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  2. vfig

Posts by vfig

  • The Door Challenge - 2018 - Submission Thread

    • vfig
    • August 20, 2018 at 4:14 PM

    Name: Andy DurdinWebsite: http://backslashn.comStory: A nuclear missile's headed your way. A nuclear bunker is right behind you. But its door is shut. You have two minutes to find a way inside.Engine: Source SDKDownload Link: https://drive.google.com/open?id=1w42Dn…KqOFV72CWExzw17 or door2_vfig.zipScreenshots:

    Video link:

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    Files

    door2_vfig.zip 3.15 MB – 147 Downloads
  • THE PERPETUAL TESTING CHALLENGE: SUBMISSION THREAD

    • vfig
    • May 20, 2012 at 1:11 PM

    Three Cube Tango

    http://%7boption%7d

    The content cannot be displayed because you do not have authorisation to view this content.

    The content cannot be displayed because it is no longer available.

    [attachment=0]bb shot1.jpg[/attachment]

    [attachment=1]bb in-editor.jpg[/attachment]

  • THE PERPETUAL TESTING CHALLENGE: Rules and Discussion!

    • vfig
    • May 12, 2012 at 6:09 PM

    This collection is a fantastic idea. The editor is so much better than Hammer for exploring puzzle possibilities, despite its limitations. The rapid iteration time is a godsend.

    I've made two chambers so far, both intended for this collection:

    Three Cube Tango (http://%7boption%7d)

    [Blocked Image: http://cloud.steampowered.com/ugc/594718559840004526/C8679FCF9A30BC387E7DBFCCFFE7A04FDD3C10CD/600x337.resizedimage]

    Island Hopping (http://%7boption%7d)

    [Blocked Image: http://cloud.steampowered.com/ugc/594718559845054141/9595B1F70FD68C88D7C89C67DBE3225E23DBF1AD/600x337.resizedimage]

    Any feedback is welcomed.

  • [TF2] pl_high_stakes

    • vfig
    • November 21, 2011 at 8:02 PM

    Hi guys, just thought I'd pimp a TF2 map I've just started.

    High Stakes — A new payload map for Team Fortress 2. High Stakes sees BLU escort a bomb cart over a high canyon, and ascend to where RED's luxury casino—and its hoard of cash—is situated.

    [Blocked Image: http://farm7.staticflickr.com/6044/6378448421_afdcee09dd_o.jpg]

    See more screenshots here

    There's a few bugs at the moment; please see the TF2Maps thread for details, and for the download link.

    I'm trying something different here, although it's not present in this first playable version. The map will be in five sections: two alternative starts, a common middle (the bridge in the screenshot), and two alternative ends. Which start and end you get will be a random selection when the map is loaded. The idea is to provide more longevity to the map by increasing its variety.

  • Deus Ex 3

    • vfig
    • September 21, 2011 at 9:25 PM
    Quote from Skjalg

    it actually was one of the first times I've played a good fps where killing wasn't fun at all. It actually left me with a bad taste in my mouth. Which I guess is real kudos to the story guys on this game, but sucks ass from a game play perspective.

    I actually liked that change--I suddenly

    Quote

    had a reason to play non-lethally, having been mostly killing people up to that point. After the first handful of guys in Panchaea, I decided that Jensen wasn't the kind of guy to shoot these people who, through no fault of their own, were now raving mad and attacking me. So (with a lot of difficulty, since I lacked the arsenal for it) I avoided or dealt with all the enemies there non-lethally.

    But then I chose the button to destroy Panchaea, so I guess they died anyway

  • WIP in WIP, post your level screenshots!

    • vfig
    • September 21, 2011 at 9:02 PM
    Quote from kanine01

    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.
    made a simple map for a Latin project at school.

    That's a neat way of doing your homework!

    I won't pick on the map, but on your choice of words: stone doesn't derive from Latin [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif] although it does have a cognate in stiria.

  • WIP in WIP, post your level screenshots!

    • vfig
    • June 10, 2011 at 9:17 PM
    Quote from Campaignjunkie

    turns out ropes and cables are broken in Portal 2 codebase, they just stay still and never move.

    Are you sure? I'm using ropes in a Portal 2 map, and they seem to be working fine.

    There is a longstanding issue in the Source multiplayer(since CS:S) where ropes won't always move correctly. It can be worked around: I usually parent the rope entities to a silent env_spark, which I then parent to whatever is moving.

  • THE DOOR CHALLENGE: Voting

    • vfig
    • May 26, 2011 at 11:48 PM

    Some very creative ideas coming out of this challenge. I liked it much better than the last couple of challenges.

    Unfortunately I couldn't figure out how to play any of the UDK entries, so I judged them all on their videos.

    Insta's is definitely my favourite. The puzzle is simple (and constrained) enough that I ended up bumping into the solution after flinging various objects at the camera in a vain attempt to break it. When the bucket stuck to the bin I thought at first it was a weird physics bug--but then the answer struck me, and I couldn't stop laughing.

    Zoltan's puzzle confused me. I was able to walk up the stairs and open the door without doing anything, whereupon it faded to black and said "Woohoo!" Is that the win condition? I doubt that's the intended solution

    Slowdevelopment: I completely failed to figure out how to activate the lasers, let alone what order they should go in. But I jumped past the angled portalable wall to where the far laser receptor is, and must have touched the win trigger, cause again it said I had won, when I hadn't really done anything.

    Campaignjunkie: entertaining idea (though the task bar was even more entertaining). I like the "Output OnFucked" sitting by the turrets as a warning. FWIW I didn't encounter any bugs while playing it. Also, thanks for the feedback on my puzzle. I probably did myself a disservice by only recording the direct solution, rather than going through the different spawnable objects--but if I had it would've spoilt the surprise halfway through. It also doesn't show the different feedback when you use only one or two canisters. But exploding the door is only one of three ways to solve the puzzle anyway

    Soleval: I really like the setup for the puzzles, with the key dropping into the grate--then going through endless trouble (albeit simple puzzles) to retrieve it.

    Puddy: Blown away. Doing a conversation tree like that is brave (or foolish); it did get a little tedious because the text was small, and it wasn't always obvious when one of the options had changed. I also found it odd that I didn't get the choice to thank any of the people who helped me. I enjoyed tracing the wire through the basement the most, even though it was hopelessly contrived.

  • THE DOOR CHALLENGE: Submission Thread

    • vfig
    • May 22, 2011 at 4:47 PM

    Here's my entry, for HL2:Episode 2.

    Download map, including source

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    [attachment=1]vfig_door1.jpg[/attachment]

    [attachment=0]vfig_door2.jpg[/attachment]

  • THE DOOR CHALLENGE: Rules and Discussion

    • vfig
    • May 14, 2011 at 11:02 PM

    My entry is now done and dusted. This was a good learning exercise, as I experimented with quite a few Source entities I'd never touched before, although I didn't end up using them all. I await the upload thread, but I'll leave you with this screenshot of the door for now. Such a pretty orange colour for the walls, eh?

  • THE CUBE CHALLENGE: The Results!

    • vfig
    • March 29, 2011 at 1:55 PM

    SamCom: Thanks for the vote! I wrote a bit about my process in making the map on my blog, but not really the technical details. Incidentally, I voted for your map, because I thought it made excellent use of the limited space and would have made a decent DM level for about 4 players.

    The infinite hallway—and all the other abnormal connections except the bridge—were done by duplicating some geometry in two places in the map. Each place had a trigger_teleport at the place where I wanted the switch to occur, an info_landmark (at precisely the same relative position to the geometry in each place), and and info_target at the same position as the other point's info_landmark.

    A trigger_teleport moves the player (and/or NPCs, physics props, etc) when it is either touched or trigged. Normally it moves the player to the exact location and angles as its destination info_target; but if you use an info_landmark as well, then the player's position and angles relative to the info_landmark are preserved after teleporting relative to the info_target.

    So when you reach the small building at one end of the arched path ("showtriggers 1" should show you where the teleport triggers are), you hit the trigger and are teleported to the building at the other end. I took care that the little bits of the world that you can see between the pillars from inside were similar enough that you wouldn't notice the transition. If you look carefully and hug the edges of the path you can actually see some differences, but they're small. If you noclip and fly past the central section of the map, you can see how similar the geometry on either side of the path is in each of the three sections of it. I introduced the fog to make the transition less noticeable also, and so that I didn't need to extend the path visually further than three sections.

    The transition inside the tower is done the same way, but obviously it was easy to make two parts of the inside of it appear identical, since the geometry was exactly the same. Similarly, if you found the ladder that leads down to the top of the tower, there's a teleport just after the u-bend there: the ladder actually takes you under the ground, where there is a blank white wall (that is indistinguishable from the fog) and a tiny section copied from the tower railing--all that you can see through the doorway. As you walk towards the door, you are teleported to the top of the tower; and as you walk back in the door, you are teleported back to the underground room.

  • THE CUBE CHALLENGE: Voting!

    • vfig
    • March 28, 2011 at 8:16 PM

    I realised yesterday that I'd forgotten to pack the colour correction table in my map *sigh*, so I apologise to those of you who tried it and only saw plain greys instead of the nicer (IMHO) red shading from the screenshots. Oh well. Now that the voting's over I've fixed the download.

  • THE CUBE CHALLENGE: The Results!

    • vfig
    • March 28, 2011 at 8:12 PM

    Congratulations. Minotauro's map is quite eye-catching.

  • THE CUBE CHALLENGE: Voting!

    • vfig
    • March 25, 2011 at 10:14 PM

    I forgot to include installation instructions with mine--I expect many of you will be familiar with installing source maps, but regardless:

    [*][*:2ac0f06d]Extract escherisch.bsp from the zip file into the following folder: Steam folder/steamapps/Your steam username/half-life 2 episode two/ep2/maps. If the maps folder does not exist, you will have to create it.
    [*:2ac0f06d]Run episode 2, go to the console, and type map escherisch[/list]

  • THE CUBE CHALLENGE: Rules and discussion

    • vfig
    • March 19, 2011 at 1:50 PM

    Well, I didn't end up posting any shots while this was still WIP, but here's a final screenshot of my entry "Escherisch" (HL2ep2).

    What began as an experiment with spaces that would seem larger than 1024x1024 ended up as a small maze-like village with nonlinear connections between areas (for example, you can get to the top of the tower, but the stairs up inside it lead somwehere other than there), and a section of the map that appears to be outside the 1024^3 cube, but isn't.

    I was very early constrained by not being able to get lightmaps to appear continuous at the odd connections, which led me to forgo actual lighting and instead experiment visually with strong shapes and tonal contrast. The result is not going to blow anyone away, but it's quite distinctive.

    [attachment=0]escherisch0002.jpg[/attachment]

  • THE CUBE CHALLENGE: Submission Thread

    • vfig
    • March 19, 2011 at 1:38 PM

    Escherisch

    Single player Half-Life 2 Episode Two map.

    The content cannot be displayed because it is no longer available. http://dl.dropbox.com/u/571452/mapcore/escherisch.zip

    Grid view (1024x1024x1024 playerclip boundary highlighted)

    [attachment=1]escherischgrid.png[/attachment]

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