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Messages - Skur

Maps / Re: HellFire (Hardcore SP Boss Fight)
September 07, 2017, 09:30:27 PM
finally a new sp map! haven't gotten around to try this yet, but will definitely do so! for now i'm curious how you made that burning font on your first image? looks kind of cheap but in a good way ;D 2000s internet chic
Maps / Re: Doko's "last" map project: Altazor
September 07, 2017, 09:22:09 PM
No idea if you even played it, but this map reminds me so much of Borderlands! All the different levels and the branched out layout combined with the Hyperion colour sheme =)

Would love to take a look around the latest version  :kirby:
News / Quake Champions announced at E3!
June 13, 2016, 06:49:14 PM
Bethesda announced that the next Quake is in development!


So far there's only a short reveal trailer but from what I read it's going to be multiplayer only and is described as competitive and arena-style. It's also said to be PC only, so it won't be a crappy console port, yet I don't know if it will be available for Mac or Linux.

To me the trailer looks pretty much like Quake 4 with even more specularity, while what I read sounded really promising! What do you guys think? Are we about to get the first playable arena shooter of the decade or is it too late to revive the Quake series?

News / Re: Desperately Needed Forum and Site Overhaul
October 04, 2015, 02:19:24 PM
Are you sure we have enough activity to fiol upa an empty forum? I really am not sure if this is a good move :S
News / Re: Expanding MappingHell
October 04, 2015, 02:17:12 PM
tess is the future!
Resources / Re: Glitchy cubes?
September 13, 2015, 08:44:33 PM
i remeber a glitchcube tutorial map from back in 2011(...?) that had step by step guides o how to make one-ways, ladders, etc. An updated version of such map for collect edition would be a great resource, especially for new players!
Projects / Re: [MH] Race Map
September 13, 2015, 08:40:51 PM
teams of three would be far too complicated, but another 2v2 coop race would be awesome. i would personally not make completing it itself as hard as the original coop race as it gets pretty frustrating quickly and barely anyone finishes it at all. in my opinion a race map should be about competing for the best time, so it would be easy to finish but have a high skill ceiling with lots of trickjumps and alternate paths. that would grant replayability and encurage people to actually practice on the map instead of making them give up after flying over it in edit mode for the first time :)
Maps / Re: Doko's "last" map project: Altazor
September 04, 2015, 04:40:29 PM
General Discussion / Re: Life Update Thread
September 03, 2015, 05:36:27 PM
Quote from: Sweet on August 30, 2015, 11:27:04 PM
I heard that there was a new version of Sauer coming out
Maps / Re: Doko's "last" map project: Altazor
August 25, 2015, 10:55:11 PM
Quote from: Doko
This are pk02 textures, here is a link to the node in quad:
I dont know how no one used it since it was posted like 4 years ago  ;D

that node is actually my really first quadropolis post :)
Maps / Re: Doko's "last" map project: Altazor
August 25, 2015, 11:50:49 AM
one of the most promising maps i've seen this year! really looking forward to this one :)
Maps / Re: [WIP] layout6
August 25, 2015, 11:48:42 AM
need screenshots!
Projects / Re: [Clan Map] Anvor
August 25, 2015, 11:47:39 AM
what the hell? i'm away for a couple of days and suddenly MH has active projects?  :o
The Mega Archive / Re: Doom.
February 03, 2015, 06:50:17 PM
wait what!? that was ... three ... THREE years ago?
The Mega Archive / Re: Happy New Year!
January 11, 2015, 02:58:28 AM
sooo! how successful have you guys been? did you manage to stick to your plans?
spoiler: i habent :<
The Mega Archive / Re: Merry Christmas!
December 26, 2014, 01:36:24 AM
I know I'm a bit late to the party, but MERRY CHRISTMAS!  ;D
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
December 12, 2014, 10:28:32 PM
screenshots are looking great! still havent gotten around to actually play it (i know im slow :( ) but i surely will once i get my rig fixed again ^^
until then, maybe some more screens? ;D
Maps / Re: Reflection
December 12, 2014, 10:17:28 PM
Thanks for the feedback guys and sorry for the late reply! My PC broke again and Snowy is now alone fixing some of the posters. So it's not final just yet, but once it is it will be included :)
Introduce yourself / Re: PainFactory is back
December 12, 2014, 08:00:59 PM
Lol I been following your YouTube and completely forgot/didn't know it was you! And after all these years I still remeber your crappy application  ;D Welcome back dude!

Was going to get into YT too, but unfortunately I'm without a PC since 5 weeks ;( maybe during the winter holidays... maybe
Maps / Reflection
October 21, 2014, 02:24:51 PM
Snowy and me made a huge CTF map for Tesseract :)


Download :
oh i remeber this map! especially the water looks far better in tesseract, but i think you forgot to remip before uploading :D makes the terrain look much smoother :)
ps: welcome back, haven't seen u in a while ;D
Resources / Re: Witch hat vanity
October 21, 2014, 02:16:16 PM
TF2-like micro transactions incoming!
The Mega Archive / Re: Oi Mates
September 09, 2014, 05:53:09 PM
romania cuz vampi? :3
News & Discussions / Re: Hey all
June 05, 2014, 07:37:14 PM
Welcome to hell!  ;D
And as vampi said, be sure to check out Tesseract!
The Mega Archive / Steam Group
May 29, 2014, 05:32:09 PM
I noticed a lot of you added a link to their Steam account in your profiles and as we don't play that much Sauer together naymore I thought we could play some other games maybe?  ;D I created a Steam group for our little community so we can easily exchange Steam ID's and see who's online! :)


I already invited some of you but i don't think I have everyone on my friendlist yet. Just let me know if u wanna join and i'll send you an invite!
General Discussion / Re: Unreal Tournament 4
May 09, 2014, 06:18:56 PM
I also watched the live stream and I can't wait for it! Finally a developer caring about modders and wanting to make a long living title. A game being free and not f2p is also a whole new concept for AAA titles and a steam marketplace-like system that allows modders to earn money from their creations is also a great idea (free mods can still be published of course). I also don't mind paying the Unreal Engine 4 (unlike UDK which is free) as it's subscription based, but you can keep the last version you paid forever, but recieve no updates. So you can subscribe for one month and pay the 20â,¬, downlaod the whole package including the source code and then unsubscribe and keep it. You only have to resubscribe if you want to recieve the latest updates, but you could do that like only once a year.

All in all I still can't belive Epic Games is actually going to do this. There are taking so many risks in developing a game they way they are going to do it and I think that alone is great, but if the game and community will develop the way they planned its going to be truly UNREAL!

Edit: it being PC only and developed for mouse/keyboard makes it better than UT3 already
Applications / Re: Current member list
January 19, 2014, 01:22:45 PM
The Mega Archive / Re: Happy New Year!
January 06, 2014, 02:13:59 AM
New year resolutions:
-Finish a L4D2 map
-Practice more drawing
-Do more Blender/learn to sculpt properly
-Finally get used to Photoshop and drop Gimp
-Go to bed earlier
-Not fail at school
Toshiba has the Satellite series for more than 10 years now, so I doubt all of them can be considered 'good' today =P
Resources / Re: Layout Methods
January 03, 2014, 07:38:48 PM
Spamming cubes will give you random layouts, which will most likely not provide the best gameplay. Just putting individual segments together mostly also doesnt work out, because the layout has to work as a whole thing. Drawing your layout may help you, if you find it hard to imagine the whole thing in your head, but won't actuall create a layout. I often draw parts of my map, but usually for esthetic reasons, not the layout.
I would suggest you start of with some idea of a gameplay situtation or arrangement of rooms you want to have. Just something that will for sure make your map special, not just yet another dm layout. It could be anything from a tube with a jumppad at the botton and a quad at the top to an unique teleport setup or whatever you can think of. Once you have some idea try to imagine things around it until you have a full layout in mind, not everything has to be connected yet, but every segment has to add smething to the gameplay. Then block your layout and fill all the places that were missing in the layout you imagined. When you for example have too rooms on a different height level, dont just connect them with a ramp and rush to the next place, but think if a curved stairs, a jumppad or maybe even a teleport made more sense there.
All this may sound pretty complex, but after thinking about some ida for maybe a week or even less i know what i gotta do and can usually get it roughly blocked in sauer in less than 15 minutes. This step consumes the lowest ammount of time, but is extremely important, because it'll be you guideline for the rest of the building process of your level. However, it's of course still FAR from perfect and this is the time when playtesting comes in. Quickly spam some lights around so players can see shit, pay a bit more attention on the playerstarts and if you want add pickups already and then PLAY PLAY PLAY. Find someone who is somewhat good at the game, but more importantly knows how to make proper maps, to duel with. try to find out how well the map works for yourself and listen to your opponent, what he thinks is good or bad. In this early stage its very important you that havent started detailing anything, so you wont be afraid of losing your work when redoing things that didnt work out. Try to test the map with as many different people as possible and as often as possible. Change whatever you think is not pefect and if you think its good, change random things and see if it gets even better, if not, of course change them back again.
Only then when you are sure your layout is final (it most likely isnt, but its the clostest you will get until starting with the details ;D), start detailing. That will reduce the ammount of lost work a lot, since you hopefully only have minor changes left to do.

Well, this is just how do my stuff. There are many other ways, but i hope ive at least given you some ideas.
News & Discussions / Re: Back from the dead
December 31, 2013, 08:15:31 PM
Nice to meet you! :) What's ur steam name?
Maps / Re: Teh Club
December 30, 2013, 01:51:13 PM
If anyone is still interested in the map, I found a more complete version on the Cubic Matter forums.  :)

To the map: How do all these pure white lightsources create such colourful light!? Let me know!
Resources / Re: Sauer Clicker
December 25, 2013, 05:26:27 PM
It's been 10 days now..
Resources / Re: Sauer Clicker
December 15, 2013, 01:38:23 PM
Quote from: ArdTheSheep on December 15, 2013, 03:22:07 AM
Let's go back to normal font size, shall we?
Quote from: unixfreak on December 14, 2013, 12:04:41 AM
Past few weeks i've been playing duke nukem forever and half life series.
And then i bought some humblebundles and been trying to play 100 games in steam library. ffffff.

I'm still here though, and slowly editing some maps offline. Problem is, it's hard to be on at the right time as others. I would idle in some coop servers but alot of the time they are locked/private.
whats ur steam name?