1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. c0w

Posts by c0w

  • Disney buys LucasArt, new STAR WARS

    • c0w
    • November 2, 2012 at 3:14 PM

    Here is an interesting little bit on this newest bit of news:

    Mark Hamill Talks Episode VII

  • WIP in WIP, post your level screenshots!

    • c0w
    • October 29, 2012 at 3:45 PM

    Nice to see some good old BSP still going. Is there still a crowd for Q3 maps?

  • Brutal Doom

    • c0w
    • October 29, 2012 at 3:43 PM

    Gotta say, that shit was pretty metal.

  • Mobile phones

    • c0w
    • September 25, 2012 at 11:53 PM

    Damn, there went my chance to even up the post count.

  • I tore apart "Zelda: Wind-Waker" on polycount

    • c0w
    • September 25, 2012 at 5:48 PM

    Nice work, a very interesting read.

  • Black Mesa Source

    • c0w
    • September 21, 2012 at 5:09 PM

    Yea on that same note, another thing that's nice is coming across health and suit chargers which are inoperative / not full. It gets your hopes up from further away, then when you get close... disappointment

  • Black Mesa Source

    • c0w
    • September 20, 2012 at 5:20 AM

    Just to elaborate.

    Getting stuck down a hole in most games: GODDAMNIT WHAT IS THIS SHIT

    Getting stuck down a hole in Half-Life: OH MY GOD WHAT DOES IT MEAN?

  • Black Mesa Source

    • c0w
    • September 20, 2012 at 5:18 AM

    I've been enjoying it a lot lately, it's the first game this year to make me giggle. c0a0 in particular. I don't know if I'll ever get back that first transit ride, but the environments have really gotten a nice treatment from Source. [and the wtf grate with the first barney broke the suspense for me for a moment. must be titanium... ]

    I'm currently on Residue Processing and it's so sweet. In particular the fast trips underwater, the traps, and that vertical drop where you need to scale down the pipes. You really do get into a different mode during some points in the game. I also love how as you travel along, certain enemies just disappear for a long time.

    It's just all so fucking well done. I just started thinking about that Mapcorian's article on RPS and...

    With an FPS, when you've taken away shooting, the only damn thing left that matters is level design. Gordon doesn't need to talk, shit, you don't even need any characters. Not when the environment becomes the central antagonist of your story. BMRF is all the character you need. Kudos to the mappers for doing such a great job on restoring the legendary Valve maps. My 2c.

  • WIP in WIP, post your level screenshots!

    • c0w
    • September 14, 2012 at 2:52 PM

    Lovin those 45 degree BSP's in the TF2 map. That's how ya do it!

  • Breaking Bad

    • c0w
    • September 4, 2012 at 4:56 PM

    I've only watched up to S05 E01, so the latest few posts I see are all black text . MUST NOT SPOIL FOR SELF

    I take it Walt is growing to be quite the egomaniac...

  • The random model thread!

    • c0w
    • June 17, 2012 at 6:10 PM

    Here is what I ended up with after following along with 3dbuzz's SOCOM pistol tutorial.

    When I came to the end of it, I realized that we weren't priming the model for game use. Would definitely have to trim down a bit on the tri-count, which rests around 29,900 =0 I kind of want to move on to something else, but what would it take for this to take to the next level? Go super high-poly? Or trim the fat and work on textures? Hmm.

    [Blocked Image: http://i.imgur.com/9m1iT.jpg]

    [Blocked Image: http://i.imgur.com/IBsQP.jpg]

  • UDK One-Texture Environment

    • c0w
    • May 11, 2012 at 9:57 AM

    I like this place.

  • WIP in WIP, post your level screenshots!

    • c0w
    • March 23, 2012 at 4:07 PM
    Quote from The Vulture

    I always get that crit. Is that the goal of every pic you take of a map? Making that area I had two paths in mind: The trenches or by the sandbags, both to provide a good amount of cover, but walking by the sandbags you can return fire easier but obviously more in the open to enemy fire. Area of interest should be the huge dome in the back... I don't really understand your drawing either. I try to design the map like Crytek designed Crysis, not trying to make a CoD level. Also it kinda feels like Devs are trying to hold the player's hand all throughout the game nowadays. Is it so bad with a moment of actual thinking on your own - "Hm, where am I supposed to go now?"[Blocked Image: http://img88.imageshack.us/img88/2453/42034804.jpg]

    You're over-thinking! Just block it in a bit so the eyes see bigger "chunks". Are we coming from the front? Or the back? If from the front, there's a road or a path. Unless it's a cocaine producing facility. Then there are no visual landmarks. If you put 1000 players in your level, more than half of them would miss your cocaine making building. Go ahead and sandbox the hell out of your level, but please plunk some breadcrumbs along the way for us n00bs is what 2dchris is saying . Btw, there's a lot more "walking space" than what's circled here. The more linear your game path, the more control you have on any events you can throw at the player...

    http://%7boption%7d

  • KoKos sketches thread

    • c0w
    • March 23, 2012 at 3:38 PM

    Hey. Check this out http://%7boption%7d Those two B&W line drawings look like they could be in print, in a book. "CHAPTER 4" etc.

    Have you worked on the monochromatic drawing again? I could see that as a loading / level screen for a sweeetass indie game ;D Try gamut masking yourself on a color wheel. It would be neat to see that minimal effect, but with 3 or 4 different colour tones. Then copy the 3 or 4 colors you like around the scene with different tints and shades. Jazzam Sorry, I saw what happened to the UDK scene ;(

    IMO, to improve the latest scene:

    1) You need to commit to the shape of what's going on with the right hand side. Is it a tree right in front of us?

    2) It needs a little bit more refinement. The black brush strokes on the lower left mushroom are pulling me out of the picture. Patching that one part would make it look finished.

    3) The archway naturally draws the eye and there's nothing there. Don't tease us like that! You should take advantage of that, to tell us what's further up the road. Maybe there is some kind of a silhouette, or maybe a tiny town far away on an opposite hillside....

  • Brand new great texture reference site

    • c0w
    • March 22, 2012 at 11:23 PM

    Crazy how a guy can be looking at the architecture of florence then imagine it all covered in ice with sci-fi panelling but retaining the shapes ;D Lots of good uses here, tx

  • Pintos photo thread

    • c0w
    • March 21, 2012 at 9:30 PM

    I snuck in the thread too. You're very talented dude. I'm curious- what do you shoot with?

    Quote

    ":bnju4rk4][Blocked Image: http://farm7.staticflickr.com/6228/6372253877_9e2bd9bf75_b.jpg]

    Damn. And where is this?

  • Dishonored

    • c0w
    • March 20, 2012 at 7:44 PM

    Cunning of you to point all that out that out e-freak... I tend to agree. My guess is they hired the guy who made City17 for the project for a reason. Because the people want more of it!

    I think what's bugging me is the dominant red/blue color palette. They're probably scared of making everything too rusty like it should be. You think we can hijack those strider suits?

  • Prometheus

    • c0w
    • March 20, 2012 at 7:22 PM

    I have a comment about the audio of the "Full Length" trailer... it had just the right amount of orchestral BRAAAAAR to it.

    You know, the kind that's real deep, and makes you wish you had two subwoofers sewn into the seat of your pants.

    The problem is these days that a lot of film trailer makers get lazy and abuse the BRAAAAR principle, and use it throughout the entire trailer. Not so here.

    For reference here is a trailer with too much"BWAAARRRR"

    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.

  • --> Low Budget Sci-Fi "GEMS" !!! <--

    • c0w
    • March 20, 2012 at 3:27 PM

    La Jetee

    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.

    Have you dudes seen this?

  • What have you purchased recently?

    • c0w
    • March 20, 2012 at 7:31 AM
    Quote from KoKo5oVaR

    [Blocked Image: http://www.contrepoints.org/wp-content/uploads/2011/05/Quebec-essence-dollar-300x200.jpg]

    Canadian money- goes fast!

Discord

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

Latest Posts

  1. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™