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  2. JoshuaC

Posts by JoshuaC

  • [TF2] koth_tomb Beta 2

    • JoshuaC
    • August 27, 2009 at 1:13 AM
    Quote from Tydax

    Great brushworking, although I don't like the Egyptian theme in TF2.But you should try to create 2 bases, a BLU one and a RED one, with team-couloured walls, some signs, etc. That's why I don't like the Egyptian theme, there's no difference between the two teams.

    You should also add some arrows to help the players getting to the point.

    Excellent work anyway.

    PS: You should put some thumbnails, everyone hasn't got a big screen (I do have one ).

    I really don't believe there will be too much confusion where the point is in Beta 2. Also I'm not sure how to do thumbnails.

    Beta 2 out!

  • [TF2] koth_tomb Beta 2

    • JoshuaC
    • August 25, 2009 at 10:24 PM

    Beta 2 Released!

    Download

    [email protected] and I'd be more than happy to answer any questions you have.

    --- Special Thanks ---

    http://www.couchathletics.com

    http://www.tf2maps.net

    http://www.mapcore.net

    http://www.interlopers.net

    Those who've given me suggestions on how to improve the map.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tomb/b2/koth_tomb_b20001.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tomb/b2/koth_tomb_b20002.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tomb/b2/koth_tomb_b20003.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tomb/b2/koth_tomb_b20004.jpg]

  • [TF2] koth_tomb Beta 1 Released!

    • JoshuaC
    • August 25, 2009 at 9:17 AM

    Not sure really but they look cool.

    Beta tomorrow.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tomb/b1/tombmenu.jpg]

  • [TF2] koth_tomb Beta 1 Released!

    • JoshuaC
    • August 24, 2009 at 5:03 AM

    Beta 1 Released!

    Download

    [email protected] and I'd be more than happy to answer any questions you have.

    --- Special Thanks ---

    http://www.couchathletics.com

    http://www.tf2maps.net

    http://www.mapcore.net

    http://www.interlopers.net

    Those who've given me suggestions on how to improve the map.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tomb/b1/koth_tomb_b10001.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tomb/b1/koth_tomb_b10002.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tomb/b1/koth_tomb_b10003.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tomb/b1/koth_tomb_b10004.jpg]

  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • August 12, 2009 at 10:16 AM
    Quote from JohnC

    Could use a fireplace or some such to fill the living room more.Keep going with the character. There's no toilet, so how about some toilet paper/stack of newspapers at one end of the dock? Maybe a Croc head with/instead of the antlers?

    The contest only allows TF2 and their swamp theme content. The content pack is unfortunately limited in what it has.

  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • August 12, 2009 at 9:18 AM

    Think it's basically done, but the deadline isn't till the 25th so I think I'll wait on it to see if I get any more ideas.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0003.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0004.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0006.jpg]

  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • August 11, 2009 at 8:22 PM
    Quote

    ":vyo8kxgo]JoshuaC, that looks nice but is it suposed to be just a scene, or a full blown playable map?

    The contest is purely about visuals.

  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • August 11, 2009 at 11:45 AM

    The work I've got done so far on my entry to TF2Maps.net's swamp theme contest.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0000.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0001.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0002.jpg]

  • [L4D Map Release] Bedroom Survival Beta 2

    • JoshuaC
    • June 28, 2009 at 9:42 AM

    Beta 2 out!

  • Left4Dead 2

    • JoshuaC
    • June 4, 2009 at 12:04 AM

    [Blocked Image: http://img.photobucket.com/albums/v696/Extreme_One/l4d2_pc_box_one1.jpg]

  • The random model thread!

    • JoshuaC
    • May 31, 2009 at 11:04 PM
    Quote from JeanPaul

    Not bad, are you just using TF2 textures?

    Yeah I extracted the wood and dirt textures, and I've been piecing them onto the stamped UV and then overlaying a baked AO map on top of it.

  • The random model thread!

    • JoshuaC
    • May 31, 2009 at 6:25 AM

    Another one.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tf2modeltest0003.jpg]

    This one was particularly hard to unwrap but I managed to get it done.

  • The random model thread!

    • JoshuaC
    • May 31, 2009 at 12:14 AM

    It's not much but hey I'm starting to get the hang of things.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/tf2modeltest0002.jpg]

    The texturing is a little stretched on the bottom but I think it came out pretty good.

  • [L4D Map Release] Bedroom Survival Beta 2

    • JoshuaC
    • May 21, 2009 at 7:57 PM
    Quote from popcornjake

    So how exactly did you achieve this? Playing around with proportions or by building everything quite large?

    Just scaled the models and brushes by a common percent. After that it was just like making an ordinary room.

  • [L4D Map Release] Bedroom Survival Beta 2

    • JoshuaC
    • May 20, 2009 at 1:31 AM

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/Bedroom/Beta%202%20Poster.png]

    *Note: poster isn't final*

    Download Mirrors

    Beta 2 is out! Fully VPK'd and ready for online play!.

    [email protected]

    --- Credits ---

    Models: Valve, JoshuaC.

    Materials: Valve, JoshuaC.

    Special Thanks to:

    KirstieC

    1SG_Heartless

    couchathletics.com

    hl2world.com

    mapcore.net

    l4dmods.com

    interlopers.net

    facepunch.com

    l4dmaps.net

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/Bedroom/l4d_sv_bedroom_b20002.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/Bedroom/l4d_sv_bedroom_b20003.jpg]

  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • May 17, 2009 at 2:13 AM

    Just re posting these here cause they got caught in the split.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/Bedroom/l4d_sv_bedroom_b1001.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/Bedroom/l4d_sv_bedroom_b1002.jpg]

  • SPLIT: L4D Tools Discussion

    • JoshuaC
    • May 16, 2009 at 10:43 PM

    Looks and feels like the same old hammer to me. Only thing that needed to be updated was the ability to load vpk's and a new set of compile tools. L4D's file structure differs quite greatly from other source games so that could be the reason it needed it's own set of everything.

  • SPLIT: L4D Tools Discussion

    • JoshuaC
    • May 16, 2009 at 8:32 PM
    Quote from Psy

    It took them this long to release an L4D SDK without any major changes to Hammer? Wowzer.

    What I find even more disappointing is the fact the game still won't be able to handle custom maps for a good few more weeks till they get it updated.

  • SPLIT: L4D Tools Discussion

    • JoshuaC
    • May 16, 2009 at 5:19 PM
    Quote from JeanPaul

    Because that would require a compile, and that would sort of defeat the purpose now wouldnt it?

    I'd like to be able to see the previous version of lighting in the editor so I could made adjustments to it. The lighting preview is nice but it's far from an accurate representation of what it looks like ingame.

  • SPLIT: L4D Tools Discussion

    • JoshuaC
    • May 16, 2009 at 8:03 AM

    Woah I like the lighting preview. Though I don't get why they can't just make it load lightmap data from the .bsp and overlay it in the editor for you to look at.

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