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  2. Method

Posts by Method

  • MapCore Job Census

    • Method
    • March 2, 2008 at 10:32 PM

    Thanks guys

    buddy the designer: Well at the moment, I'm working on Quake Live (Free Quake 3 Arena game) where my role is mainly gameplay, item and ad placement. So not much visually. Although next project (Next Quake Arena) is a whole different thing with ability to use stamps from id Tech 5 and go crazy in terms of visuals. You can take a look at The Rage trailer to see what id Tech 5 can do.

    http://www.gametrailers.com/player/23175.html

    -Method

  • MapCore Job Census

    • Method
    • February 29, 2008 at 4:24 AM

    Thanks. Yan's Test was released for public. You can download it here:

    http://www.methodonline.com/yan_test.htm

    Meth_test is rather a bunch of rooms to test atmosphere and really is not worth releasing. I included most of my favorite textures in yan_test pak file.

    -Method

  • MapCore Job Census

    • Method
    • February 29, 2008 at 3:22 AM

    Yan "Method" Ostretsov

    Level Designer, id Software

    -Method

  • Q4 MP - Yan's Test

    • Method
    • January 9, 2008 at 3:34 AM

    Hey,

    This is a design test for a game studio that I did in about a week and a half. Very stressful work given the limited time.

    Overall I feel like this is the best map I created from gameplay and visual point of view. I included lots of textures inside of the pak file for community use. Read the readme for more info.

    [Blocked Image: http://www.methodonline.com/temp/moss1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/moss2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/moss3.jpg]

    [Blocked Image: http://www.methodonline.com/temp/moss4.jpg]

    Download the map HERE.

    Feedback is welcome,

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • January 1, 2008 at 2:00 AM

    Quakis: Heh, funny you mention it. Spanish moss on the cables was inspired by the concept for Stalker's expansion Clear Sky:

    http://image.com.com/gamespot/images/20 ... een009.jpg

    http://static2.filefront.com/images/aausujvfwa.jpg

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • December 31, 2007 at 11:04 PM

    Thanks for the feedback guys. I realized that it's very hard to look at those shots with bright MapCore background, so take a look at the shots with solid black background:

    http://www.methodonline.com/temp/moss.htm

    At first I created 3 decals, but decided to simply create different diffuse maps (moss variation) for majority of the textures, which created a more solid look and better performance.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • December 31, 2007 at 10:16 AM

    Haven't posted in a while. I've been working more on MP gameplay ideas than textures, but my late texture thing for Doom 3/Quake 4 was moss (abandoned look). So here are several shots from my MP level:

    [Blocked Image: http://www.methodonline.com/temp/moss1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/moss2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/moss3.jpg]

    [Blocked Image: http://www.methodonline.com/temp/moss4.jpg]

    Here's what it was before.

    http://www.methodonline.com/temp/yan_test.htm

    Would like to hear if you guys like clean (heh, well sorta clean) or abandoned/mossy look.

    -Method

  • Unreal Engine 3 - Official Video Tutorials

    • Method
    • December 4, 2007 at 2:16 AM

    Looks interesting [HP], gonna register and check it out.

    -Method

  • Need help with scaling a room! *headdesk*

    • Method
    • December 3, 2007 at 11:51 PM

    D3ads: As one of RUST brothers, I will tell you no lie man. But I honestly think it would be wise for you to move on. I used to be the same with Kingpin, as you know. It was crazy to the point where original KP developers told me to move on and try new technology. The thing that you probably understood already is that with more time spent making maps you become limited with older engines. You can no longer create those cool areas or gameplay ideas due to poly, light and other limitations. Spend a month, but do make that jump to HL2. It's no longer those days when we had to figure out editor on our own, now there are so many tutorials that it wouldn't take you long to jump on the band wagon. Especially if you want to do that professionally, like Thrik mentioned.

    Plus switching to newer technology with less limitations, opens you up and helps you grow in skill drastically.

    -Method

  • Unreal Engine 3 - Official Video Tutorials

    • Method
    • December 3, 2007 at 11:27 PM

    static07: I know of that book. Thanks.

    [HP]: Are there any videos say on creating hard surface textures or normal maps?

    -Method

  • Unreal Engine 3 - Official Video Tutorials

    • Method
    • December 3, 2007 at 10:36 PM

    [HP]: Thanks. I don't work with UE3, but it's interesting to hear none the less. Is there anything more generic, that could be applied for other engines? Perhaps some videos on layout planning, texturing and lighting?

    -Method

  • totally random texture thread

    • Method
    • November 30, 2007 at 2:27 PM

    Sly Assasin: maybe this tutorial will be of help:

    http://www.methodonline.com/painted_tutorial.htm

    -Method

  • DM Krodan - WIP - UT3

    • Method
    • November 27, 2007 at 9:20 AM

    Hourences: I know you don't like when people say it looks good, but rather want some nitpicking feedback that can improve a level.

    The way you used ivy that hangs off rocks is very sprite like. In gears the ivy has numerous planes that twist and create that dimension to it. Recently I was adding some ivy to one of my test levels and one of my friends suggested using two planes to give the ivy more dimension (one shorter than the other). Also possibly upping the res or remaking the texture will be good. GoW rule is make one very good looking asset and reuse it all over. Also I got a sense that some of your textures are much lower res than the ones used in gears such as 1024 x 1024 and 2048 x 2048.

    Overall level is shaping up nicely. You really got the understanding for warm and cool colors to establish an atmosphere.

    -Method

  • Tutorial - Making Painted Surface

    • Method
    • November 26, 2007 at 7:55 AM

    Minotauro: I actually learned the "All Layers" trick from the Hard Surface tutorial by Steffan. The main thing about this tutorial is not All Layers, but the Pin/Vivid blending modes that could be applied to even evenly filled background.

    -Method

  • Creating decent rock textures - Help please

    • Method
    • November 13, 2007 at 1:28 AM

    If you don't like to model, then why not use photo reference and blend more images on top untill you're happy. How about these ones:

    http://www.cgtextures.com/textures.php?t=more&q=11667

    Then follow the tutorial that has been posted here already:

    http://cgtextures.com/content.php?action=tut_normalmap

    Edit: Fixed typo.

    -Method

  • Max Payne The Movie....is coming

    • Method
    • November 11, 2007 at 9:27 PM

    Can't take credit for the Max Payne comic look. It was actually discovered by ZiN. Here are the steps:

    Code
    "Take one photo and duplicate it.
    
    
    Then on the new duplicate go filter>artistic>sponge... (mess around till you get something close)
    
    
    Then you might want to change the layer opacity. (I suggest 75% so you still have some detail)
    
    
    Next we make yet another duplicate of the original picture.
    
    
    Then go filters>Artistic>Fresco with the settings: Brush size 10 - Brush detail 10 - Texture 1
    
    
    Then change the layer opacity to about 25% and the layer blend to soft light.
    
    
    Then make a new layer and fill it with black.
    
    
    Then go filters>Noise>Add Noise
    
    
    Here you need a good balance of white and black specs, so tinker till you get the right amount. (make sure monochromatic is on)
    
    
    Then filters>brush strokes>Crosshatching
    
    
    Now here is up to you, mess with it until you get something you think would blend well with the picture.
    
    
    Once finished you change layer blend to soft light and opacity to 25%.
    
    
    And that should give you the Max Pain effect."
    Display More

    The captions were created based off this screenshot:

    http://www.beastwithin.org/temp/truth-of-max-payne.jpg

    -Method

  • Max Payne The Movie....is coming

    • Method
    • November 10, 2007 at 10:33 PM

    Not to go slightly off topic, but for this Halloween, I dressed up like Max Payne:

    [Blocked Image: http://www.methodonline.com/temp/max_payne.jpg]

    [Blocked Image: http://www.methodonline.com/photos/raw/max_fall.jpg]

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • October 31, 2007 at 12:54 AM

    Thanks. Point taken, gonna make more door textures. I had just one.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • October 29, 2007 at 6:27 AM

    Heh my KP expansion was rather weak. I was very young when I made it. Didn't know anything about form, space and light.

    There's no water in Doom 3. What's I'm using is a hack. Basically there was a material in Q4 patch that would take the diffuse map and apply heat haze effect on it, so it ripples.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • October 28, 2007 at 11:10 PM

    Thanks guys. I already told numerous people that Kingpin is my favorite game and I guess pieces of it are in my levels. KP is what got me into level design and 70% of people I know in the industry have worked on that game. That Poisonville level was also inspired by The City of Lost Children movie.

    Tried to make a panorama out of 3 screenshots, but level looks very weird now, like a dream.

    [Blocked Image: http://www.methodonline.com/temp/lq_180.jpg]

    -Method

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