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. myles

Posts by myles

  • Tripwire’s $20,000 Killing Floor Grindhouse Mapping Contest

    • myles
    • June 19, 2009 at 12:38 PM

    Mapping Competition for Killing Floor:

    Quote

    Tripwire Interactive announces the “Killing Floor Grindhouse” Custom Map Making Competition with $20,000-worth of prizes. Tripwire are partnering with Nvidia and Logitech to bring you a truly spectacular mapping contest for the zombie-slaughtering co-op hit that is Killing Floor. We put the game out at a recession-friendly price, there have already been hundreds of custom maps created, so here is the Tripwire economic stimulus package to follow up: the headline prize will be an awesome $10,000 for the Grand Prize winner.

    The contest will run in two Waves. Wave 1 completes July 31, 2009, with a First Prize of $5,000 for the winner, while the runners-up will get prizes including Nvidia graphics cards and Logitech goodies. Wave 2 is the Big One, completing September 18, 2009. The Grand Prize will be $10,000. Yes, a full Ten Thousand Dollars for the winning entry! There will be more Nvidia graphics cards and Logitech goodies for runners-up in Wave 2.

    To find out more about the contest (including the rules), visit the contest web page.

    Really good prizes, anyone thinking about entering? Unfortunately I can't

    Killing Floor uses Unreal 2.5, the editor is just the same as UT2K4 which is very similar to the UT3Editor, which I know many of you use.

  • [UT3] DM-Acquisition

    • myles
    • May 10, 2008 at 3:08 PM

    This plays really well, great gameplay and optimization.

    Im hving a small LAN party soon, mind if we use this map?

  • UT G.O.T.Y - DM-Close

    • myles
    • April 2, 2008 at 11:01 AM

    OK, im done with this, thanks for everyones help!

    [attachment=2]closearea1.jpg[/attachment]

    [attachment=1]closearea2.jpg[/attachment]

    [attachment=0]closearea3.jpg[/attachment]

  • UT3 - DM-Cove

    • myles
    • March 26, 2008 at 6:03 PM

    Hey!

    Your buildings and architecture look fanatastic, but the terrain could do with some work. Your waterfall looks repetitive verticlly, like strings of plastic. Maybe this is just because it is a picture but I would suggest adding a few more emitters and a few more water planes to your water. The cliff going into the water seems to go straight into the waterv when instead it should slowly incline into the water, probably having some sand around the edges and rocks/debris stuck around the edges.

    The dungeon is pretty cool, I would suggest you bump up the lighting quality on the terrain, http://%7boption%7d. The beams and hooks for the chains seem to just go straight into the wall, I would expect somthing like clay and offset rocks aroung them. Some fog layers and spiderwebs could look really neat down here.

    Keep it up!

  • Crysis Map ~ Vulcano [WIP]

    • myles
    • March 26, 2008 at 5:40 PM

    Love it HP,

    What are your system specs?

  • DESERT BASE_AmericasArmy

    • myles
    • March 23, 2008 at 6:29 PM

    Hey Again

    Your exterior stuff looks great apart from some of the structures could do with more detail, but the realy problem comes down to the interior radio station picture.

    My First Issue is the lighting, the red is nice but then you have lots of white light, which doesnt look right and seems to be alot of it. Some BSP could be added to create borders for the stairs and the elevator/drop thing. The floor/ceiling feel very empty and deffinatly need filling/ add some level to it. Youve used alot of similar textures also. Your meshes feel a littleo ut of place, like the handrail ones are all rusty but all the equipment around it is clean.

  • THUND3R_ISLAND_AmericasArmy

    • myles
    • March 23, 2008 at 6:06 PM

    Hehe again your BSP work is lovely, the lighting is actually good this time but you have a dark sky, A sunset would work with the lighting alot more. Youe lighting affecton the second picture doesnt seem to work, are you using projectiles? If so I really suggest you make it less blurry. On the sandy terrain areas you could change the terrain texture a little where the rocks/trees/wood go into the sand. Your river could have a few emitters faking more movement and mist over the river, maybe a fog plane too. Are you using the plane that moves like water? Your boat really doesnt work, I suggest you replace it with somthing else (sorry for brutness) its just very wrong. But this is alot better, keep it up!

  • UT G.O.T.Y - DM-Close

    • myles
    • March 23, 2008 at 5:45 PM

    Thanks Hourence,

    Ive made alot of changes to the map and I think this part is done, the lights look white in this but there deffinatly not, there more creamy. -

    [attachment=2]Shot0002 copy.jpg[/attachment]

    Im still working on these parts -

    [attachment=1]Shot0003 copy.jpg[/attachment]

    [attachment=0]Shot0004 copy.jpg[/attachment]

  • UT G.O.T.Y - DM-Close

    • myles
    • March 23, 2008 at 10:24 AM

    Haha yes Nurb thanks for pointing that out, your quite right but I just havent got around to finishing my UT3 map. But I completely agree with you.

  • Bunker_Crisis_AmericasArmy

    • myles
    • March 22, 2008 at 8:33 PM

    Hey Delta,

    I generally like the detail you have gone into on this map but I can see some areas that could really improve this map. The lighting is very strange, you have quite a dark sky yet in most places your terrain is quite bright, and that light is white. Such as in your first screenshot there are areas which are well lit but I cant see anything that lights them, apart from some smaller lights that couldnt light such a small area. The main light that is lighting the terrain should be darker and coloured, I suggest a dark blue to reflect the sky.

    You have obvisously used fog to mask the end of the map but that doesnt feel right, I suggest you add some terrain to a SkyBox to make this battlefield feel bigger. Your woodplanks used in the terrain feel to bright and clean to be in that battlefield. The grass seems to be very rare and when there is some it is extremely dense/thick.

    Some of your rooms feel a little too clutered with radom junk and objects that make the room feal crowded. Some of the holes in the walls just feel wrong, Some of the bunkers are not lit at all, atleast have somthing like a fire burning. Some of the staticmeshes are not lit.

    Hope this all helps

  • UT G.O.T.Y - DM-Close

    • myles
    • March 22, 2008 at 4:01 PM

    Thanks Everyone, it is really appreciated.

    Ive made those changes Hourence and ive made some textures for them. About the red lights they are flashing and its hard to catch the ligt at its brightest, is it possible to make the corona flash too? I think I need to do some more BSP work in a few areas, such as the corridors and the floors. Here are the the versions -

    [attachment=3]closearea1.jpg[/attachment]

    [attachment=2]closearea2.jpg[/attachment]

    [attachment=1]closearea3.jpg[/attachment]

    [attachment=0]closearea4.jpg[/attachment]

  • UT G.O.T.Y - DM-Close

    • myles
    • March 21, 2008 at 9:53 PM

    Hey All!

    I wanted to get some new work done for my portfolio, so i descided to do somthing that could be done reasonably easily. It is a Small DeathMatch created with the Unreal Engine 1 for practice with BSP work and fast pased gameplay. Only generic materials were used and took one week to complete. You can download it here.

    [attachment=0]closearea1.jpg[/attachment]

    I'd attach the ZIP but it doesnt allow ZIP format :/

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™