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. Method

Posts by Method

  • WIP in WIP, post your level screenshots!

    • Method
    • September 24, 2007 at 12:24 AM

    Zombie: Now that I can see what that thing is, it looks cool man. If you don't know what colors to go with, you can make multiple skyportals with various colors. Kevin Cloud of id says he usually works in black and white till he's happy with the image and later adds color. Kinda like sketching with pencil and then coloring.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • September 23, 2007 at 2:56 AM

    Zombie: Looks interesting man. Although I'm confused what I'm looking at. Is that clouds surrounding earth in circular matter? Maybe a diffirent angle would reveal more?

    Mr. Happy: I've watched a lot of film noir movies and your little piece looks good. I would say you can improve it by having some antennas on the roof that will create some nice, detailed silhouettes in the background. Also to my understandment film noir uses light and shadows to highlight elements be it an environment or a character. You piece doesn't have a main focal point. I want to look at the roof, then shadow of a guy, then other places. I liked how you added the shadow of the guy, very nice touch. Although since the guy is not in the picture, I would imagine that shadow be much bigger. Good work. I suggest maybe looking at some film noir movies for more ideas if you haven't already and reading what film experts have to say about film noir.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • September 22, 2007 at 1:36 AM

    Zombie: Not exacty what is seen in D3's shots, but nevertheless good ideas. Continue to contribute and stay positive

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • September 21, 2007 at 3:09 AM

    Zombie: You make yourself look a bit funny here man, saying things like "Why can't there be something else that is different?" If you have some great ideas, why don't you share it with us? It's like saying that someone's idea is stupid, yet you cannot contribute with nothign else. See how that makes you look? Since you do this for a living, why don't you enlighten us and give that feedback that showcases unique details.

    I post my stuff not to "show how cool I'm". I do that so I can become better by listening to variety of feedback.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • September 20, 2007 at 8:58 PM
    Quote from Zombie

    Why would a tile be stacked on the side?

    Why do tiles HAVE to fall from the ceiling?

    ...everyone has that same shit, over and over again.

    It would be stacked because when a Janitor sees it's broken, he'll put it aside to remember that it needs to be replaced. I saw tiles on the side before. What it does by standing up is connecting and makes that back wall less flat.

    Tiles have to fall to create more opportunity for detail. To see what's up in that ceiling and what can come/fall down.

    Instead of criticizing my feedback, post some of yours and also some new stuff you created. It's kinda pointless to say that "everyone has same shit" when you haven't posted anything since DA-Prison.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • September 20, 2007 at 2:34 PM

    D3ads: As a fellow RUST brotha, I'll be hard on you man. Good theme selection, but some things must be fixed and could be improved. Things to fix are the low res texture of the elevators that stands out too much. Make the trim and elevator doors seperate brushes. Bust one of the lights and have more shadow. That will create better atmosphere. Have some of those ceiling tiles lay on the floor and a bunch of cables falling out of the hole. Use red/blue light in the ceiling hole to bring the eye to that detail. Break up floor tiles as well. Add pipes. Maybe change the shape of the room so it won't be too rectangular. Those are some of things I think will improve your work.

    Did a quick sketch on what I mean:

    [Blocked Image: http://www.methodonline.com/temp/d3_feedback.jpg]

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • September 12, 2007 at 1:07 AM

    No, they fall through.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • September 11, 2007 at 7:37 PM

    Thanks guys, still working on it.

    JeanPaul: It's not a real water in Doom 3. It's a hack. A shader that uses heathaze to distort a texture. It was included with Ritual's Quake 4 patch. I simply made my own diffuse and spec.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • September 10, 2007 at 10:28 PM

    Thanks guys. Yes it's Doom 3 (Quake 4).

    D3ads: The water is just a custom diffuse that was created for the water texture added in one of Quake 4 patches. The textures are all custom and those windows were created from this texture:

    http://www.cgtextures.com/getfile.php/4 ... 8a325c7768

    -----------------------------------------------------

    I expended the area and made it more brownish.

    [Blocked Image: http://www.methodonline.com/temp/lostquake4.jpg]

    [Blocked Image: http://www.methodonline.com/temp/lostquake5.jpg]

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • September 10, 2007 at 1:21 PM

    Method is back. Lately I've been learning modo and making more textures, but after seeing The City of Lost Children again, I was inspired to build something of similar atmosphere in Doom 3/Quake 4. This is WIP of few days worth of work:

    [Blocked Image: http://www.methodonline.com/temp/lostquake1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/lostquake2.jpg]

    Am I hitting the City of Lost Children atmosphere whoever seen the movie? Feedback is welcome,

    -Method

  • New iPods

    • Method
    • September 6, 2007 at 2:36 PM

    I have iPod Video 30 GB, but iPod Touch definitely is attractive. 16 GB is not that much, but I think that big screen is a great way to show some of your work (in screenshot format) to people while you network. It also lets you look through a reference folder on the go and be able to see more detail. The problem with iPods is they save the same photo 4 times. One for the small preview, for thumbnail, for slideshow and for TV. So 4 GB on PC quickly become 10 GB on iPod.

    -Method

  • Movies - Level Design Inspiration

    • Method
    • September 3, 2007 at 10:08 PM

    D3ads: I know that Silent Hill is a series of games. The movie has very nice atmosphere. Also I already mentioned Underworld

    -Method

  • Movies - Level Design Inspiration

    • Method
    • September 3, 2007 at 3:16 AM
    Quote from seir

    Delicatessen - film by the author of City of the Lost Children. Check it!

    Thanks a lot man. Out of all suggested this was what I was looking for. I heard of the movie many times, but thought it was a boring one building comedy. Now that I watched it and saw the old building, the outside and the sewers I'm inspired.

    -Method

  • Movies - Level Design Inspiration

    • Method
    • September 1, 2007 at 6:54 AM

    I decided to start a topic where we, as a community, can post about movies which can inspire level designers.

    I believe the following movies have a very strong atmopshere and showcase of the environments.

    ==================

    ENGLISH

    ==================

    Dark City

    Blade Runner

    Silent Hill

    Batman

    Brazil

    Session 9

    Underworld

    Spawn

    The Crow

    Ghost Ship

    ==================

    FOREIGN

    ==================

    City of Lost Children

    Immortal

    Renaissance

    Your turn...

    -Method

  • That other BioShock thread

    • Method
    • August 27, 2007 at 7:36 PM
    Quote from Mazy

    Aye, my bad. I just cant help but talk about it, and noone has finished it but me

    I finished it a while ago

    Although I didn't rush and spent about 3 days playing on and off. Looking at levels and lighting they used. Bought it the day it came out.

    -Method

  • BioShock demo up on XBL!

    • Method
    • August 17, 2007 at 6:57 AM

    I really like the look of the Bioshock. Levels have very strong atmopshere. Although when I downloaded the artbook, I was dissapointed. Their conceptual work seems rather "student work" looking for majority of drawings (enemies and environments). Valve's Raising The Bar is on a whole different level. I believe if they included more 3D renders with sketches it would balance it out better. Comparison between concept and 3D are a great visual representation of the art.

    -Method

  • totally random texture thread

    • Method
    • August 12, 2007 at 11:54 PM

    Nice work buddy the designer.

    I've been working on gothic theme lately. Here are some of mine. The top one is similar to the bunker you guys made, but it's actually for a pillar.

    [Blocked Image: http://www.methodonline.com/temp/comparison12.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison13.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison14.jpg]

    -Method

  • Dallas, TX i'm a coming!!!

    • Method
    • August 7, 2007 at 1:35 AM

    Yea Patrick was in and out. I emailed you the photos btw.

    -Method

  • Unreal vs Source.

    • Method
    • August 2, 2007 at 12:42 AM

    Fo'gettaboudit. Radiant takes 'em all. On a serious note, I believe that each editor has several good things that other lack. Radiant is great for patches (curves). Hammer is great to create terrain. Unreal ED is more suitable for modular level design.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • July 30, 2007 at 10:51 AM

    It's not a level, I was just testing glow textures using neon signs.

    -Method

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  5. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  6. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  7. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  8. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  9. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  10. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™