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  2. Falc

Posts by Falc

  • [Crysis] Storm

    • Falc
    • February 1, 2011 at 5:52 PM

    After some weeks with lack of motivation, I finally made the long annouced gameplay video which you can watch below.

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    Knife by nonamed817(model), callofduty511(rig), yaxxo(animation) and me(Falc)(unwrap, texture and material settings).

    Here is a list of changes/things i've made :

    Hearbeat Sensor :

    As you can see, I've made a fully working heartbeat sensor including a map (which is similary to the HUD one) and a raw detector which indicades if there is a enemie inside of a raduis of 30m (the new maximal viewrange of the enemies).

    Technically is mostly done in C++. I cast up 60 rays (Raycast command) per frame to determine if there is a enemy. Also I created a second HUD Radar instace to bring up the Radar on the HBSensor Screen which was possible trought changes at the radar code (HUDRadar.cpp)

    Lightlevel :

    You might noticed a small rectangle on the lower right side. This is a indicator for the Player visibility/brightness. I wrote a custom Flowgraph node as a handler for Lightsources. Every Node belongs to one Lightsource and triggers Light/True or Dark/False (a single raycast is used for the vis check; all nodes get linked in Flowgraph to a central node which handles the AI Viewrange and the Lightlevel indicator.

    The system requires a additonal area trigger + shape for light spots (it was mathematically to hard for me to demitter if the player is inside the lightcone due the internal unit chaos of the cryengine) but is able to work stantalone with pointlights.

    Nothings else to say actually, I'm trying my best to finish Storm before the release of Crysis 2.

    Feel free for questions and suggestions!

  • [Crysis SP WIP] Ridge

    • Falc
    • November 9, 2010 at 5:15 PM

    Nice to see some other Crymodders around here.

    Good work, very well made terrain!

  • WIP in WIP, post your level screenshots!

    • Falc
    • November 7, 2010 at 7:26 PM

    Nice one PogoP, loving that sunshafts!

    [Blocked Image: http://dl.dropbox.com/u/11797191/concep2t.jpg]

    A Testlevel I did in 2 hours, using a terrain generator and a custom ToD.

  • [Crysis] Storm

    • Falc
    • October 27, 2010 at 8:02 PM

    Much, much, much thanks for this!

  • WIP in WIP, post your level screenshots!

    • Falc
    • October 26, 2010 at 9:52 PM

    [Blocked Image: http://dl.dropbox.com/u/11797191/farir.jpg]

  • [Crysis] Storm

    • Falc
    • October 26, 2010 at 5:19 PM
    Quote from FrieChamp

    What's with the filters?

    Quote from Chimeray

    About the 3rd, I think you should go in between what you did before, and now. As far as lightness/darkness is concerned. The grass is pretty much black now.

    This way? I just droped a pure raw ingame (okay some small resize is still there)picture now and disabled the cryengines one AA Shader and made the TOD settings some ticks brighter.

    [Blocked Image: http://dl.dropbox.com/u/11797191/bettar.jpg]

    Quote from Chimeray

    The 2nd one has a lot of potential, love the composition! There's a bright light shining in the cave though so there should be more contrast. A thin beam would be nice as well but don't overdo it.

    Nah, I prefere subtile lightning setting, because a subtile lightsetting leads to more ambience (in my opinion).

    Quote from Chimeray

    Not that it's that bad or anything (au contraire!), it's just missing that final little touch... Well, imo...

    Yes, the final touch, thats my biggest problem actually.

  • WIP in WIP, post your level screenshots!

    • Falc
    • October 18, 2010 at 4:09 PM
    Quote from 2d-chris

    If you want to get better with layout and game play, start by disabling all the fancy render stuff and look at the basics.1) disable all render setting except terrain and vegetation (in rollup bar)

    2) e_defaultmaterial 1 or r_texbindmode 5 alows you to see flat shading which really helps when figuring out geometry shapes

    3) work out a lighting TOD that fits your geometry and highlights your "routes or paths"

    Thanks a lot!

  • WIP in WIP, post your level screenshots!

    • Falc
    • October 17, 2010 at 8:52 PM

    Nah,I might be good on Lightning, but I still got a lack of skills in case of Placement and Layout.

  • WIP in WIP, post your level screenshots!

    • Falc
    • October 17, 2010 at 7:55 PM

    I wish I had your skills Vulture, nice one!

  • Urban American City Block

    • Falc
    • October 17, 2010 at 7:26 PM

    Thats a nice one! You could add some more variation on the brick textures and on the railing.

  • [Crysis] Storm

    • Falc
    • October 17, 2010 at 3:52 PM

    Okay some new Picturs, i'm still not done with all the stuff I want for the Video.

    [Blocked Image: http://dl.dropbox.com/u/11797191/storm%20pics/update/update1.jpg]

    [Blocked Image: http://dl.dropbox.com/u/11797191/storm%20pics/update/update2.jpg]

    [Blocked Image: http://dl.dropbox.com/u/11797191/storm%20pics/update/update3.jpg]

    The First one is taken at the Koreanoutpost (wich will be featured in the gameplay video). The Latern you see is complety physicalized and moves with the wind, wich makes a pretty cool effekt.

    Second one is taken at the entrance Actionbuble. I like the idea of a smooth trasition between rasing Storm/Sunset/Low Contrast/Yellowish Colors and Heavy Storm/Nighttime/High Contrast/Blueish Colors.

    Last one is a reworked version of the Picture I already take. I add a couple of objects and worked on the placing of the objects.

    Hope for some Feedback and Criticism.

  • [Crysis] Storm

    • Falc
    • September 21, 2010 at 10:28 PM

    Thanks for that Feedback guys!

    JeanPaul : Thanks! I'm unsure what do you mean exaclly, In any case I have disabled the additonal sharpen filter.

    FrieChamp : My acaully Story is about a hostage rescue. You play a guy called "Stigma" and your aim is to secure the hostages where taken by the Koreans, aftter a mysterious crash of a VTOL ( theses hoovering aircraft, picture of the crash included in my post above). In case of Coding : Storm will be a first-person stealht game. While the developing I experimenting with third and first person. I noticed that Third Person gaves you a better fairniss for the gameplay (because had a much better overall view), but a firstperson just fits better to a experinced focused mod like Storm. So I decided to code a Heartbeat Sensor (acaully working pretty well). But not like that one in MW2 or Rainbow Six, a more subtile way. My version just shows you that there is something in the raw direction where do you aim to. In case of lua, well the curent AI of Crysis acts too unfair for a stealth game. I modified the AI behaovirs (where are written in LUA) to fix this.

    e-freak : Thanks, I am planning a gameplayvideo at the end of the month.

    Seldoon182: Much thanks, I appreciate that.

    More screenshots soon, but I currently have some problems with Sandbox2, so please have some patience.

  • [Crysis] Storm

    • Falc
    • September 20, 2010 at 10:01 PM

    Hello MapCore!

    I want to show off my Mod/Level called "Storm", wich is my first serious Mapping Project (I did some unimportant stuff in Source before). The Map is now in development for a year, and I think the time is come to show this in a more professional forum than crymod.

    [Blocked Image: http://www.abload.de/img/update2z3hc.jpg]

    (Picture below is WiP)

    [Blocked Image: http://www.abload.de/img/yeahheql9.jpg]

    [Blocked Image: http://www.abload.de/img/update1f365.jpg]

    (Picture below is WiP)

    [Blocked Image: http://www.abload.de/img/faiarqmm2.jpg]

    My aim is to Create a unique Experience of Rain and Darkness. Currently, I am working on the Gameplay wich is focused on Stealth, and do stuff like C++ and LUA to get all of my ideas into the Project.

    I hope for good feedback and criticism!

    Falc

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