Welcome to mapcore, hope you enjoy your stay.
Any new update/ETA on download?
Welcome to mapcore, hope you enjoy your stay.
Any new update/ETA on download?
Welcome to mapcore, hope you enjoy your stay.
Your download link is asking to log in to google drive. Any chance you can make the download public without the need to sign in?
Welcome to mapcore, hope you enjoy your stay.
Nice start you got here; the level has a good progression and it makes one curious to further progress and explore. Good job.
I liked the nicely laid cover in the start to help the player make their way amid heavy, and I emphasize heavy, sniper fire. The bridge crossing was tense.
Showing the player the initially-inaccessible escape route early on was a nice touch to help give them a goal throughout the level
The fast zombies were aptly added to increase the tension as you could hear them screaming and catch a glimpse of them from across the rooms or from the barn on the other side.
Some issue to note:
The level was in fullbright which kills any atmosphere or mood in the map; it's better to have a rudimentary lighting setup that you can tweak or change later instead of flat fullbright.
At the level start area, the fps was dropping in major chunks and this is something to keep in mind as the map is basically empty now and as more and more details will be added, the frame rate will further plummet.
Keep it up ![]()
Welcome to mapcore, hope you enjoy your stay.
I liked that you included a small underground detour to change the "flat" progression through the yard.
The zombies pit was a nice addition to heat things up from the standard combine encounters. It was also a nice excuse to use the shotgun up close and personal :).
Your displacement floor is bugged in many places completely stopping my walk, forcing me to jump to keep moving. I noticed many open seams in the floor (example in your last pic); make sure you have them sewn properly and that you are not using power 4 displacement. If nothing works, you might have to recreate certain displacements from scratch to remedy this.
Certain combine soldiers positions need some work to make them more believable; many soldiers were just standing idle in the middle of the yard. I recommend you include some scripted sequences to make them look "natural and busy": ducking behind a barricade, patrolling the area, checking out a radio unit, etc...
Keep it up ![]()
dm_forlorn is a standard deathmatch map for Black Mesa.
http://steamcommunity.com/sharedfiles/fi…s/?id=813925575 This is a remake of my map de_forlorn for CSGO. Recommended player load 12-16 players. Enjoy the map.
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Welcome to mapcore, hope you enjoy your stay.
Solid level and progression so far. I really enjoyed the gameplay against nested snipers. I was having a good time sprinting from cover to cover, while at the same time leading the hapless slow zombies into the sniper's line of fire for the economic and easy kill ![]()
Fast zombies were a nice addition, but most of them were just standing still facing the opposite direction of where the player emerges. It was just a matter of silently approaching them from behind going for the easy kill; the tension and danger were greatly reduced. I believe different angles of attack for these zombies should spice things up and keep the player on their toes.
Keep it up ![]()
Welcome to mapcore, hope you enjoy your stay.
I enjoyed the vertical gameplay in this level where basically all the action takes place in one backyard at different heights and atop different houses. Good job.
The crates in the cargo container where a nice way to reward the curious, scavenging-explorer player.
Some zombies just disappeared when shot, no corpse, no ragdoll.
The inside of the water tower was partly see through. forgotten nodraw or glitch?
The slanted rooftop (2nd pic) was causing me to skid as if I were on ice; might want to smooth it out with clips so the player can easily transition to the ledge without falling.
Keep it up ![]()
Quote from El MoroesOn 12/6/2016 at 2:19 AM, El Moroes said: Last week I took photo during my lunchtime, not sure if it's good (not in my habits this kind of subject) but I like it
You're not fooling anyone here...we all know this is taken in-game in Dunwall ![]()
Seriously though, it gives me vibes from Dishonored, near the pub/Corvo HQ ![]()
Welcome to mapcore, hope you enjoy your stay.
Very solid and enjoyable level, good job.
The helicopter fight in the large yard felt right, not too easy and not so frustrating, and the addition of elite soldiers here and there made things more interesting. The cat and mouse play with the sniper while quickly sprinting from cover to cover was also well executed.
Here are a couple of pointers to help polish the level:
- You need to better emphasize the location of the ladder in the first yard so players can easily know where to go next. Between the dim environmental lighting and the fact that I was strictly focusing on dodging that pesky sniper, I didn't notice the ladder at first; remember that the player here does not have the luxury of time to carefully scout the area for "potential exits" since the sniper in the tower is constantly hammering them down. A light spot pointing to the ladder should do the trick.
- Many houses interiors were pretty dark making some combine soldiers hard to see.
- Some houses were floating above ground level (example the last 2-story house where you fight the helicopter)
- To the right of the door-opening wheel at the end is a small ditch where you can fall down and are unable to get back to the wheel level to proceed further.
Nice work so far, keep it up ![]()
Welcome to mapcore, hope you enjoy your stay.
Good start with this level; airboat levels in HL2 were among the best new experience added to the HL game mechanics so I hope this map shapes up to be on par with those original ones.
I noticed the level is in fullbright which basically kills the atmosphere all around; I hope it's just a temporary placeholder.
Another issue is that you didn't give the player the HEV suit so I couldn't know my HP level or the shield level, couldn't sprint, use the flashlight, or know my ammo count.
Keep it up ![]()
Welcome to mapcore, hope you enjoy your stay.
Solid map so far; play progression was straight forward and smooth without wasteful guesswork.
If I may suggest, try spicing up the lighting a bit. You could use some red or warm yellow with small cagelight props for tunnels to differentiate them from the bland white fluorescent light in the large areas of the sewers.
Another suggestion is to add 1 or 2 "scare jumps". Most of the enemy NPCs can be seen from a distance giving the player time to prepare the defense (or offense) which is nice, but it would also be neat if 1 or 2 zombies could startle the player by "bursting" suddenly from a dark corner or from behind a crate; an event that the player does not see coming. This could help break the predictability of the gameplay.
Keep it up ![]()
Welcome to mapcore, hope you enjoy your stay
Good choice providing the player with the shotgun early on before they can access the apartments filled with zombies. The ambience is dark forcing me to use the flashlight but that is to be expected if you are trying to mimic the atmosphere of Ravenholm.
One thing to keep an eye on is that you have too many doors that can be opened leading to dead end empty rooms. If you plan later on to have secret stashes, weapons, friendly NPC encounters in these rooms then all is good but if they will remain as they are now, then it is highly recommend to reduce their numbers to keep the smooth flow of the player progress/navigation.
Keep it up ![]()
Welcome to mapcore, hope you enjoy your stay
Nice touch at the very start welcoming the player with the combine fighting the zombie.
Good job keeping the central plaza/horse statue as center of interest/focus.
Some indoor locations/rooms were pretty dark and will need your attention with lighting especially if enemy encounters are to happen there.
The environmental lighting could use a bit of boost as it is a bit flat right now (a different skybox with different lighting setup, or tweaking the current values of brightness/ambient, use HDR with tonemap control, etc..)
Keep it up ![]()
Welcome to mapcore, hope you enjoy your stay.
Solid start on this map; I quite liked the open street theme and progression
Advancing through the large plaza with the help of the rebels is a nice touch.
I believe some more cover in the plaza towards the combine machine gun nests would prove a much needed help for the player (you could scatter some on the edges not directly in front of the MG). As it is now, once you go past the last cover, you still have a solid 15-20 meters run in the open exposed to constant stream of bullets from the machine guns. I barely made it with 20HP playing on hard difficulty ![]()
Also make sure to add health kits and batteries at the museum door to reward the player after the fierce battle that they just endured
Keep it up.
Quote from mr_ah_clem7 hours ago, mr_ah_clem said: @Xanthi Hi been working hard on my entry, Dianville and would really appreciate a look from the Devs. The workshop has been updated; http://steamcommunity.com/sharedfiles/fi…s/?id=793007315 If you can sneak it in for a few minutes that would be great. Otherwise maybe next week.
Thanks
Very nice progress shots ![]()
Quote from grapen17 hours ago, grapen said: Not much of an update unfortunately, but I decided to recreate just about every texture in substance. Ugh. I'm about as close to my vision as I'll get now though. Just a few more props to go.
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The second shot is sheer awesomeness.
The first one has a lot of visual contrast between the wall and the ceiling. This ceiling feels over-bright compared to the walls. Maybe a darker texture or tweaking the ceiling lighting could add some depths and shadows to this ceiling. Slightly less saturated wall texture could also do the trick.
Keep up the great work ![]()
Quote from spa14 hours ago, spa said: New update i wanted to share. Map is getting there although some things need more work still. And LOTS of optimization.
However i managed to get a proper 3dskybox in, better tonemapping and added colorcorrection. As always any comments and feedback are super welcome.
Too much brown ![]()
Seriously though, I think a bit of color palette diversification would help the scenery. Maybe those tile roofs could be of different color instead of dark brown.
A bit of experimentation with different textures should be the answer
Solid work so far, keep it up ![]()
Quote from the0rthopaedicsurgeon15 hours ago, the0rthopaedicsurgeon said: [Blocked Image: http://i.imgur.com/nN0VQFY.jpg]
The warm lighting contrasting with the crisp blue sky is really neat
keep it up ![]()
Quote from Lizard18 hours ago, Lizard said: Hello everyone ! We are very close to pushing big update today.Changes:[Blocked Image: http://i.imgur.com/VWJZ3Nd.jpg]
I'm really liking the direction this map is taking and shaping up; props to you guys (no pun intended) ![]()
serialmapper has a point though as the environmental lighting direction being the opposite of the sun's position cannot be...unseen ![]()
You could change the skybox or the lighting setup, however, one way to deal with this (if you really like this skybox and don't want to change the lighting angles) is to edit the skybox texture itself (photoshop, Gimp...) and repaint the sun in the correct location for your map's settings. You would need to save the skybox texture under a different name but it should be a small price to pay.
Best of luck and looking forward to more progress and beauty shots.
I was playing Pac Man on the Atari 2600 as a kid in the mid 80s
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Good times