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. blackdog

Posts by blackdog

  • Procedural City Generation

    • blackdog
    • September 12, 2013 at 2:44 PM
    Quote from Evert

    The vid isn't selling it no, but why does these tools need to be "fantastic" when people are still using Maya and Max to create video game assets lmao.

    Well, I'm no expert but the tool shown doesn't seem –to me– to be used for making game assets, not in the form you mean. It seems to work on some kind of instance of an archetype, so maybe you are still creating the window frame with all the details you want, but in such a way the tool understands how to break it down and mold it?

  • [recruiting] particle artist for DownFall (ep2 mod)

    • blackdog
    • September 12, 2013 at 12:50 AM

    Looks beautiful, keep us posted about release (you seem pretty far in the development).

  • Steam to allow users to share their games

    • blackdog
    • September 12, 2013 at 12:35 AM

    Yeah, how funny is that? I bet there's people using Steam and owner of an Xbox that is happy about this, but wasn't about the Microsoft idea.

  • Steam to allow users to share their games

    • blackdog
    • September 11, 2013 at 9:53 PM

    This is nice, so I don't have to give my password anymore to my friends.

    What a pity MS, you knew this was going to happen after the Internet revolted on you.

  • Procedural City Generation

    • blackdog
    • September 11, 2013 at 5:48 PM

    Woa, that stuff with Houdini is really impressive. And it's not completely procedural, is a hybrid, so there's really much more value.

    I sometimes think about my "definitive sandbox game", and so how could/should an engine/tool work to speed up production and allow new things for gameplay. I dunno if anything i imagine is possible, but this walkthrough shows stuff that in some aspects definitely go beyond what I ever imagined.

    PS: also the Bohemia tools are very very smooth, I never happened to stumble on those. Frak!

  • WIP in WIP, post your level screenshots!

    • blackdog
    • September 11, 2013 at 12:48 PM
    Quote from cashed

    I was just following my original design, which was following the old CS mapping styles. The really boxy pillar cover pieces might not be needed as much these days; plus it looks odd.

    Yeah, i'd get rid of those... i can't remember seeing anything looking like that in my roamings. I think the facade is too secluded, while on the sides it could work. Just change the top part to be covered by the roof.Imo.

    It would be very cool if someone could model for you some Carabinieri car/van to replace the military APCs.

    lol @ Gmaps that obfuscated the murales

  • MapCore CS:GO Playtesting 3.0

    • blackdog
    • September 11, 2013 at 2:24 AM

    Good job guys, it would have been nice with a few more players, especially for JP's map that is quite large.

    I enjoyed both maps btw.

    de_dispatch

    Very easy map to learn, thanks to its size, and i think it plays well because of that too. That imo is good because you can safely enlarge it a bit to make space for the modifications you need to make it better.

    I pretty much second what JP wrote.

    I guess it's not build with a high level of competition in mind so because of its compactness it could gain some favors when you dress it up nicely.


    Quote from JeanPaul

    4. The far left flank into the left bombsite is via some stairs that only serve to put T's at a huge disadvantage because of the weird sightlines it creates.

    Eheh, how many headshots you got there? But yeah, at least Ts need some cover to play that side, but you could experiment with a different layout and see what happens.

    de_volt

    Congrats for trying something quite different, the TF2 heritage is quite clear... not that is necessarily a bad thing uh. As I said, I welcome vertical gameplay but there are instances with too many height differences.

    I really enjoyed playing on both teams in the top-left and bottom-right areas of the map.

    B-site works well already (lovelly sniping nest for Ts up there, even with ARs [Blocked Image: http://library.blackboard.com/ref/3c5e63f9-3950-444f-85f3-1b0d759f084d/content/graphics/ui_icons/chatevilgrinemoticon.png]) but i guess it would benefit some modifications and get, i'd say, more "structured", blocking some areas and maybe even removing one silo/chimney?

    Central/A-site is the problematic area of the map, I stayed a bit longer to play to see if I could get my head around it; i'm sorry but it's very confusing, definitely too many sight-lines and in general it's not clear what would be the preferred routes from where enemies will come from. Problem amplified by the dev textures, as suggested by Stranger it could benefit some different colors to help players orientate.

    Middle is also way vertical, compared to the space available to move around; you can easily find yourself pointing straight up, which is a bit too extreme of an aim shift, considering all the other spots to check at eye level.

    Hope this can be useful.

  • Call of Duty: Ghosts

    • blackdog
    • September 10, 2013 at 5:25 PM

    Watch this and you can spare 60 bucks

    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.
    now I wonder when they made the opening scene; it must be disheartening to come out with that just after a certain movie debuted.

  • GTA V

    • blackdog
    • September 10, 2013 at 2:31 PM
    Quote from Beck

    Yeah the amount of green on the map does kind of worry me. I hated it in GTA: SA when I accidentally flipped my car out in the countryside only to have to walk for ages to find a vehicle.

    Impressive scale. And I wonder if they will challenge players to finish it 100% again in a week. Or if they will give more time.

    On the problem of wasting the car, I suppose they'll have more traffic for starters... but you can skip to another character and let the AI work for you they didn't talked/showed the use of cellphones, but it was one of the best usability bits of GTA4, if we still can use it, we can call for a taxi when stranded

  • Playstation 4

    • blackdog
    • September 10, 2013 at 10:46 AM

    You mean the nVidia Shield?

  • Mirrors Edge Catalyst

    • blackdog
    • September 10, 2013 at 10:19 AM

    ME in real life

    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.

  • The random model thread!

    • blackdog
    • September 9, 2013 at 10:28 PM

    I honestly couldn't remember they were all in the back, back then

  • Superman VS Batman

    • blackdog
    • September 9, 2013 at 10:26 PM
    Quote

    Ben, 41, has long been a huge Batman fan, and even installed a revolving bookcase in his house like the fictional character's alter-ego Bruce Wayne has to get to his Batcave.

    Read more: http://www.irishcentral.com/story/ent/amya…-222947901.html

  • The random model thread!

    • blackdog
    • September 9, 2013 at 9:17 PM
    Quote from penE

    Played around with the textures some more and added a bit more visual noise to them. I think they look more ground into the environment now , but I'm not sure:


    [Blocked Image: http://i.imgur.com/AhJXSA5.jpg]

    Very nice, as the others said. I too think bottom part a bit too clean.

    Btw I noticed the ladder, modeling it like this changes the way players will climb on top, the one here for eg, in the official maps you climb on the side facing the wall as far as I can remember.

    But if requested...

  • MapCore CS:GO Playtesting 3.0

    • blackdog
    • September 9, 2013 at 7:15 PM

    I alays welcome more vertical gameplay, but this seems a bit confusing

    [Blocked Image: http://i.imgur.com/egq9IOth.jpg]

    maybe too many ramps close together? I know the final won't look like this but reminds me of a skate park.

  • GTA V

    • blackdog
    • September 9, 2013 at 5:57 PM

    [Blocked Image: http://static.mondoxbox.com/shots/96/96282.jpg]

  • What are you playing now?

    • blackdog
    • September 5, 2013 at 8:59 PM
    Quote from TarrySruman

    Started playing Outlast last night.


    fuck fuck fuck fuck fuck fuck fuck fuck

    Seen the review yesterday, still interested as the E3 presentation. I thought that was going to be a PS4 game btw, ehrrr... big surprise seeing IGN publish the review.

  • Watch Dogs

    • blackdog
    • September 5, 2013 at 6:25 PM

    Cars still pivot on thei center of gravity instead of turning...

  • Gravity

    • blackdog
    • September 5, 2013 at 5:56 PM
    Quote

    the film earns praise from the likes of James Cameron.

    The “Titanic” and “Avatar” director told Variety he was “absolutely floored” by Cuarón’s film.

    “I think it’s the best space photography ever done, I think it’s the best space film ever done, and it’s the movie I’ve been hungry to see for an awful long time,”

  • WIP in WIP, post your level screenshots!

    • blackdog
    • September 5, 2013 at 1:13 AM

    Oooh, good times.

Discord

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

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

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

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

    Harry Poster
    July 18, 2026 at 11:10 AM
  7. About our archived forums

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

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

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

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™