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  2. Sector-Effector

Posts by Sector-Effector

  • indie game: rocket armadillo

    • Sector-Effector
    • August 8, 2010 at 12:37 PM

    Love the character and colourful style. The feeling of being a such a rocket armadillo comes across pretty well but man...It plays unforgiving

    Being able to see more of the game field would be awesome, giving a better overview and allowing to plan combos. Rocketing as the pinball in an endless pinball machine tube comes to mind.

    I´ll be off trying it again.

  • Sector-Effector´s Photos and Vectors

    • Sector-Effector
    • June 25, 2010 at 10:04 PM

    Thankey =) Same as yours mate, Canon 350D. Am looking forward to the photo trip in Frankfurt!

  • 3D gaming (stereoscopic etc kind...) do you care?

    • Sector-Effector
    • June 14, 2010 at 4:46 PM

    Lets say there is a tendency...

  • 3D gaming (stereoscopic etc kind...) do you care?

    • Sector-Effector
    • June 14, 2010 at 1:58 PM

    x2 @ Freak and Izuno

    To me it´s like communism. Nice in theory but blows once you put it to practice.

    It would be interesting without the glasses. Right now it´s just another agenda that gives you nausea.

  • [Crysis] - The Call of the Fireflies

    • Sector-Effector
    • June 10, 2010 at 5:53 PM

    oh that is sweet. Wheres the fireflies? :]

  • Punky's photography thread

    • Sector-Effector
    • April 27, 2010 at 8:14 PM

    Seconded, some pretty awesome pictures! Although i never skated, I really like the "in action" shots, very dynamic.

    My favourite on this page is this one, especially the light on the white building and the other are in the shadow. You caught it inthe right moment man.

    [Blocked Image: http://farm3.static.flickr.com/2456/4010988524_a0759215fa_b.jpg]

    Maybe cut the left 1/5 of the image near the light, the left street distracts the viewer IMO.

  • [DoD:S] Forza_RC1

    • Sector-Effector
    • April 26, 2010 at 11:25 PM

    Thank you man, I´m glad you liked the train car. That was the main gameplay feature to me.

    Trying to score some points on the presentation side now Here´s the screens:

    [Blocked Image: http://img248.imageshack.us/img248/8449/dodforzarc105.jpg]

    Axis First

    [Blocked Image: http://img188.imageshack.us/img188/6906/dodforzarc104.jpg]

    Train Car / Middle Flag

    [Blocked Image: http://img685.imageshack.us/img685/4636/dodforzarc102.jpg]

    Allied 2nd seen from axis side

    [Blocked Image: http://img15.imageshack.us/img15/2894/dodforzarc101.jpg]

    Axis Riverbed

  • Frankfurt Weekender, April 16-18

    • Sector-Effector
    • April 22, 2010 at 10:56 PM

    A nice day out!

    Rick was delighted

    [Blocked Image: http://img203.imageshack.us/img203/2041/ffmrick.jpg]

    E-Freak was cool...

    [Blocked Image: http://img341.imageshack.us/img341/1549/ffmefreak.jpg]

    ...and not to mention this guy.

    [Blocked Image: http://img59.imageshack.us/img59/5030/ffmfuryo.jpg]

    There was occasional giggling.

    Hope all went well for you HP and Chris. See you at the next one

  • Frankfurt Weekender, April 16-18

    • Sector-Effector
    • April 16, 2010 at 11:34 PM

    Sunday if fine by me, but what about tomorrow night?

    Nysuatro: Sounds cool, lets get something going when GDC approaches

    Steppenwolf: I´ll do my best :]

  • Frankfurt Weekender, April 16-18

    • Sector-Effector
    • April 14, 2010 at 11:26 PM

    Hai guise!

    Been talking to Francois and HP the other day and we´re planning another Frankfurt get together, this time featuring sunlight as well!

    In the mix of choices so far is going to the zoo ( sic ), visiting the caricatura museum and drinking some lemonade at crowded and loud places.

    Whos in? \o/

  • [DoD:S] Forza_RC1

    • Sector-Effector
    • April 13, 2010 at 3:38 PM

    Thanks mate, your input back then lead to some last and good streamlining.

    I guess there´s no replies because the presentation is shite, I finished Forza

    ona 5 year old laptop back home during semester vacation and couldnt

    even go on full detail to take some screenshots.

    Feedback from the DoD Community was good so far so I´m satisfied

  • [DoD:S] Forza_RC1

    • Sector-Effector
    • February 25, 2010 at 9:11 PM

    [Blocked Image: http://img251.imageshack.us/img251/1526/forzapromo.jpg]

    It´s done. I´m happy with the gameplay and the visuals are allright.

    Hope you´ll have fun on it and a reason to fire up old DoD:S again

    [email='%7Boption%7D'][email protected][/email]

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

    Gameplay:

    =========

    There are 5 flags to be captured on a c shaped layout. Leave your spawn to get to the bridge with your teams first flag. From there you can proceed straight ahead to your 2nd and the entrance to the Train Station.You can also jump off the bridge and sneak through the underground caverns. These 2 main routes merge at the middle flag arena on two different altitude levels.

    [Blocked Image: http://img715.imageshack.us/img715/4234/dodforzalayout.jpg]

    Installation

    =========

    Copy DoD_Forza_RC1.BSP into this folder:

    C:\Program Files\Steam\SteamApps\ACCOUNT-NAME\day of defeat source\dod

    Credits

    ======

    Mdls/Materials/Sprites :

    Unknown Cobweb Material Creator ( Please contact me, I want

    to credit you )

    Day of Defeat:Source Team / Valve

    Special thanks to :

    Furyo for the right tips at the right time.

    My girlfriend, family and friends for support and

    understanding.

    Splatt for extensive playtesting and playtest organisation.

    Sli Woody for last minute support and many lols.

    JCC and CLan 415 for their Support during the early

    stages:\o/

    My Clan Rommel's Renegades for the fun playtesting and

    splendid feedback.

    Mapcore for the inspiration.

    DoD Community for still being with the game.

    DoD:S not dead yet!

    Day of Defeat Team

    Team Wurst Käse Szenario

  • EYE Assets

    • Sector-Effector
    • February 6, 2010 at 11:39 AM
    Quote from TheMetaMorphe

    Sector-Effector :First thank you for your help.

    You're right, about the specs of the weapon except that it's a semi-automatic weapon.

    There's no muzzle flash hider because they prefer it like that ( the team )

    For the exhaust window, when I built the weapon, I've totally forget it. It was a big mistake because when I saw that, the gun was textured.

    So I decided to make a simple hole with a normal map and with a different color inside and some scratches to let people think that this part is moving to let the case get out. You can see it on the right of the gun next to the mag.

    For the cocking handle, I was thinking that the bolt could rearm the gun. I was wrong ^^.

    That was very helpful for me and if you see more things, tell me.

    Regards

    Marcos

    Thanks for your comment.

    For the mag, I agree he is a bit too long, I'll laying down it.

    For the grip, I like it like that but why not.

    For the excidium, yes it's a sort of sniper, but the player use a sort of cerebral scope to use it for the long distance.

    For the bullet it's a kind 20 mm. And yeah it's true. It's very painful for a human to shoot with it.

    My first concept had a big handle to use it but my team didn't like it like that and they told me that the player use some muscular nanomachines to use it. So there wasn't so much recoil.

    The muzzle flash hider doesn't hide antything. In fact it's not a flash hider.

    Thank you for your help.

    I'm sorry for my bad english.

    Cheers

    Display More

    Anytime, it´s been a while but here we go again It would be interesting to know some more of the conventions that come with the game you are

    makaing the models for since right now im still trapped close to real-life expectations.

    After you described the exhaust window, I could recognize it. It would be cool if you went the extra mile to update the mesh there. Here´s a Video of the G36´s inner workings which might come in Handy. You can see how the breech feeds the bullets from the magazine into the barrel which ten are ignited by the bolt and thrown out the exhaust window. Also interesting is the mechanics of the trigger when the fire selector is switched from safe to burst. Here´s another

    External Content www.youtube.com
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    about the Ak47. The basics of operation are mostly the same with all AR´s.The Magazine looks rad but I don´t know about the proportions. To me it looks like only one row of bullets fits in there thus judging by the lenght of it, it has a capacity of 20 rounds max. From Pistols to Assault Rifles, magazines are made to fit in 2 rows, making more use of space and reducing the lenght of the magazine. Keep in mind that a magazine gets in your way when you fire from a prone position. That was a problem with the Stg44 for example.

    Again im using the G36 for comparison, you can check out any other ones as well from Ak47 to M16 STANAG mags.

    Looking forward to seeeing anew render mate, it´s beena while

  • Any male voice over actors here?

    • Sector-Effector
    • February 4, 2010 at 1:23 PM

    That is some fucking intense gameplay there. 40mm Launchers are just plain ftw! Too bad you didn´t plan on any kind of evil german fraction ;]

  • Frankfurt get together....part 2

    • Sector-Effector
    • February 3, 2010 at 12:35 AM

    How can you tell, because of the amazing detail? If that is so,

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    for you Rick. HP had a role in this i bet...

  • Frankfurt get together....part 2

    • Sector-Effector
    • February 3, 2010 at 12:19 AM

    Yeeyyy! It was awesome meeting you guys again, looking forward to more! Fingers crossed for you Francois! Let´s hope you´ll turn into a Frankcois.

    I won´t comment on the following however except that i shouldn´t leave my sketchbook on the table when going to the loo...

    [Blocked Image: http://img98.imageshack.us/img98/8042/luvfrommapcore.jpg]

  • WIP in WIP, post your level screenshots!

    • Sector-Effector
    • February 1, 2010 at 5:54 PM

    Here´s some stuff from "Volcano Bar" (this time not in pink ). We´re doing this one in our Crytek Lectures held by Sten Hübler and Alex Werner. The Task was to create a multiplayer racetrack and it´s my first experience with the Cry Engine. I am beginning to fall in love with Sandbox except for the file structure Concerning the racetrack it´s almost up to Beta except for the harbor part. I´ll pass it to E-Freak for the Art Pass ( He´s already pimped the spawn and village a bit ) tomorrow and then it should actually start looking pretty.

    Since there were no boundaries set storywise, It´s goes loosely like this: A bunch of psychobilly rockaby mercfehang out at the Volcano Bar when shit hits the fan and the North Koreans are staging a massive

    Assault on the Island which just happens to house an improvised Aircraft Carrier Harbor. The US ships will be leaving the Island and guess what, there´s only three places left so the mercenaries decide by who wins

    the race around the Island.

    If somebody knows a quick workaround on how to have the cars not explode that fast, the psychobillies and I would be grateful.

    It´s based on this and this Sketch.

    [Blocked Image: http://img535.imageshack.us/img535/957/vbarscr2.jpg]

    [Blocked Image: http://img196.imageshack.us/img196/7093/vbarscr1.jpg]

    Here´s a Runthrough:

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  • Frankfurt get together....part 2

    • Sector-Effector
    • January 31, 2010 at 10:42 PM
    Quote from Furyo

    I'm game for either one, granted I actually make it to Frankfurt as SNCF decided to go on strike again.... I'll let you guys know how that goes

    That´s a classic

    Sam´s is cool by me

  • EYE Assets

    • Sector-Effector
    • January 20, 2010 at 5:20 PM
    Quote

    Thank you for your comment. Yes of course go ahead, tell me. I'm a very beginner in weapons modeling so any advice would be very useful for me.

    Well cheerio then!

    I really like the Style of the Assault Rifle. It fits the Style i´ve seen in the EVE Concept Arts and Videos. Overall impressive scenes i´ve seen there

    My concerns are with the logic of how the rifle works. I don´t know much about the details of this gun so here are my assumptions according to the

    nature of the game and the looks of the model.

    The Rotten Gun is:

    - an Assault Rifle

    - is gas operated

    - Fires Assault Rifle ammunition like 5,56x45 OR caseless

    - has weaver rails and iron sights

    - has a magazine, chamber, barrel, buttstock, handguard, a breech with cocking handle and a body

    - has no muzzle flash hider ( why? )

    My critique is based on the fact that the Excidium also fires cased ammo. First thing that come to mind is:

    Where do the casings get out after the bullet was fired? Theres no "exhaust window" so basically this gun would fire one round only and then cease to function.

    You could of course say: Fuck dat, its the future, my gun fires caseless ammo like the HK G11!

    On Second the rifle needs a cocking handle.

    A gas operated AR works by chambering the first bullet manually, then fire and the gas that is created propells the bullet out of the barrel.

    Some of that gas is taken out of the barrel by the upper receiver which then bolts back the breech. The breech moves back, a new bullet

    is chambered and repeat.

    That´s it so far with the biggies, im still wondering however what that protector near the grip is for. The Rotten seems like a mix of an M14 in front and

    an AK47 in the back. Nice mix

    Hope this was helpful

    Cheers,

    _SE

  • EYE Assets

    • Sector-Effector
    • January 20, 2010 at 2:05 PM

    That´s some very sweet stuff here! I love the rugged look of the AR and the interceptor´s shape looks intimidating.

    Witha fair bit of weapon experience, there is a few logical errors i can spot with the guns. Let me know if you wanna

    hear it.

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