View Full Version : Best Mapper In The Forums....
Yo, I know that I am not the best mapper here for SURE! I know i am alright. Nothing special. But I was wondering who actually is the best mapper here? If you are a mapper post your screen shots of your maps. Lets see who should run this thread :D
http://members.lycos.co.uk/st4tic/de_chilled0001.JPG
(links so that people can antually load the web page)
http://members.lycos.co.uk/st4tic/de_chilled0002.JPG
http://members.lycos.co.uk/st4tic/de_chilled0003.JPG
http://members.lycos.co.uk/st4tic/de_chilled0004.JPG
http://members.lycos.co.uk/st4tic/de_chilled0005.JPG
http://members.lycos.co.uk/st4tic/de_chilled0006.JPG
http://members.lycos.co.uk/st4tic/de_chilled0007.JPG
This map is a bit of a bad example because its not finished
i.e. the bridges come to a stop
Ow and another thing. The map isn't really suposed to make sense :D its a CS map. I was making it tactical.
blink
23-09-2003, 11:27 PM
all the hl-isolation mappers
http://www.hl-isolation.com
Nice mapping blink. What actually is hl-isolation? is it a mod?
blink
23-09-2003, 11:41 PM
yeah it is a sp mod
that screen dux has in his other post is part of it
derby
24-09-2003, 12:58 AM
I don't claim to be the best mapper in the world, or even the best mapper in these forums but I couldn't resist posting these
Again.:naughty:
http://www.halflife2.net/forums/showthread.php?s=&threadid=3620&perpage=15&pagenumber=4
/\ clicky!
Poindexter
24-09-2003, 02:31 AM
Thats pretty impressive Derby :eek:
Anyway here's some of my work.
clicky01 (http://spwilkins.customer.netspace.net.au/cs_chechnya0000)
clicky02 (http://spwilkins.customer.netspace.net.au/cs_chechnya0001)
clicky03 (http://spwilkins.customer.netspace.net.au/cs_chechnya0002)
clicky04 (http://spwilkins.customer.netspace.net.au/cs_chechnya0003)
clicky05 (http://spwilkins.customer.netspace.net.au/cs_chechnya0004)
clicky06 (http://spwilkins.customer.netspace.net.au/cs_chechnya0005)
clicky07 (http://spwilkins.customer.netspace.net.au/cs_chechnya0006)
clicky08 (http://spwilkins.customer.netspace.net.au/cs_chechnya0007)
clicky09 (http://spwilkins.customer.netspace.net.au/cs_chechnya0008)
Hudson
24-09-2003, 04:07 AM
my maps arent worth posting lol.....
Papau
24-09-2003, 06:36 AM
I'll play:
http://home.wi.rr.com/balr14/HITPSwamp21.jpg
http://home.wi.rr.com/balr14/HITPSwamp24.jpg
http://home.wi.rr.com/balr14/HITPCaroline10.jpg
http://home.wi.rr.com/balr14/Prado101.jpg
http://home.wi.rr.com/balr14/Prado201.jpg
http://home.wi.rr.com/balr14/Prado301.jpg
Prity good. I think Papau is in the lead so far.
derby
25-09-2003, 06:11 PM
Are those first three shots for a halflife map Papau? the engine looks different, or maybe it's just 'cos of the sprite trees.
Originally posted by derby
Are those first three shots for a halflife map Papau? the engine looks different, or maybe it's just 'cos of the sprite trees.
Cant you tell from the HUD?
Battlefield 1942
Axyon
25-09-2003, 07:22 PM
Originally posted by Dux
Cant you tell from the HUD?
Battlefield 1942
Wrong, it's Medal of Honour...
Shinobi
25-09-2003, 08:08 PM
MOH shots? no fair,, HL mappers get like 800 polies to work with :o
anyways here's what I'm working on
http://members.shaw.ca/shinobidye/jmspk01.jpg
http://members.shaw.ca/shinobidye/jmspk02.jpg
http://members.shaw.ca/shinobidye/jmspk03.jpg
http://members.shaw.ca/shinobidye/jmspk04.jpg
http://members.shaw.ca/shinobidye/jmspk05.jpg
http://members.shaw.ca/shinobidye/jmspk06.jpg
http://members.shaw.ca/shinobidye/jmspk07.jpg
your mapping is prity good Shinobi, But I would still say Papau is in the lead with his medal of honor map. Mind u its on a better engine. So kinda hard to say really.
Nostradamus
26-09-2003, 01:06 AM
Shinobi, is obviously in the lead :)
I might post some of mine..nut i havent really done anything serious
oh and this should be contrained to HL only... Worldcraft/hammer is way different that MOH mapping, so you cant compare..besides MOH got a lot more polys and stuf to play with....so i wondt think its fair to ven post those pics here...IMHO! :)
Papau
26-09-2003, 06:21 AM
Sorry, but I deleted my HL maps a long time ago. I just wanted to participate in a friendly discussion. I'm pretty sure this discussion won't prove anything. Besides, MOH may be a much more competent engine, but there aren't many mappers who can create huge outdoor scenes like I can and still deliver performance. Hell, check my face counts (wt). I'm not using anything you don't have in HL. Just triangle brushes and transparent textures.
That isn't true about HL maps only having 800 polys to play with. There are a lot of things that aren't counted in the HL display, like models. Everything is counted in the Q3 display. I've done HL maps with more faces than my swamp map and they still performed.
Papau
26-09-2003, 06:40 AM
I would also point out that skill with the Q3 engine is much more significant for HL2 than skill with the HL engine. The HL2 engine shares a great deal of commonality with Q3 and absolutely none with HL. The corner-shooter military/industrial compex/storage facility style of mapping so common to HL is not going to cut it in HL2.
Shinobi
26-09-2003, 07:31 AM
Originally posted by Papau
That isn't true about HL maps only having 800 polys to play with. There are a lot of things that aren't counted in the HL display, like models. Everything is counted in the Q3 display. I've done HL maps with more faces than my swamp map and they still performed.
not true,, wpoly count is map brushes while epoly counts the polies from external program models (3dsmax maya etc....)
in my case I use one tank model from dod which i removing due to authenticity issues, the tank is only like 200 poly anyways
Shinobi
26-09-2003, 07:33 AM
Originally posted by Papau
I would also point out that skill with the Q3 engine is much more significant for HL2 than skill with the HL engine. The HL2 engine shares a great deal of commonality with Q3 and absolutely none with HL. The corner-shooter military/industrial compex/storage facility style of mapping so common to HL is not going to cut it in HL2.
except for the fact taht HL1 and HL2 use the SAME EDITOR
I map for Q3 games (rtcw) and Unreal engine games,, I just enjoy mapping for hl the most,, and it's not preference because I learned to map with halflife last,, obviously the engine sucks now,, but it's still surprisingly competitive
If you really want to prepare for HL2 then start learning XSI
Shinobi, Nice map as far as on the HL1 engine. Hopefully HL2 will put the other engines to shame with its mapping possibilities.
Papau
26-09-2003, 08:41 AM
Originally posted by Shinobi
except for the fact taht HL1 and HL2 use the SAME EDITOR
I map for Q3 games (rtcw) and Unreal engine games,, I just enjoy mapping for hl the most,, and it's not preference because I learned to map with halflife last,, obviously the engine sucks now,, but it's still surprisingly competitive
If you really want to prepare for HL2 then start learning XSI
There isn't that much difference between Worldcraft and Radiant and there will be a version of Radiant for HL2. I already know how to model. If I would have known you guys were going to get all upset over some images that weren't from HL, I wouldn't have bothered. I was just trying to show you something a little different. Screw it, this place isn't worth it.
Shinobi
26-09-2003, 09:47 AM
wow man you took that a bit personally there, I wasnt calling you out, just commenting on the points you made,,,
since valve has built a new engine from the ground up it doesnt make sense to compare it to quake based engines anymore
urrrr. I dunno if u noticed but the hl2 engine works the same as the hl11 engine. Just its a lot better. You can notice this straight away by the way the people move etc.... I would say its definatly more like the hl1 engine than the quake3 engine.
How do you judge a map by looking at screenshots? Doesen't the true look and feel of it lie in actaully playing it? So saying that someone here is in the 'lead' by looking at one of his screenshots is a bit over the mountain dont you think?
Tho some do look nice, I've seen and made better. I'm not being big headed, only voicing my opinion and what I'm capable of making myself.
ye well Dux I wasn't actually been serious when I started the thread. Tbh its basiclly just a place to show off your work. Also anyone could say they are an l33t mapper. Tbh u might be u might not be. I don't care LOL. At the end of the day the forum was just been filled up with people asking questions about mapping and it was boring. So I decided to actually put some work on it.
Poindexter
26-09-2003, 04:56 PM
Originally posted by Dux
How do you judge a map by looking at screenshots? .....
Thats a classic issue when it comes to mapping. Especially on forums. When I was crazy about mapping a few years ago, I'd post my work on forums, at first it was frustrating that everyone was judging yer map based on the eye-candy factor, even though it could be kick-arse for gameplay. On the other hand, there's not much else to comment on other than the eye appeal when all your showing them is screenshots.
--Poindexter
Shinobi
26-09-2003, 08:05 PM
Originally posted by IchI
urrrr. I dunno if u noticed but the hl2 engine works the same as the hl11 engine. Just its a lot better. You can notice this straight away by the way the people move etc.... I would say its definatly more like the hl1 engine than the quake3 engine.
the reason so many people made quake comparisons is because the HL1 engine is based off the quake engine, so you can make a lot of comparisons,, as far as I can tell, HL2 is built from the ground up
Papau
27-09-2003, 02:34 AM
I'm going to say this one more time, then I'm out of here. The ONLY engines that have ever used BSP, VIS and RAD are Quake engines. All other engine designers do visibility and lighting real-time, because the current graphics cards can do it in hardware. They use back culling and view casting for visibility. No overhead, no huge vis compiles, no detail and vis brushes to worry about. It's much more efficient and much less manpower intensive. SS2, Q4/D3, Torque, BF1942 and UT200x all use this technique.
So, I ask you, if you are designing a new engine from scratch, why would you continue to use BSP, VIS and RAD? HL2 uses Q3 textures, shaders and mesh formats. HL2 uses BSP, VIS and RAD. If HL2 isn't i based on Q3, it's its damn twin brother. The only difference I see between Q3 and HL2 is full implementation of Directx9 functions.
I thought, given the size of these forums, I'd find some mappers more knowledgable about the latest engines and able to recognize HL2 for what it is. It would make going forward so much easier.
Incidently, the images I showed of the swamp and the level with the street car were early shots of two of the HL2 maps I was going to do. I used the MOHAA engine because it was the closest one I could find to what HL2 will be (other flavors of Q3 don't render multiple layers of transparencies as well).
Ichi, I want to thank you for starting this thread. I thought it was a good place to showcase what I was working on. I should have known better. Too many narrow minds.
I'll be returning to my Q3 game based forums now. Sorry for the bother.
Neddy
27-09-2003, 05:29 PM
im new to these forums but heres some screens of a map for dod i was making but never completed
http://www.fcnet-mappers.co.uk/member_files/neddy/cstest/cstest0006.JPG
http://www.fcnet-mappers.co.uk/member_files/neddy/cstest/cstest0016.JPG
http://www.fcnet-mappers.co.uk/member_files/neddy/cstest/cstest0020.JPG
http://www.fcnet-mappers.co.uk/member_files/neddy/cstest/cstest0024.JPG
more pics can be found here
http://www.fcnet-mappers.co.uk/member_files/neddy/cstest/
what do you think ?
hmmmmm, nice modelling with the brushes on the sand stuff. U can obviasly tell its not finished but atm it looks a bit bland. Kinda empty. But I am guessing thats because its not finished. I think.
dawdler
27-09-2003, 08:34 PM
Originally posted by Papau
I'm going to say this one more time, then I'm out of here. The ONLY engines that have ever used BSP, VIS and RAD are Quake engines. All other engine designers do visibility and lighting real-time, because the current graphics cards can do it in hardware. They use back culling and view casting for visibility. No overhead, no huge vis compiles, no detail and vis brushes to worry about. It's much more efficient and much less manpower intensive. SS2, Q4/D3, Torque, BF1942 and UT200x all use this technique.
So, I ask you, if you are designing a new engine from scratch, why would you continue to use BSP, VIS and RAD? HL2 uses Q3 textures, shaders and mesh formats. HL2 uses BSP, VIS and RAD. If HL2 isn't i based on Q3, it's its damn twin brother. The only difference I see between Q3 and HL2 is full implementation of Directx9 functions.
Valve have already said HL2 feature occlusion culling and real time lighting (not direcly, but implied)...
So, I ask you, if you are designing a new engine from scratch, why would you continue to use BSP, VIS and RAD? HL2 uses Q3 textures, shaders and mesh formats. HL2 uses BSP, VIS and RAD. If HL2 isn't i based on Q3, it's its damn twin brother. The only difference I see between Q3 and HL2 is full implementation of Directx9 functions.
:laugh: classic quote
Shinobi
29-09-2003, 12:23 AM
I'm feeling those pics neddy, only thing off the top of my head I'd say is to change the valve train-cart texture
derby
29-09-2003, 11:23 AM
Originally posted by Papau
The ONLY engines that have ever used BSP, VIS and RAD are Quake engines.
Well, the only games to actually have programs called BSP, VIS and RAD are Quake games, but plenty of engines have used the BSP (binary space partition) method of rendering. Many have also used static lighting.
Originally posted by Papau
So, I ask you, if you are designing a new engine from scratch, why would you continue to use BSP, VIS and RAD?
You obvisouly don't know much about HL2. Valve wanted it to be able to run on DX6 hardware, that means it can't rely on the features and power of modern graphics cards to do visibility calculations and realtime lighting.
Originally posted by Papau
Ichi, I want to thank you for starting this thread. I thought it was a good place to showcase what I was working on. I should have known better. Too many narrow minds.
Oh come on, you have to take things less seriously. It's only a forum, you have to take things with a pinch of salt. No-one meant any offense, no-one said it had to be HL1 maps, so just hold your own instead of going of to sulk.
Originally posted by Papau
I'll be returning to my Q3 game based forums now. Sorry for the bother.
No bother
Rather interesting thread.
I'm a DOD mapper myself and here's my latest work.
Screenshots:
http://skdr.dodfi.net/northbound/
Zynaps
29-09-2003, 10:19 PM
It's obvious VALVe decided to use their knowledge of the Quake engines when they wrote Source. There's no denying that.
Most engines are using BSP trees to determine draw order and portal based visibility culling. Q1/Q2/Q3/HL even Unreal, Unreal2 and DooM III are using BSP trees and a portal based PVS. All games with static lightmaps needs a way of calculating them in advance and this step is called RAD in the Q/HL world. Dunno what Unreal mappers call it.
In D3 howerver there doesn't exist a VIS and RAD step in the compile process as those things are done real time in the engine.
For you ppl interested in 3D engines visit one of the many game programming pages on the net like www.gamedev.net, www.gamasutra.com and others.
Also check out this Doom3 map viewer:
http://ray.onemoremonkey.com/minidoom/
http://ray.onemoremonkey.com/minidoom/dl/Readme.txt
Shinobi
29-09-2003, 11:11 PM
also valve said that they wanted the mapping process in HL2 to mimic the HL1 process so people wouldnt haev to re-learn too much
blink
30-09-2003, 03:25 AM
http://www.hl-isolation.com/images/intro4alogo.jpg
http://www.hl-isolation.com/images/is_intro20001.jpg
http://www.hl-isolation.com/images/is_intro30003.jpg
:cheese:
Papau
30-09-2003, 05:11 AM
One final post. In other forums you suggest that HL2 is very similar to Q3 and people immediately know what you are talking about. Here, you get arguments why it isn't. Rather than embracing knowledge that may benefit you, you treat it as blasphamy. I never once said HL2 was a bad engine, regardless of what it's based on, yet you feel you have to defend it. I decry the use of BSP, VIS and RAD, because they are incredibly time consuming. You will find that out for yourselves. I was looking for a HL/HL2 forum where mappers had knowledge beyond the 5 year old engine they are used to. This isn't it. Goodbye.
Shinobi
30-09-2003, 06:03 AM
nice pics man :D
what's HL-isolation?
and papau we have knowlege of other engines (I map for most of the major ones),, I guess people here are just going by what valve tells us and not by forum rumors...
blink
30-09-2003, 12:29 PM
Originally posted by Shinobi
what's HL-isolation?
:eek: http://www.hl-isolation.com
I was going to try and start mapping for doom3 since the silly people who leaked out the e3 demo (ATI) managed to leak the mapping tools with it. All it takes is a bit of deleting of files etc... But actually mapping for doom3 looks wayyyy to confusing for me. I will stick to my hl2/2 and 3dsmax :D maybe some XSI every now and then :D
Btw nice work.....dam forgot your name now. Its the last images with the [img] thingy. I really cba to go back and look at the name LOL
clay_9
03-10-2003, 02:45 PM
this map is NOT finished....
http://www.keithfromneath.btinternet.co.uk/de_gower1121.jpg
http://www.keithfromneath.btinternet.co.uk/de_gower1122.jpg
http://www.keithfromneath.btinternet.co.uk/de_gower1123.jpg
http://www.keithfromneath.btinternet.co.uk/de_gower1124.jpg
derby
07-10-2003, 12:05 PM
Excellent, Smithers.
Stikifinga
07-10-2003, 04:33 PM
Damn Clay_9, Nice blending with the skybox. :)
Here's a couple of my shots for the HL mod Tour of Duty. www.tourofdutymod.com
ee_dmz
http://hq.tourofdutymod.com/upload/stikifinga/dmz-test6.jpg
http://hq.tourofdutymod.com/upload/stikifinga/dmz-test4.jpg
cf_supply
http://hq.tourofdutymod.com/upload/stikifinga/cf_supplylapes2.jpg
tbh clay_9 just owned everyone LOL. ****ing amazing terrain and u have stayed to a theme as well. I dunno how that big wind generator would be right next to somones house though. Might be a bit noisy LOL
AndersJ
07-10-2003, 07:18 PM
I always liked that map clay.
this is a map for the specialists.
My computer is ****ed up so I can't map, but now with these things going on for HL2 I might release it sometime
http://www.lanmaniax.com/maps/pics/pics_charter/charterx6.jpg
http://www.lanmaniax.com/maps/pics/pics_charter/charterx8.jpg
http://www.lanmaniax.com/maps/pics/pics_charter/charterx11.jpg
The map will have fireworks, and this is what they look like on an early version of the map
http://medlem.spray.se/clanbip1337/chartnight2.jpg
clay_9
07-10-2003, 07:53 PM
Why thankyou IchI, however there are no houses near it. Apart from the ruins, but thematically that;s fine because that was destroyed well before the turbine was there.
Shinobi
07-10-2003, 11:40 PM
yeah clay, that is ****ing really good :D
yours too andersJ, did you make all the models yourself?
I've given up on importing models from maya to HL,, thank god valve is making an exporter plugin for HL2
richpull
08-10-2003, 05:19 AM
AndersJ is that a HL1 map, that is unbelievable, excellent job on that. WOW!
Textures are everything now.
KatPhish
09-10-2003, 02:35 AM
wowsers...
i would like a playable copy of most of those maps. They are awesome!
heres my spread:
http://members.aol.com/liquilab/kbe/smallfort.jpg
(TFC)Smallfort_1_8.zip@786kb
http://members.aol.com/liquilab/kbe/smallmulch.jpg
(TFC)Smallmulch.zip@622kb
http://members.aol.com/liquilab/kbe/poolpartybeta.jpg
(TFC)poolpartyb6.zip@1.29mb
http://smallfort.com/kp_gna_b3.gif
(CS)cs_smallfort.zip@990kb
derby
13-10-2003, 11:15 AM
The pictures are a little small, do you have any larger screens, with r_speeds?
Farrowlesparrow
13-10-2003, 11:55 AM
They are also squashed vertically. From what i can tell, they look pretty.
ubehagelig
14-10-2003, 11:23 PM
I don't agree with the aesthetics and logics of some of your texture choices, AndersJ. A lot of details about the screenies is disturbing my eye.
And you need to rework your palm trees as well. Is the trunk brush based or a model?
But give me shout if you wanna go over it :)
Neddy
15-10-2003, 12:49 AM
wow i completly forgot i even signed up for this forum... let alone posted my map here
havnt had chance recently to do any mapping, been doing my website...
hmmmmm, nice modelling with the brushes on the sand stuff. U can obviasly tell its not finished but atm it looks a bit bland. Kinda empty. But I am guessing thats because its not finished. I think.
my original idea was to have loads of trees, and broken down buildings on fire, but i never got that far with it.... i think dod is the best mod ive mapped for so far....
I'm feeling those pics neddy, only thing off the top of my head I'd say is to change the valve train-cart texture
lol im no good at textures, or at least i dont think i am, never really tried that hard at them... that was the best i could find at the time.. if i continue with the map im going to change it...
oh no another clay
and he owns me with mapping skill
ubehagelig
15-10-2003, 01:21 PM
Originally posted by Clay
oh no another clay
and he owns me with mapping skill
You're fired!
clay_9
15-10-2003, 04:32 PM
Originally posted by Clay
oh no another clay
and he owns me with mapping skill
y hello thar
AndersJ
15-10-2003, 04:55 PM
I don't agree with the aesthetics and logics of some of your texture choices, AndersJ. A lot of details about the screenies is disturbing my eye.
Yas it needs alot of work really.
Many things would have been fixed months ago, but I can't use anything. I already made totally new palms and shit, but I can't add em, but I'll go to my friends house and build some on it sometime.
also, am I breaking any laws of any sort if I send the updated file that goes with dod, for transparent models?
Or is that patch already released for halflife?
This would really let me fix this damn map, making it look tons better.
But I'll get back to you on this when I will begin building on it again, peace~~~~~
:cheers:
Hipshot
12-11-2003, 12:20 AM
I tag to the part 'I might not be the best out there, or in this forum' but this is my latest finished map.
http://www.home.no/projects/HalfLife08.jpg
http://www.home.no/projects/HalfLife00.jpg
http://www.home.no/projects/HalfLife01.jpg
http://www.home.no/projects/HalfLife02.jpg
http://www.home.no/projects/HalfLife03.jpg
http://www.home.no/projects/HalfLife04.jpg
http://www.home.no/projects/HalfLife05.jpg
http://www.home.no/projects/HalfLife06.jpg
http://www.home.no/projects/HalfLife07.jpg
http://www.home.no/projects/HalfLife09.jpg
The map is a CS map, and its pretty detailed, but I sat my personal limit at 800 w-polys, even though I think with to days standards you could have like 1000-1200 wp's and still have high FPS, at least over here. I really dont play CS, haven played it for like 1 year now, and still last time I played it was just a little on a LAN with my friends. But there really are no other HL mod that is so big and are semi-realistic with modern guns :/ The map is heavily inspired from Raven Shield and was from HL2, but I removed that part cause it didnt fit in the map. (Did my own version of that prison screen, that was the first seen on the net I think.)
Majestic XII
12-11-2003, 10:22 AM
Hey Hipshot, nice to see you here!
I mapped for like 7 years but i kinda got lazy so i dont map like i did back in the days. I will pick up mapping when HL2 comes out.
Farrowlesparrow
12-11-2003, 03:34 PM
Hey hipshot...those pics are pretty good...i think its the textures that do it, they are nice and detailed.
Hipshot
12-11-2003, 03:38 PM
Certainly, thats just one good way to make HL levels look better, since you cant have to high LOD else. This map I made not just to look good, but to have good gameplay to.
I wanna play too
http://home.cogeco.ca/~dmr/bases0085.jpg
early work for a fun jetfighter mod
http://home.cogeco.ca/~dmr/bomber2.gif
an unrelated map of a b17 I made long ago, dunno why
http://home.cogeco.ca/~dmr/photo2.jpg
with some filters applied to it
http://home.cogeco.ca/~dmr/islands60002.jpg
http://home.cogeco.ca/~dmr/islands60004.jpg
Islands map I was making for TFC, never got around to finishing it, but new masked texture models would make it a lot easier to do. (All those palm trees and bushes are made from brushes)
Hipshot
12-11-2003, 09:45 PM
Haha, thats is SO cool you know. That jetfighter mod seems really cool, and that TFC map to. You are my new idol :)
yeah, the flying mod was a lot of fun. It died eventually because of trouble trying to make a proper sized clipping hull for the planes, but we had tons of fun in the early betas although it usually ended with one team spawn camping the other teams airbase and bombing them before they can get off the runway (that's why I put most of the runway underground in that map). I still have the last build on my harddrive, and I'd play it MP with other people except that the wonid's are coded into it so I can't
Argyll
13-11-2003, 03:49 AM
Yay Stiki! :D
Very nice work guys. If I can get my maps to compile, I will post. Unless you want to see a Hammer shot...
P.S. If anyone has basic modelling skills think you could help me turn that palm tree foliage into a model?
A Rebel
10-04-2005, 06:02 PM
I shouldnt be here haha but DAN's smallfortb17 pwns all those other wussy maps o crap my bad you guys got more talent in your pinky fingers withthis stuff than i do in my whole body i am blown awayty peeps!
Garfield_
10-04-2005, 06:13 PM
CREMATOR666 is the best mapper here i think
Freelancer
11-04-2005, 08:43 PM
Me must be the best : :bounce: hehehe .. i mean just Dl PHY_DOOMED and youll think im a mapper god :E
If you whant to play the latest version and so on please PM me and ill give you server IP so you can join. :E
StardogChampion
11-04-2005, 09:08 PM
This is an ancient thread, stop posting in it...
Freelancer
11-04-2005, 10:01 PM
aaah is it? then sorry :P didnt see that it was old.
navyseal2004
12-04-2005, 11:34 AM
Can we post CS Source ones?
EDIT : Oops didn't see the ancient thread thingy, sorry.
Geronimous
12-04-2005, 03:36 PM
This is an ancient thread, stop posting in it...
Because you say so...
what's wrong with bumping up an old thread?
(psst... answer: nothing!)
Farrowlesparrow
12-04-2005, 04:16 PM
Actually its because the site staff say so.
jverne
12-04-2005, 08:58 PM
Some of my work (sorry bout the darknes, it's supposed to be a creppy map):
http://obala.net/ObalaKLUB/msgs_files.php?m=111201860293832700&f=0
http://obala.net/ObalaKLUB/msgs_files.php?m=111201860293832700&f=1
http://obala.net/ObalaKLUB/msgs_files.php?m=111201860293832700&f=2
http://obala.net/ObalaKLUB/msgs_files.php?m=111201888296342900&f=0
http://obala.net/ObalaKLUB/msgs_files.php?m=111201888296342900&f=2
it's a graveyard (not entirely finished)
poseyjmac
12-04-2005, 09:14 PM
that file is not for me!
Albino
12-04-2005, 09:25 PM
or me it seems
Deleter
12-04-2005, 11:42 PM
nor me :frown:
Ravioli
13-04-2005, 12:09 AM
Mapped sence 6 years back.
Quake
Unreal
Half-life and related mods
Half-life2 (source) and releated mods
Age of empire (who hasnt?)
Red Alert
Im not saying im the best, but i am one of the Greater ones i can tell ya!
I even wrote poetry about mapping, which im not going to post so its get stealed and people use it to enter mods....because its beautiful!
poseyjmac
13-04-2005, 01:03 AM
i think id be a decent all-around mapper if i had better concepts. but for some reason i always find myself making tight-spaced houses/condos.
6Three
13-04-2005, 03:36 AM
I think I'm one of the few mappers who's first map was not of my school or my house.
Deleter
13-04-2005, 05:44 AM
lol, my first map was a room with a light and a gate :O if that counts...lol
6Three
13-04-2005, 07:18 AM
lol, my first map was a room with a light and a gate :O if that counts...lol
Mine was a brick cube :) I was so pleased :thumbs:
Pi Mu Rho
13-04-2005, 07:21 AM
Me .
6Three
13-04-2005, 07:23 AM
Watergate was good.
Dead-Inside
13-04-2005, 08:59 AM
Mapped sence 6 years back.
Quake
Unreal
Half-life and related mods
Half-life2 (source) and releated mods
Age of empire (who hasnt?)
Red Alert
Im not saying im the best, but i am one of the Greater ones i can tell ya!
I even wrote poetry about mapping, which im not going to post so its get stealed and people use it to enter mods....because its beautiful!
124 posts and you think we're going to believe that?
I have a hard time understanding what poetry you could ever write about mapping. "So... I stroke my hammer, and it spun. It was, indeed, compiling". Yes, good poetry indeed.
navyseal2004
13-04-2005, 09:13 AM
Well here's my upcoming remake of cs_mansion :)
http://img166.echo.cx/img166/6693/csmansion7a4cm.jpg
http://img166.echo.cx/img166/1290/csmansion14a9jd.jpg
http://img166.echo.cx/img166/1600/csmansion17a4vq.jpg
*Note* Those screenies are 2 months old.
Ravioli
14-04-2005, 01:53 AM
124 posts and you think we're going to believe that?
I have a hard time understanding what poetry you could ever write about mapping. "So... I stroke my hammer, and it spun. It was, indeed, compiling". Yes, good poetry indeed.
Postcounts doesnt tell who a person is, only geek are looking for high post counts.....
And you can write poetry about ANYTHING.....if you understand it.
Phisionary
14-04-2005, 04:42 AM
"So... I stroke my hammer, and it spun. It was, indeed, compiling".Hehe! Almost like a haiku. I like it.
And a 124 posts indeed, you spam-elitist. :P
Dead-Inside
14-04-2005, 07:27 AM
Postcounts doesnt tell who a person is, only geek are looking for high post counts.....
And you can write poetry about ANYTHING.....if you understand it.
Don't even try to lecture me about poetry.
About the postcount, it tells me how long and how active he's been here. Coming in here with ONLY 124 posts and bragging your ass off, with no credentials, and he probably hasn't even compared himself to the masses, it just doesn't make for a good story (for him!).
Ravioli
14-04-2005, 06:37 PM
When did i say i am bragging my ass off. I visit this form EVERY DAY, but that doesnt meen i have to post anything.
Also, why are you being so aggressive against me? Have i done something wrong? Jesus people, be nice in this community, i thought all hl fans where friends?
Guess im not welcome here, because i have a low post-count......which meen you are mean to new people here.....this is exackly why i dont post much, sence people attack you from everywhere.
StardogChampion
14-04-2005, 07:15 PM
I'm the best mapper in the entire world who hasn't released a map, nor got near finishing one.
Ravioli
14-04-2005, 08:04 PM
I'm the best mapper in the entire world who hasn't released a map, nor got near finishing one.
OH MY GOD....HE MUST BE THE MAPPING GOD :D
jverne
14-04-2005, 09:32 PM
They should work now!
http://img.photobucket.com/albums/v461/_bubby_/scarytest0000.jpg
http://img.photobucket.com/albums/v461/_bubby_/scarytest0002.jpg
http://img.photobucket.com/albums/v461/_bubby_/scarytest0003.jpg
http://img.photobucket.com/albums/v461/_bubby_/scarytest0004.jpg
http://img.photobucket.com/albums/v461/_bubby_/scarytest0009.jpg
http://img.photobucket.com/albums/v461/_bubby_/scarytest0008.jpg
Dead-Inside
14-04-2005, 11:09 PM
Also, why are you being so aggressive against me? Have i done something wrong? Jesus people, be nice in this community, i thought all hl fans where friends?
No, of course not. You just seriously believe you're one of the best mappers out there even though you haven't shown us any of your work nor have I seen it elsewhere.
That would be alright if you kept it to yourself, but oh god, why do you have to bring it up here? It makes me seriously doubt your credibility.
Also, posting on the forums means contributing, you should try it.
Ravioli
15-04-2005, 12:09 AM
Well, each time i do post....these things happens.....
navyseal2004
15-04-2005, 10:51 AM
Well here's my upcoming remake of cs_mansion :)
http://img166.echo.cx/img166/6693/csmansion7a4cm.jpg
http://img166.echo.cx/img166/1290/csmansion14a9jd.jpg
http://img166.echo.cx/img166/1600/csmansion17a4vq.jpg
*Note* Those screenies are 2 months old.
What about my map?
DjBourgeoisie
15-04-2005, 01:04 PM
what about it?
navyseal2004
15-04-2005, 02:36 PM
what about it?
I thought this was some map comments thread lol.
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