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. Castle

Posts by Castle

  • WIP in WIP, post your level screenshots!

    • Castle
    • December 12, 2014 at 7:01 PM
    Quote from SotaPoika

    Do you think Reflex has potential to be something awesome? How's the level editor to work with?


    I've been wondering about getting it, but not sure yet.


    Reflex has an editor that I highly regard. Its a rare example where someone is actually trying something different in terms of level design. Its very interesting and has a ton of potential in a lot of ways.


    My current Reflex playlist on YouTube.

    http://youtu.be/xgSdS8Pg6v8?li…id-OoScZ3P39x91


    edit: Another Reflex video is going up today and it shows me pretty much rework the entire layout on the same map. A lot of us can relate to the struggle of nailing a good layout for arena 1 v 1. Oh the pain!

  • Games W.I.P Thread

    • Castle
    • December 11, 2014 at 6:03 PM
    Quote from Sjonsson

    Yeah I bet that's really hard since level designing is often a long process which is sometimes tedious even.


    Now put video editing and managing a YouTube channel on top of that and you have a recipe for exhaustion. I feel like I am slowly improving, but there would be no way I could do this if I wasn't already so experienced in level design. Learning two trades at the same time would be killer...

  • Generic 3D Level Editor v0.2

    • Castle
    • December 11, 2014 at 5:40 PM
    Quote from Enhex

    I've watched this video about Reflex, tho it seems to be in too early stage to learn things from it.


    No, the fact that its a fully 3d interface with seamless play testing capability combined with a multiplayer workflow. You slap a few more features on to this bad boy combined with hierarchical instancing and it would easily surpass both Hammer and CODRadiant.


    There is everything to be learned from this, its a paradigm shift in terms of workflow that could have huge implications on game development down the line. The fact that its early should be seen as a chance for you to beat them to the punch rather than view it as an incomplete concept. Which it is definitely not.


    If there is one thing I can say about people making new editing tools right now, it would be that everyone is too busy thinking within the box.

  • Games W.I.P Thread

    • Castle
    • December 11, 2014 at 5:29 PM
    Quote from Sjonsson

    Oooh, is it a diving sim or is there more stuff?


    Its mostly been trying to wrap my head around making level design entertaining for a YouTube channel. Every time I think I am making progress I start to realize haven't been thinking about it the right way.

  • WIP in WIP, post your level screenshots!

    • Castle
    • December 11, 2014 at 8:30 AM

    Been doing some work with Reflex. Its pretty early but I think I finally have a layout I can work with.


    [Blocked Image: http://i.imgur.com/loU6QdS.jpg]

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

  • Generic 3D Level Editor v0.2

    • Castle
    • December 10, 2014 at 3:28 AM

    A generic editor is a tough pill to swallow when it comes time to start a serious project. First of all most public, non obscure, brush based editing tools are in a state of stagnation. The only generic brush based editor that arguably isn't in a state of stagnation would be Hammer. But even Hammer has some serious flaws when it comes to making life easier for next generation games.


    The very first thing I would suggest before taking on a project like this would be to take a solid look at the next generation engines out there then think one step ahead of those. Specifically Crytek and UE4. Making another version of Hammer when Hammer itself is showing its age would be a mistake. If you want an example of taking that next step ahead of everyone else take a look at the Reflex editing tools. And if you want to really think ahead, take a good look at the implications that real time ray tracing will have on the development environment. Something like that will completely change the industry let alone our tools.

  • Games W.I.P Thread

    • Castle
    • December 10, 2014 at 3:14 AM

    Hey, I have been super busy lately and haven't been posting much but here is some cave madness I have been working on for Subnautica


    [Blocked Image: http://i.imgur.com/MFj8rxN.jpg]

    [Blocked Image: http://i.imgur.com/jA4ewr6.jpg]

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

    [Blocked Image: http://i.imgur.com/XHMjr48.jpg]

    [Blocked Image: http://i.imgur.com/7hrCK8d.jpg]

    [Blocked Image: http://i.imgur.com/Fhapy6s.jpg]

    [Blocked Image: http://i.imgur.com/GO2xzZp.jpg]

  • Microbrush 3 (brush modeler for HL2)

    • Castle
    • November 11, 2014 at 7:12 AM

    The second video made me think about how the compile tools would react. I imagine it would sound like a flash bang as my pc goes sailing through several walls and off into the horizon. LOL


    Ill have to take a closer look soon. It looks interesting. Like a modal Trenchbroom?

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Castle
    • November 11, 2014 at 1:26 AM

    Hey do you guys think it would be possible to do triplanar shaders in Quake 3? It would be badass to do organic level that has perfect UV projection with little to no hassle.

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Castle
    • November 9, 2014 at 8:28 PM

    Do you guys think its too late for me to get in on this? I have a bit more free time and looking to get some more variety to my YouTube Channel.

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Castle
    • October 11, 2014 at 10:14 PM

    I cannot guarantee I will be able to do a Quake 3 map soon. I am already working 7 days a week on multiple projects and starting to see the light at the end of my sanity.

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Castle
    • October 11, 2014 at 8:43 PM
    Quote from SpronyvanJohnson

    No, my bad. Signing up is making a post on this forum with your map name and real name plus nick. You've already done that.


    Time for 31 Castle and give your friend Charon a nudge. Would love to see him return one last time


    While I am at it ill see if I can contact MrClean too.

  • [UT4] DM-Thebalist (WIP)

    • Castle
    • October 11, 2014 at 9:23 AM

    You can now grab and play alpha version 4. See the original post for the link and latest info


    [Blocked Image: http://i.imgur.com/Gl4ADtG.jpg]
    [Blocked Image: http://i.imgur.com/oPjpDvw.jpg]
    [Blocked Image: http://i.imgur.com/4UXkvP4.jpg]
    [Blocked Image: http://i.imgur.com/Nu8IoqZ.jpg]
    [Blocked Image: http://i.imgur.com/CykMhLj.jpg]
    [Blocked Image: http://i.imgur.com/R4QqQJj.jpg]

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Castle
    • October 11, 2014 at 8:41 AM

    god I made like 30 quake 3 maps 13-15 years ago...

  • [UT4] DM-Thebalist (WIP)

    • Castle
    • October 6, 2014 at 9:00 AM
    Quote from ChA1NsAw

    Looks way more interesting now.


    Well feast your eyes on this update


    Alright I have a build of the level ready to go and it should now address all of the feedback so far!

    I ran into a problem preventing me to be able to release tonight sadly! The ambient lighting from the global post processing volume does not seem to function correctly in the actual build of game outside of the editor. The level is currently far too dark to be playable until I figure out how to fix this problem.

    [Blocked Image: http://i.imgur.com/w6GKkv4.jpg]

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

    [Blocked Image: http://i.imgur.com/Gi0nLmb.jpg]

    [Blocked Image: http://i.imgur.com/FvfK1ul.jpg]

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

    [Blocked Image: http://i.imgur.com/qm1RZ9O.jpg]

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

    [Blocked Image: http://i.imgur.com/Bw6fwGd.jpg]

    [Blocked Image: http://i.imgur.com/Jy768Mc.jpg]

    [Blocked Image: http://i.imgur.com/yd2uEBC.jpg]

    [Blocked Image: http://i.imgur.com/SesK5vP.jpg]

  • [UT4] DM-Thebalist (WIP)

    • Castle
    • October 3, 2014 at 6:09 AM

    Here are shots from the latest version. I am adding two lifts, one near shield belt and the other near where the shock rifle was. I am hesitating on making the bottom mid jump pad fully available without effort.


    [Blocked Image: http://i.imgur.com/NSihJ0r.jpg][Blocked Image: http://i.imgur.com/7NPaeGw.jpg][Blocked Image: http://i.imgur.com/p02h6Tc.jpg][Blocked Image: http://i.imgur.com/CLlPzLZ.jpg][Blocked Image: http://i.imgur.com/uov5VNB.jpg][Blocked Image: http://i.imgur.com/5AVQdRB.jpg][Blocked Image: http://i.imgur.com/G7ZUfse.jpg]

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • October 2, 2014 at 12:33 AM

    Noooo I missed it!

  • I have a question about the CS:GO levels.

    • Castle
    • September 29, 2014 at 10:36 PM
    Quote from PogoP

    I don't think you can claim you worked on CSGO... if you haven't worked directly on the game. What changes did you make to the maps exactly? Sounds like you just did a bit of caretaking work on the maps rather than completely re-design anything.


    I was actually very against making big changes. I still to this day consider both of the dust maps to be remarkable works of art. It was mostly visual upgrades and small changes.

  • Mapcore's UE4 Whitebox Challenge | Submissions

    • Castle
    • September 29, 2014 at 12:47 AM

    Ok here is my submission.


    Download: DM-TheBalist_a3 (Latest)


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

  • [UT4] DM-Thebalist (WIP)

    • Castle
    • September 29, 2014 at 12:43 AM

    I have just updated the latest download of the level and included all of the Episodes of my YouTube channel showing me work on the level with commentary.


    Here are the screen shots


    [Blocked Image: http://i.imgur.com/ggTe77T.jpg][Blocked Image: http://i.imgur.com/Gf0AI0d.jpg][Blocked Image: http://i.imgur.com/AUfkoCr.jpg][Blocked Image: http://i.imgur.com/bab41Ac.jpg]

Discord

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

Latest Posts

  1. Custom Gamemodes Contest

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

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

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™