Posted by Addicted to Morphine on Mon Nov 28th at 4:33pm 2005
Off the top of my head, I know of a couple places.
mapcore.net : This place seems intimidating (from the few minutes I browsed through the forums). I'm not sure I'd venture there without reaching a certain level of skill first.
interlopers.net : To be honest, I don't know much about this place. It seems very active, with lots of members willing to download work.
These are just a couple of sites, I'm sure there are more.
I know that people like MisterBister visit Interlopers as well as here, and ReNo and CJ visit mapcore. So I was wondering how you would define these places, and give your opinion on whether or not it was worth branching out and visiting these different forums.
I don't want this to become negative smack-talking of other forums, so unless you have something positive to say... it would probably be a good idea to keep quiet. If nothing positive is said about a site, I'll just assume the worst.
So in other words, where are some other good places to get feedback? What are their strengths?
Additionally, where are some good places to release finished work (Quantity and quality of downloads)? Where do most people go to try out new maps?
Posted by French Toast on Mon Nov 28th at 5:15pm 2005
Every once in awhile I'll crit a map at the Fortress-Forever forums.
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Posted by SpoolE on Mon Nov 28th at 5:17pm 2005
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Posted by Addicted to Morphine on Mon Nov 28th at 5:40pm 2005
Posted by Myrk- on Mon Nov 28th at 6:31pm 2005
Only here tbh. I venture all the time on the mapcore and snarkpit IRC channels though. Kinda got bored with computer games in all honesty, they just all seem to be the same- I'm waiting for some new revolution in gaming, or some amazing game. So far nothings popped up which interests me in all honesty- I like something with a twist.
I do like horror games though, not like Silent Hill or anything, but action horror- Doom 3 was a good one, loved the effects and ideas, and RE4 was good too, liked the angle and the interactive cutscenes combined with good zombie action and a classic anime oversized twist.
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Posted by Addicted to Morphine on Mon Nov 28th at 7:49pm 2005
Posted by satchmo on Mon Nov 28th at 8:14pm 2005
It's very laid-back. The members tend to be younger (I'd say the average age is around 14), and there are a lot more new mappers. However, there are quite a few veteran members who are very talented mappers. Kasperg, in particulra, is very good and very prolific. The sense of comraderie at TWHL is very good.
I started out mapping at TWHL, and learned most of the basics of mapping there. Captain P helped me tremendously, and I won't ever forget that. In fact, it was him who introduced me to the SnarkPit.
I also hang out at Counter-Strike Planet nowadays, but mostly to read feedbacks on my map (de_justice). The forum is very dead there, but the map vault is jumping. My map gets downloaded more than two dozen times a day typically, although most members don't provide feedbacks. It's not a real community (yet).
I'm a well-established member at the SnarkPit and TWHL, and those are the main places where I visit. I haven't really run into another site that has such a sense of community than the forementioned two.
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Posted by ReNo on Mon Nov 28th at 11:21pm 2005
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Posted by Addicted to Morphine on Mon Nov 28th at 11:56pm 2005
What I like about mapcore (from what I've seen so far) is the members aren't easily impressed, so when they have kind words it means something.
Does anyone frequent Interlopers.net?
Posted by Myrk- on Tue Nov 29th at 12:30am 2005
HL2 engine isn't really all that suited for Zombie mods yet. You need some really good effects and some sweet directing, and in the mod world thats hard to come by. Also I don't think a purely "zombie" mod is any good- needs some really good horror, and in those cases I think it either ends out really short or really crap in the mod world.
Also the HL2 engine doesn't contain the tools required really- they need a decent morph tool for entities.
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Posted by French Toast on Tue Nov 29th at 1:31am 2005
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Posted by FatStrings on Tue Nov 29th at 2:21am 2005
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Posted by Campaignjunkie on Tue Nov 29th at 3:19am 2005
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Posted by Addicted to Morphine on Tue Nov 29th at 3:59am 2005
Yeah -- I know what you mean. The problem is, I don't have access to Hammer at school, so instead of mapping all I can do is browse. And look at other people's work. And go "wow."
Speaking of "wow," (okay, this is off topic, but I don't want to create another topic just for this question) I was looking through the WIP thread at Mapcore, and one of the screens that this guy by the name of "Hipshot" posted made my jaw drop.
I hope its kosher for me to rehost it and link it here....

Why does this look so realistic? I mean the mapping is great, but the sunlit part of the building on the left (in particular) looks downright photorealistic. Is it just the fact that it's 1600x1200 with good video settings? I mean, I've never seen a screen look this good. The sunlight tree also looks amazing.
Sorry to derail the thread, this question was just eating at my brain.
---
On Topic:
I felt like contributing to a thread at Interlopers so I just registered. It seems like a very active community with some members who are new to mapping. I enjoy offering feedback so this should keep me busy.
Posted by Captain P on Tue Nov 29th at 9:07am 2005
Right now I'm learning 3ds max a bit, might come in handy if I want to do more prop models. So far, working with materials is still confusing and the camera controls are bad like any modelling tool (level-editors have far better camera control imho), but it's quite easy to pick up otherwise.
Anyway, I visit TWHL and the VERC now and then, and I'm around on my own little Dutch mapping forum, that's mostly it. I've been on Mapcore for a while but it's not really my style.
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Posted by satchmo on Tue Nov 29th at 9:22pm 2005
I believe it's just the result of mapping done expertly. The attention to detail, the carefully thought-out lighting and architecture. The carefully placed models and props (so that they don't over-crowd the space). The side of the building looks great because the mapper considered how the light would interact with the normal texture mapping.
I love the screenshot. In fact, I took it and made it my wallpaper. I softened the picture a bit to make it look even more realistic. I also cropped it so that the ground texture doesn't look stretched out.
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Posted by Addicted to Morphine on Wed Nov 30th at 2:48am 2005
I think you cropped it in the right place (the texture on the tree on the right was really blurry) but I don't think I would have softened the picture. It's kind of hard to focus on, and part of what I loved about the original was the crispness.
Wow, that's quite a nerdy statement.
Posted by satchmo on Wed Nov 30th at 2:59am 2005
Yeah, I debated with myself about softening the picture. I didn't soften it for my wallpaper, but I did for the posting in my blog. Mostly because I want to impress the non-gaming people just how realistic it looks. It's virtually indistinguishable from a real photograph when softened.
The only thing that made it too crisp was the rails in the distance. You can tell by looking at the non-antialiased hard lines. The softening was primarily aimed to get rid of that effect.
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Posted by Crono on Wed Nov 30th at 4:45am 2005
It's still pretty though.
I think something that makes it look more realistic is that it LOOKS like a real place, not something someone made up. I mean, that's architecture you can easily see in almost any city.
Currently, I'm gawking at CryEngine 2. It's basically the same open environments as Far Cry ... better visually than HL2 and it still has all the trimmings, like physics. Dynamic Day/Night cycle. Volumetric Clouds.
I wonder if it'll have weather. (Dynamic weather, I mean) That'd be sweet.
Posted by Addicted to Morphine on Wed Nov 30th at 4:56am 2005
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