you've created though. Good work! As i said.. are there any updated screenies?

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • cardo
    • October 18, 2006 at 7:58 PM
    Quote from Mojo

    Picture #3 is good up top, but the bottom needs more#4 is good as well, but just the walls seem too flat and perfect

    Yeah Mojo, I agree with ya.. Been wondering what to do with them for ages, but think I've sorted it and I'm alot happier with the result.

    Peri.. A colossus? maybe you can enlighten me

    Warby, I dunno what's causing that but I've now turned off smoothing groups and it's sorted my cubemap probs. Take a look, see if you prefer the lighting on it now.

    [Blocked Image: http://cardo.leveldesign.org/pics/jagdetail1.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jagdetail2.jpg]

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • cardo
    • October 17, 2006 at 3:06 AM

    Hmm, not entirely sure what you mean but I have got smoothing groups just bulk set to 24 on everything for the time being to give a smoother look.. Or it could be the fog that I have atm. The only map models I have are foliage and lights.

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • cardo
    • October 17, 2006 at 2:29 AM

    Hey all, thought it was about time I registered on mapcore. So I did! Here's some screenies from my wip cs:s map de_jaguar. It's set in some aztec style ruins built into the base of a mountain and is by no means complete and lighting + everything still needs sorting out bigtime, but feel free to post comments, critiques, suggestions.. Cheers! Oh.. and I have a problem with my cubemaps. Have tried rebuilding them, and deleting them and putting more in and whatever but still not sure what's up.

    Enjoy!

    [Blocked Image: http://cardo.leveldesign.org/pics/jag1.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag2.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag3.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag4.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag6.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag7.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag8.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag9.jpg]

  • Mornstar maybe

    • cardo
    • October 17, 2006 at 1:34 AM

    Really love the models in this map and think they'll definitely bring the level to life. Great work on the models PhilipK! Hope this map gets finished. I could do with that palm tree model in my map if they're up for grabs.

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™