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. The Horse Strangler

Posts by The Horse Strangler

  • Crysis Map ~ Operation Codename: Vulcano

    • The Horse Strangler
    • July 8, 2008 at 2:22 AM
    Quote from m8nkey

    Surely the first CryEngine 2 spotlight?

    I agree.

  • May/June's Low Poly Contest: Robots

    • The Horse Strangler
    • June 9, 2008 at 8:51 PM

    Those should be the new sentry's for an engi, they seem to fit so well in that scene.

  • source I/O

    • The Horse Strangler
    • June 9, 2008 at 8:49 PM

    Sounds interesting as to what you're making, may I ask what?

  • UnrealEd with steam (finding materials)

    • The Horse Strangler
    • June 9, 2008 at 8:48 PM

    Huh? Oh nvm.

  • SOurce SDK : Pouring Rain

    • The Horse Strangler
    • June 9, 2008 at 8:48 PM

    That nice rain is a generated model, that only can collide with dev texture floors, which is more fail then AIDS.

  • ctf_quarry [release]

    • The Horse Strangler
    • June 9, 2008 at 8:46 PM

    Even more is hard enough, yet an uber helps, but sentry's down there are pretty in defeatable.

  • CP_Busytown

    • The Horse Strangler
    • June 9, 2008 at 8:45 PM

    Me too, lazy town was complete crap, I hope you blanaced the map far more then just gave it a makeover, it needs to be a bit smaller too. From the original I mean.

  • IT University Game Development 2008 project videos

    • The Horse Strangler
    • June 4, 2008 at 3:53 AM

    It's a collage In California, of Westwood. Not one of the best Game design collages, but not the worst!

  • Crysis Map ~ Vulcano [WIP]

    • The Horse Strangler
    • June 3, 2008 at 6:47 PM

    Great work On this Map HP, can't wait to play through it, heck it looks better than most of the maps in Crysis too.

  • [DoD:S] DoD_SovietS_rc1

    • The Horse Strangler
    • June 3, 2008 at 6:45 PM

    Pretty awesome if I might say.

  • [HL1 SP] Reissues (aka PQL3)

    • The Horse Strangler
    • June 3, 2008 at 6:45 PM

    For a HL1 mod, this was pretty good, great job guys.

  • IT University Game Development 2008 project videos

    • The Horse Strangler
    • June 3, 2008 at 6:44 PM
    Quote from Zacker

    The course is a part of the Media Technology and Games degree, which has two lines: Design and Analysis and Technology. The first is about game design and the second about programming which means that the games should not be judged too much on the visuals as there were no real artists.

    Then they will not be Properly Prepared. I teach a class, and the goal is to be artistic in your programming and Level design. Making it work is pie, but making it awesome is the challenge. We use source, and after 2 years, the games I've made with the students I had, were sadly alot better. I'd expect more from a 4 year class.

  • Gear Portal map pack V2

    • The Horse Strangler
    • May 26, 2008 at 12:09 PM

    Yeah, I'll give that a look at, it's really odd you ran into that. Thanks though!

  • Gear Portal map pack V2

    • The Horse Strangler
    • May 26, 2008 at 12:16 AM

    Whoa thats odd, we never had that happen to us in any playtests, how did it get there to begin with, did you fizzle your box or?

  • Gear Portal map pack V2

    • The Horse Strangler
    • May 25, 2008 at 2:41 AM
    Quote from Josch

    I downloaded it but just played a few minutes.That part I played was really nice

    I think I will continue playing this evening

    Further comments will be arriving soon

    Cool.

  • Separating TF2 textures from HL2 textures (Hammer)

    • The Horse Strangler
    • May 23, 2008 at 12:49 AM

    No, its still missing the much needed tool textures and alot of other misc textures like Test colors.

  • Gear Portal map pack V2

    • The Horse Strangler
    • May 21, 2008 at 10:55 PM

    Indeed it does.

  • Separating TF2 textures from HL2 textures (Hammer)

    • The Horse Strangler
    • May 21, 2008 at 8:57 PM

    There really isn't a way, you just have to Deal with it, I find that when I've used alot of textures in a single map, i tend to click the "textures used Box" Which shows the ones that are in the map at that time. Sadly there is no way to get rid of the Textures as the FGD requires H2 in it for the entity's.

  • [TF2] CP_REDSTONE - Beta 2

    • The Horse Strangler
    • May 21, 2008 at 8:54 PM
    Quote from skdr

    Yeah, it's supposed to be played with 20+ players.

    That's one of the greatest thing about TF2 maps, is the size they are meant for, aside that, this is a fantastic looking map, I've yet to play it, But hopefully I cant get this on a server with some friends. Great Job!

  • Gear Portal map pack V2

    • The Horse Strangler
    • May 21, 2008 at 8:44 PM
    Quote from Sentura

    just tried it out, and honestly, i'm not impressed. while the visuals are good (although not canon), the puzzles set the bar way too high in difficulty. i had a hard time figuring out what to do in some puzzles, and later on how to speed it up so you could make it within the required timespan. Add to that the numerous places you could get physically stuck, where i had to use noclip to be able to move. for the low gravity parts, you are offered no step by step tutorial on how it works other than simply watching how cubes float on a plane through a window. i also had a bug when trying out said low gravity chambers and i accidentally slipped a cube over some of that toxic waste. while i just watched the cube drift away, i realized there was no way i could get another cube from the hatch unless the first one was destroyed.for the sake of my mental health i decided to put off trying any more than the first two levels for good. i could give you a ton of examples where the linear progression jumps up and down to the point where you'll be stuck in awe because the rooms were too complex. or that the autosaves are too far inbetween. or that there is no sense of direction/goal in the levels i tried.

    if your target audience were japanese nerds a la asshole mario (

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    ), then you've hit the nail on the head. otherwise, find some testers and reshape this; too buggy, too complex, too difficult. i can't recommend anyone trying this out unless you have a wish for a temporary mental decapitation with a sideorder of frustration.

    Sorry you didn't Like it that much, we tried alot on it, but at the end we had an issue where we had so much that we had to break the map into two, which was the biggest contributor to breaking the Linear feeling. Yet we had designed the area in map 3 to be very non Linear, and allow the player to choose any room they would like to complete first.

    Seems like Non-Linearity is something most people don't like anymore...

    So with that the Initial gravity isn't at all hard to understand, I think when I hear the word gravity, it means it makes you flaot in some direction, and usally upwards, but I suppose that transition didn't work all that well within Portal. Much like a feature, this is something that is extremely new to Portal, and it's never been done, so as much as we designed it, we aren't yet masters at it, and therefore we're still working around alot of what we can do with it, and what we can't.

    As too the Japanese people, I'm not sure where you got that from... It's not that we Don't like them, it's just odd that you would state that as a Goal for us lol. But yes I do admit that gravity from Mario galaxy was something that also did factor this feature, because I found Mario Galaxy so damn awesome, But if you hate it then you can't really add anything on that side since you would hate it.

    But thanks though, I'm hoping myself to get through much of these bugs this week, and then release a patch with challenges included, and yes that means more difficulty, yet at the same time because were modders, we can make it as hard as we want, but not un-Defeatable that's for sure.

    Also it would of been a bit helpful where you found the bugs, and what you ran into. Thanks. You did mention one though yes, and that I never really noticed in playtesting. Mainly cause no one ever threw their block in that room, nor could they ever get it down there.... so thats really odd.

    Also that video was pretty funny, yet I see no comparison as to the difficulty in the map. We never had strict deaths in this one. I feel like we had more of that in map 1 then anything.

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™