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  2. Leon_Kilean

Posts by Leon_Kilean

  • THE CUBE CHALLENGE: Rules and discussion

    • Leon_Kilean
    • March 11, 2011 at 7:55 PM

    Durrrr I killed my graphics card so I doubt I can finish my map for this compo. Well I´ll definately use it, eventually, merge it into my other projects.

    [Blocked Image: http://serialconsign.com/images/2007/08/red-room.jpg]

    ..and as a reminder, my level´s wip: http://i257.photobucket.com/albums/hh224/L…cklodge0001.jpg

    So its Black Lodge from Twin Peaks.

    I made a funky transition into the level, to get around the 1024x1024´s movement restriction. It had two levels/layers, and holes on both´s floors, and the idea was, you can drop down from the top level to the bottom one, but when you drop down from the bottom one, it teleports you so that you drop into the top layer.

    --worked fairly well in-game, and it had that Black Lodgeish nonsense dreamy feel to it, which is great.

    Campaign, really digging the idea in your level, looking forward to the release!

  • THE CUBE CHALLENGE: Rules and discussion

    • Leon_Kilean
    • March 1, 2011 at 7:57 PM

    Custom assets are ok yeah?

    Heavily WIP, but it gets the mood right:

    Scrermndhjhot11

    Screnshhhiot2

    scraaaagh3

    Ho-ho-ho

    PS. If CampaignJunkie was serious about Singleplayer, I could do a pretty badass sp level out of this. Whatcha think?

  • 20 Brush Challenge - THE RESULTS!

    • Leon_Kilean
    • January 26, 2011 at 4:52 PM

    Oh yey I got into the winners, surprised me just now (I havent counted the poll votes before =P). Visuals, ohoh, I guess the 2d work did its thing afterall. Im so shallow.. =D

    Thanks!

  • 20 Brush Challenge Voting: OVERALL

    • Leon_Kilean
    • January 26, 2011 at 4:42 PM

    Renoooo thanks for the epic commentary on all the levels, that alone made it worth of participating on this! Now, afterwards, I gotta admit I should´ve focused on less gimmickry and more pure design. The map (dm_20b) was pretty different in the start, it was more elegant, but I just went more and more crazy and random with it.. well, it was worth it anyways.. Without intent of asskissery, yours and JamesKing´s levels are my faves.

    Shard has a really ballsy design, which I dig.. Well, I said its one of my fave levels, but I cant test it at the moment. BUT for the visual design, I find it really badass. Love the aggresive, piercing look of it.

    Monotone Heights looks AND works really great, the one thing that bothers me is the colours and/or the light setup, doesnt connect too well in my eyes, but its not bad anyways. In my mind, this is the overall strongest of the bunch.

    Barragan is a cool idea, and looks exactly like its source. I should try to replicate some painting or architectural design sometimes, sounds like a ton of fun.

  • 20 Brush Challenge Voting: BRUSHWORK

    • Leon_Kilean
    • January 24, 2011 at 10:23 AM

    To me, its not about the complexity, but the unique design, and James defo got my vote.

  • "20 Brush" level compo! WIP / discussion thread

    • Leon_Kilean
    • January 21, 2011 at 1:50 PM

    I dig the crazy-aggressive design, James. Plus the Tron-level´s mine, not 2dChris´s. The colours do change around, and the brushes move around just a bit, in-game.

    Okey I finished my level, posted it into the submission thread, if anyone´s interested in seeing what it turned out like. I got rid of the Tron-ish vibe and returned to the crazy Mario-thing I was looking for.. there´s a glitch or two in the level that I dont like, but I hope nobody notices those.. and, yeah.

  • THE 20 BRUSH CHALLENGE: Submission Thread

    • Leon_Kilean
    • January 21, 2011 at 1:43 PM

    DM_20B

    DOWNLOAD LINK

    pretty pic

    [Blocked Image: http://i257.photobucket.com/albums/hh224/Leon_Kilean/dm20b_beauty.jpg]

    layoutish but also quite pretty

    [Blocked Image: http://i257.photobucket.com/albums/hh224/Leon_Kilean/dm_20blayout.jpg]

    a photoshopped proof picture (hoh-hoh) that is pretty

    [Blocked Image: http://i257.photobucket.com/albums/hh224/Leon_Kilean/dm_20bproof.jpg]

    Info: I decided to take everything out of the 20 brushes as good as I could.. so the level´s layout changes a little, the brushes move, then the textures are mostly animated and the light glows change colour. There´s also a few crazy techno/chipmunk pieces in the background, to get into the mentally unstable mood of deathmatch gameplay. The level features 20 brushes for the actual level, and 7 extra "non-existent" brushes used for tools, ie. skybox and a trigger_hurt for falling off the level.

    Credits:

    Map, skybox and textures: Henri Tervapuro

    2d references from CgTextures


    Song clips from Freeplaymusic:


    "Cement Mittens"

    Composed by:Sergei Stern

    Published by: Freeplaymusic, BMI


    "Dark Force"

    Composed by:Dean Barrett & Judy Whittaker

    Published by: Freeplaymusic, BMI

  • "20 Brush" level compo! WIP / discussion thread

    • Leon_Kilean
    • January 15, 2011 at 9:45 AM

    I really dig Reno´s design, lots of funky shapes to fight around.

    Wont the pillar underneath cut off to the skybox rather badly, since you ment it to be a skyscraper?

    Then again you can blend that away atleast a little with a transparent texture that fades away from the bottom.. I´d imagine.

    2d-Chris, I was thinking about Mario Kart (rainbow road FTW) when doing the glowy stuff and the skybox, but it turned out very Tron-ish. =P

  • "20 Brush" level compo! WIP / discussion thread

    • Leon_Kilean
    • January 14, 2011 at 10:30 AM

    I dont like the AO look, but I dont like the grungy concrete either, so I guess I´ll experiment with the texture look a bit more. The glowy edges I think I´ll keep.. its a bit Tron-ripoffish I guess, havent seen the movie, but I figured the trailers must´ve influenced me. So Im not too happy about THAT either, but ah well. =D

    [Blocked Image: http://i257.photobucket.com/albums/hh224/Leon_Kilean/WIP5.jpg]

    Defined the brushes more.. added length, adjusted their movement speed, stuff like that. And I put together a glowing city underneath via some photo resources.

    I imagine its fairly fun to run around and shoot in there, its a rather old-schoolish level. Just that I have to figure out how to get the materials look sharp and good enough from close by (now they look a bit blurry and boring from nearby, hence, I might skip the overdetailed concrete thing)

    PS. Sorry about uploading so many shots. I guess I was excited about the level, worked out pretty fast. Now I´ll take a rest tho.

  • "20 Brush" level compo! WIP / discussion thread

    • Leon_Kilean
    • January 13, 2011 at 8:41 PM

    And here then, worked on this in the afternoon for a good 3-4 hours, most of that went into the textures:

    [Blocked Image: http://i257.photobucket.com/albums/hh224/Leon_Kilean/WIP3-1.jpg]

    This IS 20 brushes, I´ve just clipped the brushes into more than 6 sides.

    And the reason the textures align that well, is they´re actually "skinned" on top of the different brush faces.. the main floor is 4096x4096, but seems to run just fine. The only downside with that, is that from closer by, they´re a tad bit blurry... I might be able to help on that with macro textures tho. OH and the reason the layout and the colours are different in each shot, is because the map constantly changes form and colour (material proxies and func_doors).

    I just have to fix a bug or two, and add some final spiff on that.

    PS. Its a HL2DM map right now, couldnt think anything more creative.. =P

    PPS. To further explain the "skinning on brush faces", here´s one of the textures:

    [Blocked Image: http://i257.photobucket.com/albums/hh224/Leon_Kilean/WIP4-1.jpg]

    PPPPPPPSSSSS. I did keep the original day version of the skybox as well, if anybody wants that, for..something? Or the night version. 2048x2048.

  • "20 Brush" level compo! WIP / discussion thread

    • Leon_Kilean
    • January 13, 2011 at 12:05 PM

    [Blocked Image: http://i257.photobucket.com/albums/hh224/Leon_Kilean/WIP2.jpg]

    Getting there, slowly. I need to refine the geometry a bit... and Im not happy with the skybox´s colours (the bottom is supposed to be oceany, but the light cyan feels odd)

  • "20 Brush" level compo! WIP / discussion thread

    • Leon_Kilean
    • January 13, 2011 at 9:51 AM

    You guys dig WIPs? Well there´s plenty to come.

    Since the displacements are so expensive, I´ll skip my idea of building a Gigerish penis-alien for a level, and I´ll go with a minimal floating cube-level,

    something Im not too keen on since its the first thing to come in mind with a competition like this.. But I´ll work like the devil on the textures -something Im pretty good at- so it´ll be interesting for me, how spiffy I can make out of this simple design.

    [Blocked Image: http://i257.photobucket.com/albums/hh224/L…ean/20bWIP1.jpg]

    The design was a simple 30min job, plus I added greyscale textures around that align somewhat according to the geometry... Next starts the texturing then.

    PS. (The test for the Giger-alien-thing)

  • "20 Brush" level compo! WIP / discussion thread

    • Leon_Kilean
    • January 12, 2011 at 5:20 PM

    Heya, this seems like a interesting idea, aaaand I have an inspiration for something, but just that I have to nitpick and confirm the rules.

    (with Source engine btw)

    --The way I read the rules is that if I have one displacement face, it counts as a whole brush.

    If I have a cube brush (6 faces), and I make a displacement out of that, all 6 faces, it counts as a single brush, or..?

    Since the facecount of a brush doesnt matter, I take it a 6-faced displacement cube counts as a single brush.

    --And that, you´ve ruled out displacement terrain, so only for structural use.

    So does something not wholly organic, but not fully strucural, count? Biomechanical.

    I imagine the terrain rule goes for mountains and hayfields.

    cheeers

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