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. manhuntworld

Posts by manhuntworld

  • UDK - Problem? In engine editor window - help plz

    • manhuntworld
    • October 11, 2010 at 3:46 PM

    Hi guys, sorry if this should be in the off topic selection, didn't really know where to put this thread, so move if required.

    anyway basically, in the UDK editor window, when im testing my map the player keeps constently strafing left. my keyboard doesn't have a stuck down left key or anything. i can still move forward, back left (obviously) and right, but when i release them all the player is constently strafing left?

    its not like a major issue as i can still inspect my level but its just slightly annoying if i want to look at something when standing still. any ideas on this would be great. i've tried ghost mode and its still the same aswell, so i have no idea whats going on with it.

    cheers guys.

  • Advice needed BSP or Static Mesh?

    • manhuntworld
    • September 7, 2010 at 3:01 PM

    thanks for the input guys. it really helped me

  • Advice needed BSP or Static Mesh?

    • manhuntworld
    • September 5, 2010 at 7:05 PM

    Yeah i thought as much. well guess i better get modelling then lol.

    cheers.

  • Advice needed BSP or Static Mesh?

    • manhuntworld
    • September 5, 2010 at 5:27 PM

    Hi guys, going to be working on a Mod soon, its basically going to be a sandbox style mod using UDK but what I need to know as the level design or your recommendations is for the buildings in the level, should I be creating them in the editor using the builder brushe with custom some custom geometry editing to make the buildings or should i create the actual model in 3ds max and import it as a static mesh?

    baring in mind that most of these building are going to be interactive, so the player will be using them for cover and just generally walking around inside the environment.

    any advice on this would be greatly apprieicated

    thanks.

  • University final year project Level - crit needed.

    • manhuntworld
    • March 11, 2010 at 4:10 AM

    thanks Serenius....its not actually a window but a grating...so it looks like the player has come out from there if you get my drift. but i have taken your advice and made that room alot darker now. thank you. will get some more pics up some once updated.

    cheers

  • University final year project Level - crit needed.

    • manhuntworld
    • March 10, 2010 at 9:28 PM

    Another things guys, if you notice on my first picture, the door is completely black and is not recieving any light. its an interpolating actor because im using matinee to animate it opening, i've made dynamic lights in the room, made sure it accepts dynamic lights but yet it stays completely unlit. any ideas to why this is?? cheers.

  • University final year project Level - crit needed.

    • manhuntworld
    • March 10, 2010 at 9:26 PM

    Thanks for all the critque guys. really been helpful. I've got some updates on what i've been doing. I firstly apologies if you can't seen or are having trouble to see any of the images of my level as it is quite dark, its just that my monitor has a high contrast ratio so it may appear alot darker for some other people.

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/firstrooom_2nded.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/secondroom01.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/secondroom02.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/secondroom03.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/secondroom04.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/secondroom05.jpg]

    some bits have been changed more than others. i've been working alot more on the kismet and matinee sequences trying to get them up to speed.

    as always, constructive critque is greatly apprieciated to help improve my level.

    thanks guys.

  • University final year project Level - crit needed.

    • manhuntworld
    • March 7, 2010 at 4:11 PM

    thanks 2d-chris, yes lighting is very important in my level, and thanks alos for the time to show me what you mean on my screenshot. really apprieciate this. I have got a kismet sequence in which in that hallway once the player enter it the lights go off from the back to the front, as if the darkness comes towards you, just one problem, im not sure how to incorporate sound into the sequence in qwhen the lights go off. other than that i think it works. i will get a vid up soon as pos to show you what i mean. thanks to all aswell.

  • University final year project Level - crit needed.

    • manhuntworld
    • March 6, 2010 at 7:27 PM

    Thanks guys. this critque has been very helpful. I will adapt it to the level and hopefully get some screenshots updated soon.

  • University final year project Level - crit needed.

    • manhuntworld
    • March 5, 2010 at 10:05 PM

    Hey guys, im new to the forum. I was adviced by Daniel Grafstrom, senior level designer for F.E.AR 2, to sign up to this forum as it has some great support and good advice and critque for levels/maps etc.

    The crack basically is that i'm in my third year and the time has come to do my final year project. As i am studying games design as a degree i have covered most aspects of it, like design documents, 3d environments using max, character modelling, facial modelling, and games engines. I don't mind 3D work, but i found my true desire was to be a level designer. So i shall not bore you no more and cut to the chace, basically im using the unreal 3 editor as i have to learn another engine. I've started of using the source engine and have been for a while now so it was time to learn unreal.

    Basically my final year project title is "How fear and tension is incorporated into a game environment" in other words, how do you make a level scary. what techniques etc. so at the moment i've got some of my level done, and played around with the lighting, and tried to make it flow alot better as the idea at the end of making this level is to test it on candidates, record their reactions when certain events happen in the level like, debre falling, lights turning on and off, sudden noises. As you can tell im going for a very F.E.A.R / Condemned approach as i feel those two games use those techniques very well.

    Here are some screen shots of my current situation of the level, any critique would be very helpful. i will be updating this post quite often aswell, so please keep checking back. thanks.

    This is the starting room, underground passage/sewer:

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/Start_room01.jpg]

    This is the second room (machine room/Maintenance)

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room01.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_02.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_03.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_04.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_05.jpg]

    This is leading down to the long hallway further down.

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_06.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_07.jpg]

    This is the long hallway leading to the factory level, now i know that long hallways and corridors are often frowned upon and should be avoid, but for this instance i actually need this because i will be using a kismet script to turn all the lights off individually from the back to the front, just like in the film the matrix if you remember. so basically it looks like darkeness is coming toward the player etc.

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/third_hallway_lights_01.jpg]

    [Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/third_hallway_lights_02.jpg]

    Just to add, not all the textures are final, so if you guys reccommened using any other textures in places, please do say

    more to come soon.

  • HL2 sdk update tomorrow morning

    • manhuntworld
    • November 8, 2007 at 4:20 PM

    Here's a fix guys and should work. Right click on source SDK in steam then go to properties, then click set launch options then just paste in "-engine ep1" no quotes. This should let you edit hl2 maps at least which is what i am doing.

Discord

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

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

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

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

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

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™