1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Obsidian

Posts by Obsidian

  • dk_q3MC by Andrew 'dONKEY' Dunn

    • Obsidian
    • November 10, 2014 at 6:25 PM

    Pretty. Need some walls and some variance in height along those rocks.

  • On the Verge by Petr "HurracioDurrski" Švenda

    • Obsidian
    • November 10, 2014 at 6:19 PM
    Quote from HurracioDurrski

    i have some technical questions:


    do vertexes on patches split brushes ?


    can you overlap patches with brushes and sink patches into another patches ?


    also is there any way to make detail brushes have different outline color in 2D view ? like func_group is blue

    Display More


    No, patches do not split brushes. But you want to be careful about stuff like this, because they don't split brushes, you can end up with nasty T-junctions and "sparklie" artifacts in many situations where a patch meets a brush.


    Overlapping is same as above, yes you can do it, but it is ill advised for the same reason, you might be able to get away with hiding stuff, but in general, it's a much better idea to have the geometry match up with vertex points lining up between brushes and patches. T-junctions are the enemy.


    There isn't currently a way to make detail brushes a different colour in wireframe. You can filter them and toggle them on and off. Having them a different colour isn't a bad idea though and will pass this suggestion along.

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Obsidian
    • November 10, 2014 at 1:04 AM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Obsidian
    • November 6, 2014 at 5:03 AM

    I've been lurking for a while. Just dropping by to say that some of these maps are really coming along nicely! Us judges are going to have a lot of work to do trying to make up our minds on how to score all of these great looking maps. Keep it up guys, still a month left!

  • Out of the Box by Kaffeewunder

    • Obsidian
    • November 6, 2014 at 4:58 AM

    Hi! You might want to also take a look at this:


    http://sgq3-mapping.blogspot.ca/2009/01/using-…l-lightmap.html

  • Endurance By Greg "Flipout" Ward

    • Obsidian
    • November 6, 2014 at 4:48 AM

    Looks like cityy's bathroom.

  • DM-Reco by Conrad "Justin" Slawinski

    • Obsidian
    • November 6, 2014 at 4:44 AM

    IIRC, Q3Map2 does support vertex RGBA colours on model materials, but the ASE model format only supports RGB. This is why Q3Map2_fs was hacked to (somewhat incorrectly) use the RGB values on ASE models as the vertex alpha value. I believe if using other model formats like OBJ you can skip the use of Q3Map2_fs completely, but I've found getting OBJ materials out of 3ds Max and into Q3 difficult so I never investigated this further.


    Otherwise, sock has some great terrain tutorials that are defintely worth the read:

    http://www.simonoc.com/pages/articles.htm

  • About Advance GTKradiant Modeling.

    • Obsidian
    • September 25, 2013 at 5:50 PM

    GtkRadiant is still actively used for both commercial games and game mods. It is actively being developed and has a large community base.


    As with any game engine and level editor tools, just understanding how to use the tools to create a room simply isn't enough to call it "mastering". Creating detailed maps requires at least a basic understanding of level design theory, art and colour theory, lighting concepts, texture work and a shitload of experience. Keep at it, I think you just need more experience.


    Here are some screenshots from modern day maps of Quake 3/Quake Live (a game engine that is over a decade old, unmodified).


    [Blocked Image: http://www.cityyz.de/images/levels/inf/inf3.jpg]

    [Blocked Image: http://cityy.explicits.de/3d/images/levels/cc/cc2.jpg]

    [Blocked Image: http://www.lunaran.com/images/maps/large/lun3dm5_9.jpg]

    [Blocked Image: http://www.simonoc.com/images/design/concept/library_f04sd.jpg]

  • Tech Support

    • Obsidian
    • July 31, 2013 at 6:55 PM
    Quote from sven

    It will give you an idea of how dusty a computer can get.


    The absolute worst computers always belong to those who smoke. It's not just dusty, but caked with brown tarish goop. Smokers might be pursuaded to quit by taking a look inside their computers and realizing that that's what's going on inside their lungs. Ewwwwwww....


    [Blocked Image: http://images.topix.com/gallery/up-VHKI3QS6FFI3LKNC.jpg]

  • Favourite video game music!

    • Obsidian
    • April 20, 2013 at 6:16 AM

    Homeworld (I actually keep this soundtrack on my iPod):

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    (with one of the best uses of Adagio for Strings)Prince of Persia:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Favourite video game music!

    • Obsidian
    • April 19, 2013 at 8:50 PM

    Back before Medal of Honor became a beaten down old horse...

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    20 track playlist.

  • Doom (4)

    • Obsidian
    • April 9, 2013 at 3:23 AM
    Quote from Hipshot

    What you just said. Are you by any chance the quake-obsidian?

    You recognized me. I will now have to use my ninja skills to track you down. Prepare to be hunted. (Yeah I lurk here sometimes)

  • Doom (4)

    • Obsidian
    • April 4, 2013 at 4:44 PM

    I didn't think either of those games were terribly bad when compared to the average modern game. They were rather enjoyable single player experiences, though lacking in originality and replayability. It's more of an industry wide issue where SP games are treated with the "cinematic" focus where you can sit down for a few hours and gun your way though a FPS game as if you were playing a mildly interactive movie. Doom 3 and Rage were in absolutely no way any worse than the SP of say, Gears of War, Call of Duty, or even the Halo games. Nor were they any more inventive.

    The real issue is that I think people who come to play an id Software game expect the game to be fast, filled with carnange, and brutally hard. Recent id games are woefully missing the challenge and difficulty expected of them. If "Ultra-Violence" is too easy and "Nightmare" is even remotely possible to play, they're doing it wrong. They are also missing the labyrinth-like complex level design that were prevalent with earlier id titles. Early Doom and Quake titles didn't have a specific route that you were supposed to take, you were left on your own devices to explore the map and find your own way though dead ends and locked doors. But that type of gameplay conflicts with the cinematic type game which requires a certain level of linear gameplay. And that's why these new titles don't feel like an id game.

    I think id Software needs to abandon the whole cinematic game, they don't do it well, there is a plethora of competition in that segment, and many gamers are simply getting tired of that type of game. I'm not saying they should go to mindless Serious Sam type gameplay either. The classic id games had fast action but also required a certain level of thought to navigate through the mazes, managing health and ammo pickups, trying to find how to get to that top floor balcony above, trying to find out how to unlock that door to the next area, trying to save up ammo on the bigger guns for the boss fight, looking for secrets, solving the puzzle of switches, etc. Regardless, they're missing that classic id game soul and they'll have to abandon everything that they think a modern game should be and stop looking at the competition.

  • Your Favorite game intro

    • Obsidian
    • March 18, 2013 at 3:01 PM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • GtkRadiant 1.6.3 Released

    • Obsidian
    • November 5, 2012 at 6:08 AM

    [Blocked Image: http://icculus.org/gtkradiant/_images/radiantlogo.png]

    GtkRadiant 1.6.3

    Urban Terror support improved, QuakeLive support added.

    Quote

    The main item for this release is the addition of QuakeLive support. This includes support for the encrypted paks, and png textures support (including on models). bspc.exe (for bot navigation files), and a version of q3map2 with QuakeLive support is provided as well.The Urban Terror support has been improved as well. The default compiler for UrT is now the modified compiler that was release by FrozenSand, with the lighting model that UrT level designers are accustomed to.

    The installers are available in the downloads section.

    You are encouraged to run this latest version and if you experience any issues, you can report them here or on the IRC channel.

    Official GtkRadiant Site:

    http://icculus.org/gtkradiant/

    GitHub Project Page:

    https://github.com/TTimo/GtkRadiant

    Mailing List:

    http://icculus.org/m...info/gtkradiant

    Post your thoughts and bug reports below. Thanks.

    Filing a bug report:

    • Make sure to summarizes the problem.
    • Accurately describe how to reproduce the bug in precise steps. If it cannot be reproduced, it will be difficult to fix.
    • Precisely describe the observed result and the expected result.
    • Check your settings and configuration in case these are relevant to the problem.
    • Make sure you list your relevant hardware, operating system, version of GtkRadiant, or any other system information.
  • Becoming a Level Designer/Environment Artist

    • Obsidian
    • May 29, 2012 at 6:56 PM
    Quote from kanine01

    I know this is really just a bump, but does anyone know of some really good colleges where I can learn more about level design and game dev in general? Preferably on the East Coast of the U.S.

    The only college that I know of with a decent game developer program is SMU. It's expensive, hard to get in and may not be worth it considering that most people can just jump in with both feet and learn on their own. Most other colleges offers basic "game design" programs which don't teach you much of anything, they're just capitalizing on a bunch of kids who play CoD and think they want to be a game developer.

    Most professional game developers don't have a "game design" diploma or certificate. If anything, they probably have formal training in other related fields like a bachelors in computer science or from a visual arts program. I know a few with completely unrelated training, one who used to work as a school councillor with a degree in psychology.

  • GtkRadiant 1.6.2 (Stable Release)

    • Obsidian
    • May 29, 2012 at 5:31 PM

    [Blocked Image: http://robotrenegade.com/radiant/_images/radiantlogo.png]

    GtkRadiant 1.6.2

    Lots of news of late, so here's a brief rundown of what's been going on in the last few months:

    The GtkRadiant project team led by TTimo has been doing a lot of work recently with building a new stable release for GtkRadiant 1.6, fixing a number of issues and back-end improvements. The source code is now easily accessible on GitHub. The old QeRadiant site died a slow death so I had built an end-user site on RobotRenegade.com, that has now been moved to it's new official home on Icculus.org. A number of internal releases of the 1.6 branch were tested to solve some of the larger issues, and it has reached the point where it needs to reach a broader user base, so here is the new stable version.

    Quote

    GtkRadiant 1.6.2 is the current stable version. We encourage everyone to use this release and provide feedback. Expect possible stability issues, please report all bugs on the GitHub issue tracker for the project. For discussions of new features, resolving content problems, or simply saying hello, make sure to use the mailing list or the forum (Q3W LEM).GtkRadiant 1.6 is in active development, check back for details and updates. If you think you can help with the project with either programming or bug testing, feel free to join the mailing list to stay up to date with the latest developments and learn how you can help.

    You are encouraged to run this latest version and if you experience any issues, you can report them here or on the IRC channel. Note that there will be more focus on stability rather than new feature development right now, so feature requests probably won't be taking priority. It's already been recognized that a number of GtkRadiant 1.5 features are popular and they may be eventually ported over to the 1.6 branch.

    Link to the new official site of GtkRadiant:

    http://%7boption%7d

    GitHub Project Page:

    http://%7boption%7d

    Mailing List:

    http://%7boption%7d

    Download Link for Windows and Linux Binaries:

    http://%7boption%7d

    http://%7boption%7d (mirror)

    Post your thoughts and bug reports below. Thanks.

    Filing a bug report:


    • [*:19anfuhh]Make sure to summarizes the problem.
      [*:19anfuhh]Accurately describe how to reproduce the bug in precise steps. If it cannot be reproduced, it will be difficult to fix.
      [*:19anfuhh]Precisely describe the observed result and the expected result.
      [*:19anfuhh]Check your settings and configuration in case these are relevant to the problem.
      [*:19anfuhh]Make sure you list your relevant hardware, operating system, version of GtkRadiant, or any other system information.
  • Quake3World 20 Brush Contest 2012

    • Obsidian
    • April 13, 2012 at 4:38 AM

    Hi everyone,

    Quake3World is hosting a 20 Brush contest and I thought some people here might be interested in joining. Sadly, it's only for Quake 3 Arena so it's a little more game specific than the 20b contest that was hosted here.

    Link provided below to contest details:

    [Blocked Image: http://zero.robotrenegade.com/q3w/20blite.png]

    http://www.quake3world.com/forum/viewto ... 10&t=47456

    Cheers.

  • 20 Brush Challenge Voting: VISUALS

    • Obsidian
    • February 2, 2011 at 2:46 AM

    Hies!

    Congrats on the contest. No one told me about this place (evil glaring looks at Lunaran and KungFuSquirrel).

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™