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. Yokai

Posts by Yokai

  • WIP in WIP, post your level screenshots!

    • Yokai
    • February 19, 2008 at 8:46 PM

    That DOD map is looking F I N E...

  • Crysis Map ~ Vulcano [WIP]

    • Yokai
    • February 19, 2008 at 8:44 PM
    Quote from Quakis

    What's the model format for Crysis and how is the importing process of the models done? Fairly straight forward stuff? (hl2) Just a bit of interest. As for the level itself, definitely coming along well.

    I think we had a discussion like this a few pages back. Custom content can't be (or at least isn't normally) added because they haven't released SDK tools.

  • TF2: CP_REDSTONE

    • Yokai
    • February 14, 2008 at 8:23 PM

    Haha tintin reference!

  • CS_Metroplex

    • Yokai
    • February 14, 2008 at 8:10 PM

    Wow, this is turning out well. Keep it up.

    Streets currently feel a little empty though, but I am sure that you probably already know.

  • UT3 - DM-Cove

    • Yokai
    • February 12, 2008 at 9:52 PM

    The lighting on the static meshes seem odd. I think that a lot of it is the lighting. I mean, it looks pretty nice, but there are some other issues with the looks. All the trees seem to be bending which makes it feel repetitive and the buildings all seem a little too white. Try adding more noise and a cloud effect to the textures. The pools don't seem to be affected by lighting... The building also don't look very tropical.

  • TF2: CP_REDSTONE

    • Yokai
    • February 12, 2008 at 9:28 PM
    Quote from RA7

    uh oh, Duke Nukem Forever Syndrome......

    No, duke nukem forever syndrome is that it won't be released. =)

    Edit: Just looked more at your updated screens. The planet is a very nice touch but for some things to point out:

    - The planet looks far too close, and part of that may be the lighting.

    - The clouds on the pictures seems to be overlaping the planet, did you make a cloud texture or is a dome cloud model? If animated, it won't look bad, just looks weird in still frame. Maybe I am judging this even more on its lighting. For some reason it looks more like a small planet about to crash into the planet your on...

    - The last screen shot could use with more windows. Currently, it looks very isolated from the beautiful outdoor areas.

  • The random model thread!

    • Yokai
    • February 8, 2008 at 8:50 PM

    That's pretty awesome looking, though I feel that it's a bit too grungy, though I guess it depends on it's surrounding environment... But great job.

  • TF2: CP_REDSTONE

    • Yokai
    • February 8, 2008 at 8:47 PM

    Looking good... Though its hard to know the full product until it's seen in-game.

  • Banjo

    • Yokai
    • February 7, 2008 at 1:59 AM

    Looks very well done, but for some reason the head looks a little small but that may be my "being accustom to guitar bodies" getting in the way. looks nice.

  • WIP in WIP, post your level screenshots!

    • Yokai
    • February 6, 2008 at 8:36 AM

    Thats really nice, but I feel the white environment light is a bit strong and seeing (or assuming) that this is a visual piece, I would say that you should add a few more brushed here and there. Though it looks good overall. The pipes at the side definitely need to be looked at but otherwise it is a great start.

  • Crysis Map ~ Vulcano [WIP]

    • Yokai
    • February 6, 2008 at 3:22 AM

    Out of curiosity, how does this editor handle custom content? (Texture / Models are allowed to be imported correct?)

    Going to the topic in hand: Your map looks very nice. The rocks really do need some moss though!

  • [WIP]Me, myself and I

    • Yokai
    • February 6, 2008 at 2:08 AM

    Its either the head is too big or the hands are too small. Most hands take up the same size of the face.

    Keep working on it, make sure your final model will have slightly better textures. Right now, textures seem... well, texture-less... =P

  • UT3 DM-Cath

    • Yokai
    • February 6, 2008 at 2:00 AM
    Quote from Nurb

    Yokai: I'm not sure what you mean about cover, but from my experience UT gameplay doesn't require "cover" in the same way you think of it in for example tactical shooters. In UT you want to avoid really large areas of nothing but flat surface, but otherwise you want to keep the geometry clear of obstacles and instead focus on gameplay in multiple heightlevels. The map has gotten alot of positive feedback from UT players, but the negative comments have almost all been about the pillars beeing in the way, obstructing the fast gameplay. On the lighting, I've gotten so much both negative and positive comments on it, I've figured I'm not gonna be able to make everyone happy The map has several weaknessess that I will address in my next project.

    I'm completely new to mapping, and so far I've been pleasantly supriced with all the consturctive critisism I've gotten, both here and in other places. Compared to when I post a painting in a forum, when making a level, everyone seems to get much more involved with the map to a much higher degree. UT players give feedback because they personally want the map to become better so they will enjoy it more when they download and play it. When making a painting there is no personal involvement from anyone else than the painter and I think this is because a painting isn't "used" in the same way a map is. Needless to say, so far leveldesign has been a very positive experience for me and it's something I intend to keep doing and improving (allthough it made my girlfriend crazy when I was making Cath, cause it took up so much of my @home time ^^).

    Well if the players like it, then it must be well thought out. I mean, I know what you mean by not having too much clutter, but I think I was thinking more of a tactical mind than a DM mind. (You caught me on that)

    As for the lighting, I love the use of colored lights. I really really do. But the more white you make them the more realistic they look. But that aside, the map seems alright. I am getting my new comp set up as I speak so I can try it out after I install my UT3. =)

    As for being completely new: I really didn't expect that. Maybe you mentioned it before, but so far your stuff looks alright. As I read through your post, it seems that you don't make the mistake that many new mappers take. I think you take a step back and actually do some deep LOOKING into your map, which is a good thing to be able to do. Some people are blinded by what they think is quality and just release it, and that usually comes to bad maps. So really, nice job for your fist released map. God my first map was horrible so I won't bother to bring it up. Bon Voyage.

  • TS_BOOMTOWN

    • Yokai
    • February 5, 2008 at 8:44 PM

    It's cool to see that, even though this is quite the outdated engine, mods such as the specialist still get a few custom maps here and there. But...

    I think that this map is lacking quite a bit. I mean, I know that this is a very old engine and possibilities are limited, but theres still quite a bit you could add to this. Brushwork on outdoor buildings could be upped, and interior rooms seem to be using the same texture for almost every way. Try splitting the textures for the walls, use a bottom and a top texture. Sure, not really necessary to do this for every room, but it gives a little big more depth.

    I suggest you just start on a fresh slate and keep those suggestions in mind.

  • UT3 DM-Cath

    • Yokai
    • February 5, 2008 at 8:37 PM

    Even though this is in finished work section, it would be cool if you kept updating this map. Each time you update, it looks a little better.

    I have some gripes though... From the way it looks, cover seems lost and ascent from scenes and though I applaud you for acknowledging the importance of colored lighting, it seems that the colors may be a little too strong. Try lightening it a bit.

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™