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  2. Erny

Posts by Erny

  • Dear Esther Getting Commercial Release

    • Erny
    • November 28, 2011 at 2:34 PM

    Just wow. Looks amazing. Looks twice amazing, considering its on souce engine (they might have updated it greatly since portal?).

    Too bad its not a game, but still a great visual treat. I would love an adventure\puzzle game like Riven made with similar quality visuals.

  • WIP in WIP, post your level screenshots!

    • Erny
    • November 25, 2011 at 3:27 PM

    OMG Hexen: Edge of Chaos is still alive!

  • Top games of the last 10 years?

    • Erny
    • November 24, 2011 at 5:45 AM

    Just get him Skyrim

  • State of Game Design 2011

    • Erny
    • November 21, 2011 at 10:05 AM

    The problem with CoD-alikes is not the respawning enemies per se, but the prohibitive leveldesign, where you are forced to solve the problem the exact way you are told, even if there are clear viable alternatives.

    "Go kill that mg nest with a grenade. No, RPG doesn't cut it, he is magically invulnerable to it. Throw a fucking grenade already, Ramirez!"

    "Flank those guys behind the barricade and kill them! No, headshotting them from here wont work, smartass, they will magically respawn. Ramirez, go f..." ALT-F4 [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]

    Now that's a fucking glaring consistency problem with your gamerules! Things suddenly stop to work just because your silly designer wants to force player to do his way and changes the rules on the fly. You cant fucking do that! Such gamemasters get punched in the face. (sorry, Im talking like this megaman-fan)

    Great megaman video. Thanks Bunglo :megaman:

  • State of Game Design 2011

    • Erny
    • November 17, 2011 at 8:19 AM
    Quote from D3ads

    Infinitely re-spawning enemies... any game developer responsible for this should be closed down and everyone drowned in the ocean. The only time this has worked was in System Shock 2...

    works in sandbox games just fine

  • The Elder Scrolls V: Skyrim

    • Erny
    • November 17, 2011 at 8:15 AM
    Quote from Izuno

    So shit, I gotta play on PS3 or 360.

    Well I would suggest against console versions, not only they look worse, you also lose the ability to mod the game and replay later with addition of good mods that are sure to come. Mods even made Oblivion into a decent RPG with proper balance instead of autolevelling on everything.

  • The Elder Scrolls V: Skyrim

    • Erny
    • November 15, 2011 at 1:37 PM
    Quote from knj

    this still looks a lot like Follout 3, of coure it is polished nad improved but when i see some YT videos, this is just fallout and F3 wasn't the best looking game at it time

    I agree that terrain in places looks exactly like F3 (same engine same artists duh). Its many otyher things - textures, animations - the moment you see it you know its Bethesda game.

    Or you can look at another gamebryo powered rpg - Divinity2 - same setting, very similar fantasy style, but looks quiet different from Bethesda games.

  • The Elder Scrolls V: Skyrim

    • Erny
    • November 13, 2011 at 7:29 AM
    Quote from Pericolos0

    Are you sure you are playing Skyrim lol, have you even looked at the characters and textures?. Seriously though the art in this game is very bad, but from a technical point of view I think it's well constructed .

    They aren't going for a pretty fantasy art style, but instead a darker, dirtier and more realistic medieval look which works perfectly.

    Not to say there are no ugly places or some bad designs or rendering preblems... http://cloud.steampowered.com/ugc/59695 ... 951189FF2/

    http://cloud.steampowered.com/ugc/59582 ... D9B23229B/

    But overall the game looks good.

  • State of Game Design 2011

    • Erny
    • November 13, 2011 at 12:17 AM

    But QTEs are not bad. They are perfectly normal challenges that require timely reaction and performing a sequence of actions. Its same core mechanics that drives most games - press a combination of buttons in time - just packaged slightly differently, which is justified because QTEs are used in no-routine situations.

    It had simply become 'trendy' to diss QTEs without any meaningful arguments why this type of gameplay is bad.

  • Abandoned Shack in Progress

    • Erny
    • March 2, 2010 at 1:54 AM

    Looks really nice, interesting clean style. But you need to add windowframes. :megaman:

  • MP level design for conosles: whats different from PC

    • Erny
    • February 6, 2009 at 12:32 PM

    thanx e-freak, thats a good point

  • MP level design for conosles: whats different from PC

    • Erny
    • February 4, 2009 at 10:57 AM

    Hi there. Basically the question is in the topic

    Im wondering what are the main differences in Multiplayer level design for console games from PC ones

    what comes to mind first:

    - less vertical layouts (for controller reason)

    - more resource savvy (to ensure smooth framerates), especially for games with spilt-screen

    ...

    would like to hear from guys with work experience on console shooters and from console gamers aswell

    :megaman:

  • [MP2] 7th Serpent: Genesis

    • Erny
    • December 4, 2008 at 10:55 PM

    Pro-looking mod and maps. very impressive work

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