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. RaVaGe

Posts by RaVaGe

  • Corona Virus

    • RaVaGe
    • March 28, 2020 at 10:27 AM
    Quote from 0kelvin

    8 hours ago, 0kelvin said: https://off-guardian.org/2020/03/24/12-…MrgFGqBkdWvCjDP

    For some reason some scientists are skeptical about this crisis. I really don't understand what made this particular virus cause this global crisis that is making all governments say that ppl should stay at home until it is safe to go out.

    Hospitals are full ?

  • Half-Life Alyx

    • RaVaGe
    • March 6, 2020 at 8:04 PM

    Spoiler alert


    Spoiler Eli dies at the end

  • Mexico fights swine flu with 'pandemic potential'

    • RaVaGe
    • March 6, 2020 at 7:52 PM

    Damn, should we still be scared of that mexican flu too ?

  • RaVaGe's real life WIP

    • RaVaGe
    • December 21, 2019 at 10:25 PM

    fck fmpone

  • What's going on with your life?

    • RaVaGe
    • July 27, 2019 at 8:13 AM

    Dadcore,

    A place for level design and diaper removals. (but more about diaper removals tho)

  • Prodeus (random dev stuff)

    • RaVaGe
    • July 16, 2019 at 7:11 AM
    Quote from General Vivi

    3 hours ago, General Vivi said: [Blocked Image: https://pbs.twimg.com/media/D_j27oFXoAAb7Yn.jpg]

    As much I like it, I think the lighting is a bit unfocused, on your top screen you can clearly see the door with no probs, here the constant red hue is making the whole thing kinda bland, and the door isn't as obvious as before, idk if it's an issue on its own, but you should probably use another color for objectives, or simply tame down that red color in the unneeded areas.

  • Villains lair

    • RaVaGe
    • June 15, 2019 at 8:09 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.

    Check dis

  • Congrats Canada :D!

    • RaVaGe
    • June 15, 2019 at 8:06 PM

    Thank you.

    heck i'm not even canadian and hate basketball

  • WIP in WIP, post your level screenshots!

    • RaVaGe
    • June 10, 2019 at 2:21 PM


    I have to improve my UE4 skillz, works great to show a project to my customers. Plan to use it for VR too, still need a long way to go ahah

  • WIP in WIP, post your level screenshots!

    • RaVaGe
    • May 8, 2019 at 5:19 PM
    Quote from fewseb

    On 5/1/2019 at 5:52 AM, fewseb said: Im open to criticism and feedback, ive already looked at different ways of changing the stairs so they might flow better. However, as anybody whos ever posted their map on reddit or the steam workshop would know, there are different kinds of feedback and not all of it is helpful, this is one of those time where it was not helpful. He did not offer any potential solutions or changes, he just said it was wrong/bad and left it at that. Thats about one notch above the kind of feedback you get on the workshop telling an area of a map is shit and you should just delete all of it.

    I also find it humorous that so much time was delegated to an area of my map that is ruffly equivalent to this part of dust2.

    Its like saying that areas too messy and it distracts the player, sure it might, but its not that important.

    I originally made the stair post because I thought it was a could example of how far an area could go with a single mapping session to make it look better and more believable as well as what game-play affects its might have. I also wanted to share the process of how concrete stairs were made because it was tough to find and Ive seen several instances where mappers just had to guess how. It was a fun fact, that whole post was just supposed to be a minor fun fact about stairs and what I did to improve an area visually.

    I also find it funny how his whole point in doing this was to teach me some kind of lesson or put me in my place because of my posts in the Overwatch thread, the first one I made there was pretty mean spirited because I hadnt thought about the fact that people who actually worked on Havana were the ones who posted it, and I was genuinely sorry to have offended those peoples map that they had poured hours into against a tight deadline.

    Every other post I made on that thread however was me questioning why they did certain things and why they didnt do others, we disagreed in the end but I accepted they had to work under constraints that most CSGO mappers dont have to deal with.

    Meanwhile Mr. Carpenter replied with a simple STFU, called me an amateur and then half-agreed with me but said I was being mean, which was true.

    The funny part is while I was rude at first, I contributed what I thought could be different and gave suggestions, they responded and that was the end, he never suggested anything other then to look into detail density, which at a cursory glance on google doesnt bring up much, had nothing to say when I responded then acted like he had just owned me.

    So now im going to say, 1. Im sorry for being rude on one post in the Overwatch thread, I didnt think about who would read it and how they would be affected by it. and 2. Im sorry I posted a fun fact about stairs, clearly I didnt know what I was getting my self into when it came to stairs.

    Id like it if my next post could be an actual WIP pictures for my map instead having to argue about the proper balance of rebar and stair in a public walkway.

    Display More

    http://www.nodraw.net/2010/08/tf2-density-of-detailing/

    http://magnarj.net/article_funclight.html

    Two nice articles speaking about player guidance, one is explaining how to work by opposition, declutter instead of adding more, one is explaining a technique about how to emphasize key elements, with lighting, but it could be props/textures/overlays etc.

    Source is great for level designers who are starting out, because of its rendering limitations, it's important to alocate the limited amout of elements you have to the right area of your map. In those new engines, it's easy to lose focus and overcomplexify your design, which is going to bring troubles when the players aren't doing what they're meant to.

    It's important to understand that adding more details in a map doesn't necessarily means that it's adding any significant value, when you're playing an entertaining game, how many times do you take the time to look at the stair design in a building ? The key is to put the work on the most important part of your map, and simplfiy the rest as much as you can. If the stair is the most important element, then overdetail it, but in your case it is not. The emphasize should be put on where the ennemies are going to come from.

    Now it depends of the game, but if you're working on a Valve game, those are the rule for efficient LD.

    I'm not going to say what you've got to do, you're the level designer, it's your job not mine, i'm only pointing out a flaw in your design, and that's the only feedback you need as a LD, don't listen to the feedback, listen to the complains instead, i'd rather listen to someone telling me it's shit, than hearing someone who never opened hammer explaining me how to make my map. (Listen to me though).

  • WIP in WIP, post your level screenshots!

    • RaVaGe
    • April 28, 2019 at 8:45 PM
    Quote from fewseb

    1 hour ago, fewseb said: Given that this is your first reply to the WIP thread since August 2018 and it just so happens to be on my 3 week old post thats 2 pages back from the most recent page, no likes or replies to any others, I really got say why are you "losing your time" on me. But then again, im just an "Amateur" so what do I know.

    Actually I check it from time to time, but when I saw your post I thought "I'd better give him a feedback like the way he does" ;)

  • WIP in WIP, post your level screenshots!

    • RaVaGe
    • April 28, 2019 at 6:06 PM
    Quote from fewseb

    1 hour ago, fewseb said: Still hung up from the Overwatch thread are we? Ive already explained this before, but ill explain this again, its not about realism its about details, the first image didnt properly convey the area, it didnt look good and actually look fairly uncanny from certain angles, the stairs in the second images help to properly convey whats going on in the area and looks better (not great hence why it was changed further). If I was going for realistic then half the map wouldnt exist because of how fucked the infrastructure would be, I like to put in the details that make an area explainable and the world believable, but that does not mean sacrificing gameplay for making it an accurate representation of the real world. If that was the case there wouldnt be any random cover crates just lying around and the map wouldn't have any height variation at all given its urban setting.


    Its valid criticism, its just not accurate to what I do.

    Details/realism, whatever, what i'm saying is you don't put the focus on the right things. But whatever, I don't even know why i'm even losing time with you.

  • WIP in WIP, post your level screenshots!

    • RaVaGe
    • April 28, 2019 at 4:27 PM
    Quote from fewseb

    On 4/12/2019 at 8:53 PM, fewseb said: Before and after for some stairs leading from T-spawn to a main area of conflict. The idea between the two separate stairs is that the farther side is more advantageous for Ts to peak with, but makes more noise when running, while the concrete side is quieter but gives the cts the advantage when peaking.

    The right side was originally a bunch of metal grate textures and basic geometry, with a low res brick filling beneath. I managed to find a comprehensive guide on how concrete stairs are actually made and got around to reworking the right side as metal rebar used to reinforce the eventual concrete, with a plywood base. The rebar work was left unfinished as to explain why one side was already pored and set, while the other was still exposed.


    You should try to learn the principles of density of detailing, on the left picture, the first thing people are going to notice is the barn with the two doors, on the right one, the overly detailled stair is the first thing that stands out. Do that kind of detailling on all your map, and you will end up with something completely unreadable, it's useless, doesn't help the player to take a good decision, and doesn't looks that good tbh.

    At some point your passion for realism will prevent you to make better maps.

  • Overwatch

    • RaVaGe
    • April 20, 2019 at 10:39 PM

    OFC it's a valid criticism, it's just his way of developing his point that makes him looks overly pretentious, each game has its own flaw, balancing gameplay and art has never been an easy task, especially when there's a huge time constrains behind it, and I think Overwatch is doing a great job at it, now ofc I always thought route 66 never really made any sense, but look at Badwater for example, its layout make no sense at all either, yet it's one of the best map ever created imo.

    Gameplay > Art > Logic.

  • Overwatch

    • RaVaGe
    • April 20, 2019 at 2:42 PM

    ITT : Amateurs teaching top-tier LD how to make maps.

  • Overwatch

    • RaVaGe
    • April 19, 2019 at 8:55 AM
    Quote from fewseb

    1 hour ago, fewseb said: Wowee once again we are treated to the "1920s-1980s building and fashion styles that would be over a 100 years old at this point in the game but hey its the 2070s just slap some blue lights on everything" style of map


    All the cars look like older models from the 19th century, but now they float!

    All the signs and ads are painted directly on the building, even though that style died out because of how quickly it fades and peals, but hey its now with robots!

    All the buildings look they are from an age long since past, even though newer architecture tends to overtake older buildings fairly quickly in larger cities and this is set in 2070s (fair enough for Cuba though)


    That said I appreciate that they actually seemed to figure out that roads are supposed to lead somewhere, not just from attackers first spawn to defenders last spawn, and while it is a bit too early to tell, they seemed to restrain themselves and only put the death pits in reasonable place that make sense in the context of the map.

    Display More

    stfu ?

  • RaVaGe's real life WIP

    • RaVaGe
    • January 30, 2019 at 2:34 PM

    fck fmpone

  • RaVaGe's real life WIP

    • RaVaGe
    • January 30, 2019 at 8:08 AM

    fck fmpone

  • Black Mesa Source

    • RaVaGe
    • December 27, 2018 at 9:32 AM

    Hey JP ?

  • [CS:GO][WIP] Trailerpark

    • RaVaGe
    • December 24, 2018 at 10:54 AM

    The mountains seems out of place tbh, like it doesn't fit with the sandy theme you've got, but it still looks great !

Discord

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

Latest Posts

  1. Tangerine

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

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

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

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

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

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™