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  1. Mapcore
  2. Tron

Posts by Tron

  • (UE4) Sci-fi Colony Bunk Room

    • Tron
    • September 15, 2014 at 2:50 AM

    With the idea of it being detachable and all the wood panelling this reminds me of a space caravan. In a good way.

  • WIP in WIP, post your level screenshots!

    • Tron
    • September 13, 2014 at 2:03 PM

    Zoomed the pictures so they were full screen and it's all perfectly viewable here.

    Really like that second shot Lemurr, The first shot doesn't sit quite right with me though. There's a nice sense of weight to the environment, except for where those I-beams meet the wall on the right,

  • DM-NewDamage [WiP] UE4 Whitebox Challenge

    • Tron
    • September 12, 2014 at 1:48 PM

    I really like all the bars and features blocking movement but allowing you to shoot through. Agree with people saying to increase some of the scale though, there are lots of positions where you seem to have put lots of thought into the views the player gets and how vulnerable they are in those positions, but only a couple of steps of movement between them. In a frantic firefight lots of the strategizing will just go out the window and at that point cramped spaces will just frustrate players.

  • WIP in WIP, post your level screenshots!

    • Tron
    • September 12, 2014 at 1:42 PM

    And a bossfight area. Fairly bog-standard "box room with pillars", but the classics are that for a reason.


    [Blocked Image: http://i.imgur.com/O4CATD4.jpg]

  • WIP in WIP, post your level screenshots!

    • Tron
    • September 11, 2014 at 1:39 AM
    Quote from holiestcows

    im not particularly looking for feedback, only posted because someone said keep posting maps. NMRiH generally has pretty dark environments, so having a tiny pic + white background makes it hard to see. In game, with the Post processing and Flashlight, its lit fine. Besides im just grey boxing a little test map to learn how the game plays out.

    Take a look at screenshots from commercially released games, you can always seem what's going on with them. There's nothing wrong with posting your shot with slightly boosted brightness so that the screenshot more accurately depicts what you'll see ingame.

    As for myself, bit of progress on my project:

    [Blocked Image: http://i.imgur.com/YMBBRB9.jpg]

    [Blocked Image: http://i.imgur.com/849MreC.jpg]

    Getting the broad shapes and feel in, will come back through later for a detail pass.

  • WIP in WIP, post your level screenshots!

    • Tron
    • September 5, 2014 at 3:43 PM

    [Blocked Image: http://i.imgur.com/KjNiThI.jpg]
    [Blocked Image: http://i.imgur.com/jTfgK2w.jpg]
    [Blocked Image: http://i.imgur.com/DFsl4BQ.jpg]


    Obviously ripping off Mars City pretty hard...

  • WIP in WIP, post your level screenshots!

    • Tron
    • August 8, 2014 at 4:31 PM

    [Blocked Image: http://www.mapsbytron.com/images/random-temp-stuff/lobby.jpg]No idea if anything will ever come of this, just had an itch to do some mapping after a long break so have been working on a style for a base.

  • WIP in WIP, post your level screenshots!

    • Tron
    • January 9, 2012 at 5:24 PM

    I know what he means, look at the windows for example, a very distinct tiling pattern, at least flip some of those textures around to introduce variation.

  • WIP in WIP, post your level screenshots!

    • Tron
    • December 31, 2011 at 3:19 PM
    Quote from RedYager

    [Blocked Image: http://img252.imageshack.us/img252/6319/2011123100006.jpg]

    Is that Source?!?!

  • l4d_yama

    • Tron
    • January 18, 2011 at 10:07 AM

    This is rapidly becoming L4D_Shenmue

    It's a good thing.

  • WIP in WIP, post your level screenshots!

    • Tron
    • December 2, 2010 at 4:27 PM

    If you want to keep all the planets I would firstly tone down the contrast on the planet with rings a bit more. As a general rule no part of anything you can see in the sky like that should be darker than the sky itself. Think about how the moon looks when you see it during the day.

    Then I would shrink those two planets (or moons as you have decided they will be) by a factor of ten at least. Making them quite small in the sky would actually increase the feeling of scale to the whole thing.

  • Where is my Mapcore !?

    • Tron
    • August 25, 2010 at 4:10 PM

    MapCore just got next gen.

  • Sci-fi apartment complex (WIP UDK Environment)

    • Tron
    • August 16, 2010 at 7:11 AM
    Quote from Minotauro

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_udkwip09.jpg]

    It's a minor detail, but that vent texture up the top right corner bugs me, the vent passes through the roof apparently.

  • [GoW] Embry Station - Beta now available

    • Tron
    • May 13, 2010 at 3:45 PM

    I don't have Gears of War installed at the moment so can't playtest this, but watched through the video. Gameplay wise things are pretty basic so I won't talk too much at that, it seems like what you are mainly going for here is the atmosphere. I will therefore comment more on that sort of thing.

    At the moment events are way too obviously triggered. The light happens to randomly flicker off just as you pass underneath, that guy happens to run into your field of view and get attacked just as you pass the conveniently located grate. Obviously those things need to be triggered to happen at the right time, but they have a very staged feel.

    To work out how those moments could emerge more naturally, lets look at the setting for the level. The subway has obviously been recently attacked, as demonstrated by the fact there are still survivors running around (well at least one until you see him get killed) and that fires are still burning in barrels. That being the case, the start of the level should be tense. You aren't exploring an abandoned tomb, you are stepping into a battle zone where an enemy could be behind any one of those pillars waiting for you.

    Since that is the case, emphasize it. Add sounds of distant fighting in. Earth tremors as explosions rock the tunnels. At the moment the light going out gives nothing to the player other than showing you know how to use a trigger. Why has it gone out? If it is because the lighting is all faulty, then have other lights flickering on and off. If you want it to be a clear consequence of the players entrance to that area then work out a reason why. Is that area badly damaged and unstable? If so make that obvious in the architecture and when the player steps into that first doorway make it clear the light has gone out because the entire area is unstable and dangerous and you shouldn't really be moving through it if you value your life.

    Alternatively alter the architecture so there is an inaccessible space above. An enemy spots your presence and in rushing out of that area to come and find you they knock the light out.

    The same principle applies to seeing the human attacked from behind the grate. Why do you happen to be there at precisely the right moment to witness it? The two main options are that your presence causes it to happen, or that there is lots of that type of thing going on right now and you are witnessing just one incident of many.

    Your presence causing it to happen is a harder one. Could be is the enemy who saw you earlier moving through that area to come to get you and chancing across the human hiding there? Or maybe you turn on some lights and that has the side effect of exposing him. Alternatively you could go the passive route, where you are just witnessing a random incident, which would stick out less if you already had the sounds of other distant fights going on in the background from the start of the level.

    The boss fight area is boring. The one area of cover is in the middle of the room, but that is where you want to draw the beserker anyway. I would make the area slightly larger, have pillars around the perimeter, and the region under the skylight completely open. That way when fighting the beserker conventionally you have lots of cover, but to get the upper hand requires you to take a risk and lure him out into the central open area where you yourself are more exposed.

    Just a few random thoughts.

  • University final year project Level - crit needed.

    • Tron
    • March 6, 2010 at 12:46 PM

    If you are going for suspense then you don't want the player to be able to see everything. That doesn't mean you have to make everything dark as in your first screenshot, rather get some contrast in the lighting. Get some structures in there that obstruct the players view slightly. Even just something basic like a few pillars here and there will help immensely if you want the player questioning what is lurking in the room with them. Large open environments like you have work best when they are contrasted with the type I just described. When the player enters one of these large open well lit rooms they should pause because they are so used to thinking something is lurking around that any apparently safe area looks like a trap.

  • WIP in WIP, post your level screenshots!

    • Tron
    • February 11, 2010 at 4:20 AM

    [Blocked Image: http://mapsbytron.com/images/random-temp-stuff/stroggos3.jpg]

    Just a little something I have been playing with for the last week or so.

    It's an Enemy Territory: Quake Wars map set on Stroggos. I'm trying to go for a bit of a desolate atmosphere, want the landscape to look kind of artificial as the Strogg have dug every last resource out of their own planet.

    Dunno how far I am going with this, just got an itch to play around with ETQW.

  • WIP in WIP, post your level screenshots!

    • Tron
    • April 8, 2009 at 10:31 AM
    Quote

    Albatros":3dui9y82]Thanks Narby for pointing that out again.As you said, you're marking some "typical" lines of collapsing walls there.

    I also do get your point and I do know that the typical line has to be the

    guideline in most of the places in a map. But I don't think it's that much

    of a contradiction to use bricks the way I do, taking your images as

    example...

    [Blocked Image: http://www.albatros44.de/aachen/a01a.JPG]

    [Blocked Image: http://www.albatros44.de/aachen/a01b.JPG]

    [Blocked Image: http://www.albatros44.de/aachen/a01c.JPG]

    [Blocked Image: http://www.albatros44.de/aachen/a01d.JPG]

    [Blocked Image: http://www.albatros44.de/aachen/a01e.JPG]

    Seriously, I don't think this is leading anywhere.

    P.S.: Basically, I can fix that one line, and it does need at least to have

    that gap closed, that much I admit . But there's always a why, why *that*

    particular set of bricks might have an additional support, and why *this*

    wall-bit looks out of place... it's just a matter of spotting it, accepting it

    as possible and leaving the rest to the author, as long as it's not totally

    out of place. My opinion, but I'll stick with it for now.

    Cheers,

    Til

    Display More

    Those sections you have highlighted don't go against anything Narby said, he was emphasizing how the forces on a collapsing wall will depend on how it was taken down. Almost all the sections you have highlighted are where the wall has sheered away as a result of the weight from the other structural failures.

    While you could made a technical case for exacting scenarios that would result in the arrangements you have used, they would be extremely unlikely and to many people it will make what you have there look un-natural. In such a beautiful scene that has some extremely realistic shapes it is a shame to shock the player out of the illusion by presenting them with an artificial looking form.

  • WIP in WIP, post your level screenshots!

    • Tron
    • March 4, 2009 at 11:19 AM

    That's nice, any chance of a wireframe?

  • The 'Core Sketch Thread!?

    • Tron
    • December 17, 2008 at 2:46 AM

    How do those joints work? It seems like the arm would permanently be stuck in that pose.

  • WIP in WIP, post your level screenshots!

    • Tron
    • December 17, 2008 at 2:44 AM

    Nice, Quake 3 engine has still got it!

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