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. poLemin

Posts by poLemin

  • [CS:GO] Layout creator for Photoshop!

    • poLemin
    • February 28, 2017 at 11:34 PM
    Quote from Roald

    4 hours ago, Roald said: Well it was a impulse to make work of the idea I had haha

    I have been trying to use it but It takes some time. Also to organise the layers in folders and stuff to make it all work.

    It's hard to make a layout out of nothing, because u need to get used to working with this, so it's recommented to draw ur idea first. Because then u can directly draw what's in your head. That´s way easier.

    So no, not recommented to advanced mappers, it´s easier to draw and make it work in hammer directly. For beginners it can be usefull because of the sizes of the paths and stuff, but not ideal either I guess.It takes alot of time, it´s not really easy and pretty much static.

    What good use has it? Mmm not sure haha. It could have been usefull when something would have been programmed for it to make a 2D overview or maybe even in 3D. But then in a smaller scale, so u get a better overview of the map then u have in hammer. That was kinda the point for me. So there are like standard paths with scuares, traingles, curves and etc in the most used sizes with maybe 2D props you can place and something that can automaticly count the timings of the paths you created, but yeahh it will always stay static while using tools I guess

    There is nothing wrong about trying out ideas and sharing it with others to get some feedback. As said before, I appreciate the effort done. The thing is, it restricts mappers to stay on a 90° grid. If you'd advance a little further maybe 45°. To make the pipeline a little more valid to usual processes: scan a hand-drawn layout, put it into Photoshop and try to fit the displayed structures/shapes into the drawn layout. I imagine this might be very useful for some people!

  • [CS:GO] Layout creator for Photoshop!

    • poLemin
    • February 28, 2017 at 2:26 PM

    As much as I appreciate the share of resources, I think this system very restricting to the creative process of designing a level. At least for me. This is actually something you can work out pretty easily within Hammer itself, if you use the top view exclusively. The rough timings for certain distances might be very helpful for beginners tho! No question about that.

    In my opinion it is important for the process to have things changed up from paper to editor. That is totally natural and can/should not be avoided completely in order to achieve the best design possible.

  • NO NEW PIECES

    • poLemin
    • February 28, 2017 at 10:33 AM

    How about sharing something cool yourself? This is a community after all. Give the forum what you expect to receive from it. - As @Sprony showed, people are actually posting great stuff. I have no idea why you'd have a different impression.

  • You Decide Mapcore's Future

    • poLemin
    • February 23, 2017 at 7:30 AM
    Quote from Squeebo

    46 minutes ago, Squeebo said: I'd love to see a contest for The Dark Mod. Would be amazing to see what people would come up with for that. It's singleplayer, which is an interesting level design opportunity and it's free which opens it up to everyone to develop for.

    WAT?! I didn't know The Dark Mod had public level design tools! There goes my weekend ...

  • You Decide Mapcore's Future

    • poLemin
    • February 21, 2017 at 2:40 PM
    Quote from RivFader

    Just now, RivFader said: UT4, CS and Black Mesa sound good to me, but I am all in favour of mixing things up when it comes to the contest itself.


    How about a Hostage only contest for CS?

    Excellent idea!

  • You Decide Mapcore's Future

    • poLemin
    • February 21, 2017 at 2:36 PM

    There is very few information about what that vote actually is for. Reading through the possible answers I can only assume for the next contest?!

    In that case I would really like to see something fresh. We had UT4 and CSGO in the past years. I feel like Black Mesa would definitely be very interesting.

  • Mapcore Introductions Thread

    • poLemin
    • February 17, 2017 at 1:02 PM

    Not in TFT, only RoC. In regards of TFT I was a mere enthusiast of competitive players.

  • Mapcore Introductions Thread

    • poLemin
    • February 17, 2017 at 12:31 PM
    Quote from corugnoll

    20 hours ago, corugnoll said: Hi everyone!

    My name is Moritz and i'm currently the lead designer at Mimimi Productions based in Munich Germany. We founed the company directly after our game design studios, so i really don't have any working experience outside of the bubble that is our small group. That always makes it interessting to read and talk about the different approaches and look at other people's work!

    The last game i worked on was "Shadow Tactics", which is a real time tactical stealth game (basically its Commandos with ninja ;D). There i've been working on the gamedesign but also many parts of leveldesign from planning levels, blocking them, putting in the art assets (no asset-creation though), enemy setup/puzzle design, scripting and final polish. (we are small studio so everybody does many things).

    Before that we made a 3rd person action adventure called "The Last Tinker" where i basically did the same thing... The games are in a completely different genre, though, which was pretty interessting and lots of new stuff had to be learned from a GD/LD standpoint.

    Thats all there is to say about me, i guess :)


    I found this community via a link to an article on facebook, browsed through the forum and decided to sign up.

    Looks like there's a whole bunch of cool and taleneted people here :) So i wanted to hang out, talk, learn things etc. etc.

    Display More

    Warcraft 3 player to rap monster to game-/level designer. What a story. Nice to have you here! Shadow Tactics is looking neat, gotta give it a try!

  • Our Ghosts of War - UE4 WW2 Sandbox [Dev Journal]

    • poLemin
    • February 2, 2017 at 8:16 AM
    Quote from PixelPerfectPolygons

    5 hours ago, PixelPerfectPolygons said:

    Stunning. At first glance I thought I was looking at a reference picture.

    Keep the good work up. I love browsing through your stuff - very inspiring!

  • Level Design Help Files

    • poLemin
    • January 26, 2017 at 5:14 PM
    Quote from text_fish

    On 25.1.2017 at 5:29 PM, text_fish said: Does anyone else ever get this funny texture glitch in Hammers' 3D view?

    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.

    Yep, happens every now and then. It will not appear when using "3D Textured" instead of "3D Shaded Textured Polygons" in the 3D viewport.

  • Day of Infamy Documentation

    • poLemin
    • January 26, 2017 at 7:33 AM

    As far as I know, almost nothing is documented properly. There are some example maps within the SDK folder however, that could provide you with some help. Unfortunately you have to do some reverse engineering to see what's really going on. During the last contest there was a lot of discussion about how to set things up and stuff like that. Could be useful too since people tend to run into similar problems.

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • January 13, 2017 at 4:16 PM

    Congratz everyone so far! Gotta wait just a little longer!

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • January 11, 2017 at 1:57 PM
    Quote from Sprony

    1 hour ago, Sprony said: Rest assured, we took an in-depth look. Not just us, but all parties involved. Each made their own top list and that eventually got merged. Not only were the maps thoroughly tested but they were also extensively played. Personally, I think that's the only viable and honest way to do all the hard work you guys put in justice.

    Absolutely! I appreciate the effort and time put into the judging. I don't mind waiting a little longer to ensure the right maps are placed on top! Keep it up

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • January 11, 2017 at 7:49 AM
    Quote from leplubodeslapin

    2 minutes ago, leplubodeslapin said: Good :)

    It's a great sign if they take few weeks to pick their Top 5, it means they really take a deep look into maps. It's even possible that they're writting something for all the maps, showing what could have been done better, what's next to improve ...

    It reminds me of that CEVO-Gamebanana contest almost 4 years ago, they took 2 days to pick a Top 10 from something like 86 entries (for competitive leves, not aim maps or something small). This contest was such a mess that @FMPONE left during the final votes and refused the price he received with Gwalior. And he got only second place ! This map was better apparently ...

    So i believe they'll do better for this contest, there are really great maps in competition !


    Good luck guys!!


    PS : It was mostly CEVO's fault, not gamebanana

    Display More

    Weren't the top 10 voted by the community or something? I don't quite recall, but I think there was a community vote too. It was such a mess :(

  • Goals for 2017?

    • poLemin
    • December 29, 2016 at 8:26 PM

    Continue where 2016 ends. I want to keep on working on private projects after work in order to improve my skillset. Maybe joining a mod team or smth

  • Metz [Offensive]

    • poLemin
    • December 29, 2016 at 7:51 PM

    Okay, after all the Christmas activities with family and stuff, I finally find some time to write about my experience of this contest.

    It has been a hell of a ride to be honest. It started at a very inconvenient time for me, but my wonderful girlfriend pushed me to buy the game and participate in the contest nonetheless. That is what I did and so I started getting back into Hammer, which I hadn't used in 3-4 years. It was tough to get back into the groove of a BSP-oriented editor, but at the same time I felt quite nostalgic, so I kept going on. Soon after I had a rough design and block-out of the level, NWI announced the playtests backed by a developer streaming the process. This has been invaluable since I was not very familiar with the genre and what is needed to make a good level in a game like DoI. I feel like organizing playtests is something that is really hard for single amateur level designers, since they do not have the time or resources to gather enough people on one server to play their level while struggling with the time pressure the contest puts on one naturally. Big thumbs up to NWI for doing this for the contestants!

    When the final few weeks of the contest started and I already had some kind of idea what I will be up against in terms of competition. I figured I'd need some infamous crunch time. So about 16 days before the submission I went into full crunch mode. After working 8h in my regular level design job, I spent 5-7 more hours on this contest level. I kinda got to know what a life with two jobs is like. I highly respect people who are doing this. But soon after entering crunch mode, it was stopped by the announcement of the contest extension by more than a month, ten days before the original submission date. This felt terrible. I was already in the flow of working hard to meet the deadline and finally putting this to an end, when the goal was pushed farther back by someone else. Unfortunately it was pushed back to a time I actually happy to share with my family and to run some Christmas errands. I completely lost momentum by the upset and did not work on the level for 1 1/2 weeks.

    When picking up work again I started slowly but got back into the groove pretty quickly. I decided to not make major changes on the layout and spend more time on visually enhancing the level in general. Loads of architecture research, detailing in general and here and there a small experiment. I had so much fun putting all the details into my level that I kind of neglected my time management. Therefore my map is missing a few features that I want to integrate at a later stage, in case the level is received mostly positively. Getting the final build out was a lot of fun tho. I am glad to see so many good competitors while being slightly disappointed to see some great levels from the playtests not meeting the deadline.

    Ultimately I am very happy I participated in this contest and got a little out of my comfort zone. It was a lot of fun, I learned so much and I do not feel I wasted my time, even if I should not be among the winners. I am not 100% content with the level, but I definitely am content with the outcome of this contest for me. I finished something. And I am proud to be one of 16 people who managed to do so. Depending on the feedback I hope to receive on my level, I will either continue working on it and improving it or start something fresh with custom content. I already have some ideas and this contest really started an itch for me.

    Thanks for reading, and good luck to everyone who entered to the contest! Great to see so many great competitors!

  • Metz [Offensive]

    • poLemin
    • December 21, 2016 at 1:29 PM

    That is it. What a ride it has been. Final update and submission has arrived!

    I will write up a personal note a little later, but for now I will leave you with screenshots and links!

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

    [Blocked Image: http://i.imgur.com/c7Wp96Q.jpg]

    [Blocked Image: http://i.imgur.com/2cu1NaN.jpg]

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

    [Blocked Image: http://i.imgur.com/bTz5bpU.jpg]

    [Blocked Image: http://i.imgur.com/3uz46Ye.jpg]

    [Blocked Image: http://i.imgur.com/j2T5Bps.jpg]

    [Blocked Image: http://i.imgur.com/F2P9DNI.jpg]

    [Blocked Image: http://i.imgur.com/o4ba3xP.jpg]

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

    [Blocked Image: http://i.imgur.com/2YTi1Pd.jpg]

    http://steamcommunity.com/sharedfiles/fi…s/?id=792840174

    http://gamebanana.com/maps/193374

    Thanks to NWI, MapCore and Gamebanana for hosting this contest.

    Thanks to everyone who gave feedback during the playtests and afterwards.

    Thanks to April and Alex for supporting me invaluably. Alex also helped me with the Minimap. Thank you!

    Merry Christmas everyone!

  • Brest

    • poLemin
    • December 19, 2016 at 10:44 PM

    I don't speak Italian. 0/10 would drown.

    looks great

  • What shadows in CSGO maps are intentionally placed for visibility/gameplay purposes

    • poLemin
    • December 15, 2016 at 3:39 PM
    Quote from Bevielis

    3 minutes ago, Bevielis said: The example he gave implies the use of dynamic shadows from the light_environment entity, this has nothing to do with lighting setups to specific areas which is what you're thinking of here. I'm not offended at all, in fact if you want to go on a condescending discussion, you implying that I'm offended shows that you've taken personal offense ¯\_(ツ)_/¯

    Well, the question was about shadows placed on purpose and not about setting up a light_environment entity for gameplay reasons. Therefore I elaborated on the former subject.

  • What shadows in CSGO maps are intentionally placed for visibility/gameplay purposes

    • poLemin
    • December 15, 2016 at 3:23 PM
    Quote from Bevielis

    1 minute ago, Bevielis said: So you just disproved your entire rant with a single proposition, hope it was worth the hassle.

    I don't know why you would think that was a rant. You alleged Luis of making that entire concept up. It is not made up, it just _seems_ _barely_ applicable for CSGO. No need to feel offended my dear.

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™