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. Interfearance

Posts by Interfearance

  • Ad Astra (Brad Pitt goes in space)

    • Interfearance
    • September 7, 2019 at 3:56 AM

    Less goofy than I expected. Thumbs up!

  • Counter-Strike: Global Offensive

    • Interfearance
    • September 7, 2019 at 3:23 AM

    Billion dollar company can only work on one project at a time due to severe understaffing.

    The coop sounds fun, I was actually playing a community coop map with friends a few days ago. I also hope the weapons are coop only if they are released as none really seem like they have a place in comp. I really hope wearables don't become a thing, the contrast is already bad enough at times.

    An engine switch would be very sexy and it would be nice to work with an engine that is a little less antique. My ideas are always too ambitious for source and it takes me hours to execute one complex area with valid geometry and on grid verts, and then I end up scrapping it because the map is not unique enough, not thematically consistent or logical, or has inherent balance issues. I want to fuck up faster and in style.

    My alts have more. See you in silver soldiers.

  • [CS:GO] De_Roswell (WIP)

    • Interfearance
    • September 6, 2019 at 2:50 AM

    Many of the areas on this map feel right in terms of scale and flow. They seem well thought out and don't feel overly cramped or open. There are a few that don't feel right though:

    -Mid feels like a flat plane with a random assortment of cover, and is not particularly interesting. I would suggest adding more height variation, and avoiding adding discrete cover unless necessary. For example, an area along the B side wall can be lifted to create a small loft that runs through the barn and is isolated from the rest of it except one of two window like areas. Maybe the barn houses a doomsday weapon that acts as central cover and pokes out of a hole in the roof allowing for nades. There are options.

    -The connector to B is problematic in its extremely open entrance on to the site, because any player lucky enough to reach it is met with a multitude of headpeeks as soon as they round the corner. This is where cover would help by adding more than one way to peek. Maybe redesign the way it approaches the site altogether?

    -My last piece of advice regarding gameplay is to add more nade opportunities to A. At least make the windows breakable!

    -The bunker in CT spawn is awesome, so it is somewhat of a disappointment that it is not really used for anything.

    -Sticking to a stricter color palette in many areas of your map would make it look much better. I feel as if A would already be well on its way if you removed the glaring red and blue cover elements and replaced them with more similarly colored cover that made sense for the theme.

    -You might want to invest some time into making a 3d skybox so T spawn doesn't seem like it is floating.

    I would say the scale is there, but some shapes need changing. Also, your map would probably benefit from an iterative art approach. This way you will end up with a map that is more consistent throughout, and protect yourself more against making lots of tiny props and having to redo areas because they don't work with eachother. Of course you will have to redo areas and try a few ideas to find what works best for the art pass. Looking good so far.

  • de_peak [WIP]

    • Interfearance
    • September 6, 2019 at 2:12 AM

    The version you have right now has potential, but I noticed a few problems:

    • There are not enough nade opportunities for the terrorists. This can be solved by adding skylights or some other roof features that open up the site.
    • The right side of A is too dangerous for T's to push because there is no where to quickly fall back to safety. Think of upper tunnels in dust 2. If someone decides to push you when you are a T, you usually have the advantage of being able to wait for them in multiple spots. Here, the CT's can peek once and see all the way back to T spawn. This also means there are very few safe places to throw flashes, mollies, and he nades.
    • The window idea is workable, but I would make it much smaller and push it to the left, making it necessary to stand in front of the server to see through it. This way there are no head peeks created, and it is more fair for the CT's.
    • There are too many entrances for the Terrorists that lead directly to A site. I would suggest turning that catwalk you have on the side of the map into a middle type area, and making it less directly connect to the site (maybe it doesn't go up to a by the stairs, it snakes around or through the building underneath.

    I can see the stairs that might lead to B, definitely seems plausible if executed and planned well. Remember to always think about sightlines, the number of meeting points, and including set up areas+ nade opportunities.

  • [WIP] Bombspot Bitcoin

    • Interfearance
    • September 6, 2019 at 1:52 AM

    Your skybox right now looks off in terms of the lighting seen on the map. Also the 2D clouds are eh. Maybe try a sky dome?

    Interestingly enough, a map with minimalist modern architecture like this can afford to do art early on because there is not a requirement for too many specific fit models. But still I would recommend finalizing the layout before making the pools beautiful.

  • [WIP] Touristas (now) de_xenos

    • Interfearance
    • September 4, 2019 at 10:49 PM
    Quote from MikeGon

    On 8/29/2019 at 7:25 PM, MikeGon said: hmm my sdk also won't launch since last night... did someone at Valve trip on a cable again? ?

    I know this was like a week ago, but if this ever happens again try going into csgo bin and launching "sdklauncher" and "hammer". These are also the way to launch the sdk if you have free to play in an alt account.

  • [WIP] de_zansort

    • Interfearance
    • September 4, 2019 at 10:37 PM

    I would move the sun a bit higher in the sky, the maps walls are creating very large shadows.

  • de_peak [WIP]

    • Interfearance
    • September 4, 2019 at 10:34 PM

    Very cool and exotic idea. I will run around it when I get home.

    People want to see a radar though. Use Terri's auto radar to make one easily without any commands or even having to go in game.

  • Doom Eternal

    • Interfearance
    • September 4, 2019 at 1:03 AM

    @MikeGon I actually hadn't played any other halos at that point, the only videogames I played was Metroid and flash games. Definitely changed things :D. However, Metroid 2 and Metroid Fusion are still godlike on my singleplayer games ranking. That whole change of direction thing reminds me of this act man video where he says the popularity of a franchise entry is dependent on whether they include what made the original games great. I couldn't agree enough.

    As for doom I guess I will have to play the game instead of sitting here worrying about a trailer that was probably made by a whole different team of people.

    And then Stadia. I have been wondering about that forever. How is the response time? That has always been my problem with these streaming services, and it really ruined them for me.

  • Doom Eternal

    • Interfearance
    • September 3, 2019 at 2:43 AM
    Quote from blackdog

    8 hours ago, blackdog said: So is he a demon himself? ?

    Like Deckard is a replicant?

  • Anubis

    • Interfearance
    • September 1, 2019 at 1:53 AM

    You are the only reason I started using ref b textures, there is no point in scaling and messing around with measure wall textures to look good when they will be replaced later anyway.

  • Prodeus - KICKSTARTER LIVE!

    • Interfearance
    • August 31, 2019 at 9:05 PM

    That's unreal! I am trying to back 50 but the kickstarter is closed to backers? I am broke so I want to get the game but give the rest to you as a donation, not getting the backer stuff won't bother me. How much will it be when its next available?

    Even though the kickstarter level thing is over, I will hope to eventually be making levels, and probably draw awesome weapons for fun and even port them as a mod if there is ever support.

    This development has been pretty inspiring to watch. Is developing an indie game of this size a big risk for an average person? What are the biggest overhead expenses? After I graduate out of here or college I might try to pursue something similar, as I already have a decent foundation in a few areas as well as some ideas.

  • Cyberpunk 2077

    • Interfearance
    • August 31, 2019 at 4:57 PM
    Quote from blackdog

    3 hours ago, blackdog said: if my PC can run it.

    Yeah I am already scared of this. I have a 8700k, 16gbram, ssd, but my gpu is a 1050 because my funds... evaporated. Next summer they'll pay me more cuz I'll be 16 lol.

    The massive amounts of narration made me annoyed. I too hoped for some more actual gameplay. The idea that you can build a class around a playstyle is interesting, and hopefully stealth is more rewarding than it is in most games where it is an option. The way the hacking works is interesting, but it might become a game in a game. Also what even happened to the van they mentioned initially? Did I miss something? Anyway, I totally agree with you; there is not even enough raw gameplay for me to form an opinion.

  • Cyberpunk 2077

    • Interfearance
    • August 31, 2019 at 7:40 AM

    The whole indoor outdoor seamless transition sounds awesome. I always wanted more interiors in GTA since the few that there were were dope. The whole concept of having a cyberpunk game that is not exclusively night is also neat. Hacking looks meh. It's just press this to do that. Anyone remember system shock hacking?

  • Doom Eternal

    • Interfearance
    • August 31, 2019 at 4:04 AM

    @mtchromatic Satire 10/10 lmao. I mean at least it has a story. Getting magically buff makes no sense for a game that is a faithful sequel. If I can get by the gross UI and some gross hell levels I really don't think the game will be all that bad. I just hope it doesn't become infinite doom call of modern.

  • Doom Eternal

    • Interfearance
    • August 31, 2019 at 1:46 AM

    @MikeGon Even though Doom 2016 hit the mark, I am worried that they didn't understand what made it great, like experts of many industries (adverts for one).

    Doom is simple. There are no modern shooter mechanics. Everything is stripped down. There is no reload, and no useless downtime. The only pauses are filled with story, minor platforming, and badass animations. The wall jumping looks as if it will be restricted like in tomb raider. I don't think this is a great choice, because it requires little skill and amounts to down time and hand holding.

    Also, the UI doesn't really have a good explanation behind it, no matter how experienced the designer was. It looks... bad (opinion alert). There is no reason in changing things that worked already. Doom 2016 realized this and was great because of it. Just a no bullshit shooter that was grounded in reality. Obviously a 10 year old UI doesn't work for a modern game so Doom 2016 had to change that, but you probably get my point?

    New weapons look cool, although shoulder missile is really out there and doesn't make any sense since the armor is like indestructible and untouchable according to the deep voice in hell. Apparently they also felt the need to beef up doom guys arms even more in eternal which is like ?.

    In terms of leads at Bethesda, and really any company, I don't have to work for them to realize mistakes are made, and deadlines can be unworkable, and it can be hard to appease such a massive fanbase while progressing simultaneously. People cry for companies to push out games and then cry more when they are unfinished (although release dates should really be held off sometimes). However, expanding demographic and trying to appeal to modern gamers is the opposite of what Doom 2016 did, and everyone still loved it. A massive risk, and a massive reward. But now that everyone is on board, they are taking things in a modernized "Everything is on fire, hell is full of guts" approach. Kinda reminds me of natural selection if I'm honest.

    There have been hundreds of games I have played with sensible decisions that conflict each other or were executed horribly. Also, casual gamers will probably love Eternal which is fine, but will it really be anywhere near other dooms (-doom3)? Getting tangential, but seeing you work for 343 reminds me of my Halo 4 days. Back when I was a filthy casual with an Xbox 360, I played Halo 4. After completing it like 3 times, I did not understand the negative response towards it. Everything about it was awesome, and my favorite part was the giant truck mission (was it called a warthog?). That shit was awesome and I remember almost every level. Everything is relative, and I used to really just lose myself in most AAA games. I can still enjoy a large amount, but in almost every game I will find myself thinking about the average player and how they would perceive a level. Is it inaccessible? Will people persevere to this extent to solve this problem before quitting or looking it up? Is this too obvious or handholding? Is this frustrating? What is the purpose of this area? In doom, there are only two solutions: get there, shoot it, or press f. Its beautiful and I don't want to be bombarded with mandatory mechanics of modern games. The demonic presence bar, golden gore nests, drawn out animations in various departments, and it goes on... I am actually excited for the space parts, they seem dope. Hell on earth doesn't really seem too creative tho. Also how can the hell change so drastically between two games especially when the well is shut down?Jesus Christ I am going on.

    We will have to see.

  • WIP in WIP, post your level screenshots!

    • Interfearance
    • August 30, 2019 at 8:43 PM

    With the realistic fire effects and dynamic lighting options in source, you almost feel like doomslayer!

    Edit: this took 15 minutes of my life what was I thinking

  • Doom Eternal

    • Interfearance
    • August 28, 2019 at 5:33 PM

    I just purchased doom 2016 to "support" Bethesda. There are a few things that don't look too great about Doom Eternal.

    The original game already had relatively conflicting colors in areas like argent tower (green lights with reds and metal). This worked to benefit the theme. The UI, however was low key and unintrusive. It was purely informational while not looking out of place. Doom eternal's UI looks like it was taken out of an arcade clown game. I am not sure why they even felt the need to change it, but these things really break the immersion in games and (in my opinion) are annoying to look at the whole game. The devs said it would be necessary because if the UI was unreadable the player could die in seconds (bruh). They are so out of touch that I'm starting to think games would be better if the leads making autonomous executive decisions about them didn't exist, and things were truly decided by everyone. Of course this is a shot in the dark and I am only assuming that decisions were made by a small handful of people based on what I see.

    Also, most people who played doom 2016 probably know what I mean when I say there was an ominous atmosphere in between fighting, as well as a sense of desolation in some areas. Judging from the gameplay of the new doom, it looks very arcade style and doesn't take itself seriously. In fact it reminds me of a quake level. Why does hell have boost pads? I feel like there were far more elegant ways to implement these things (like a hell-geyzer that shoots you upwards with gas). The whole atmosphere seems to have changed for the worse:

    I am not insinuating that doom eternal has to be the same game with different levels, but there are some things worth keeping. Sure add new mechanics, new areas, new creatures, continue story. But don't make the game look like some GOT set. Its about ripping and tearing, not elegant castles and civilizations. I think that betraying the previous game thematically makes for a bad sequel. Even from watching trailer, everything has an overly crisp, corny feel, and the hell levels are overdone with too much blood and entrail walls to make a visually unique level.

    Everything feels blown out of proportion and the game seems to have lost any subtlety. As another example, if remained unchanged, enemies will shoot out green armor (?) bricks when you shoot them. Yeah, its bad. I could talk about other gimmicky shit like wall climbing but this is already going on too long...They should focused on continuing the story and enhancing gameplay instead of cramming in some extreme environments for the fuck of it. One level looks straight out of halo, the other is a meaty bloodbath, and then there is that... thing ^^^^^

  • Control (Remedy)

    • Interfearance
    • August 28, 2019 at 4:47 PM

    This game makes me want to pick up a 2080ti. My only concern is that the AI looks really dumb (based on what I've seen). I hope there is "nightmare" or something. Also I don't know if this has been posted yet:

    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.

  • Site Changes and Feedback

    • Interfearance
    • August 18, 2019 at 2:04 AM

    @Radu I ddosed that dude pretty bad:

    IP phishing is my middle name

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™