1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

l4d_yama

  • the0rthopaedicsurgeon
  • March 20, 2009 at 2:15 AM
  • Em'
    • April 22, 2010 at 6:09 PM
    • #81

    I really like the contrast between the empty streets and the "animated lighting boards" and screens !

  • ElectroSheep
    • April 22, 2010 at 6:44 PM
    • #82

    I really like it

  • Jenn0_Bing
    • April 23, 2010 at 11:18 PM
    • #83

    This is looking as hot as ever.

  • RA7
    • April 24, 2010 at 11:46 AM
    • #84

    Well it really could use a......BETA!!!!

    /hides :)

  • sarge mat
    • April 24, 2010 at 12:07 PM
    • #85

    Yea can't wait to play this one

  • the0rthopaedicsurgeon
    • May 14, 2010 at 5:02 PM
    • #86

    i'm working on the 2nd map, and i wanted it to have an early morning setting with light rain, but i can't get the right look with the fog/skybox/sunlight. the first screen below is what it looks like now, the other 2 are previous attempts, and last is some references of the look i'm trying to get. should i go with a single-colour skybox and just turn up the fog and bloom? the only problem i've noticed with the fog in this map is that it washes out the colours when i've got so many vibrant colours in the temples, although i might be able to fix that with colour correction.

    at the end of this level you get to the top of kiyomizu temple so i don't really have any choice but to use heavy fog for performance/visuals.

    [Blocked Image: http://img443.imageshack.us/img443/6259/fog1.jpg]

    [Blocked Image: http://img12.imageshack.us/img12/5816/fog2v.jpg]

    [Blocked Image: http://img265.imageshack.us/img265/5438/fog3.jpg]

    [Blocked Image: http://img15.imageshack.us/img15/4526/fog4.jpg]

  • Campaignjunkie
    • May 14, 2010 at 8:51 PM
    • #87

    Maybe make the top of the temple its own BSP? It'd look amazing with a proper skybox / draw distance thingy.

  • the0rthopaedicsurgeon
    • June 15, 2010 at 3:03 AM
    • #88

    1st map is done, apart from one storefront prop. i made the 3d skybox and did a lot of optimising, so now i can get on with finishing the temple map. i decided to keep the view from the veranda looking out over the temple complex, i should be able to get away with it using fade distances and the right 3d skybox.

    [Blocked Image: http://img72.imageshack.us/img72/5696/l4dyama10103.jpg]

    [Blocked Image: http://img194.imageshack.us/img194/7527/l4dyama10104.jpg]

    [Blocked Image: http://img412.imageshack.us/img412/3406/l4dyama10101.jpg]

    [Blocked Image: http://img251.imageshack.us/img251/5208/temple0010.jpg]

  • m8nkey
    • June 16, 2010 at 2:27 AM
    • #89

    1st map is looking great. is this still for l4d 1 or 2?

  • Skacky
    • June 16, 2010 at 3:28 AM
    • #90

    Dude, you're a monster. I can't wait to play it!

  • the0rthopaedicsurgeon
    • June 16, 2010 at 4:10 AM
    • #91
    Quote from m8nkey

    1st map is looking great. is this still for l4d 1 or 2?

    i swapped to l4d2 earlier this year, just because it has loads of tree props, and the only ones l4d1 has don't have any leaves.

  • the0rthopaedicsurgeon
    • August 17, 2010 at 4:25 AM
    • #92

    still trying to find some good light settings. it's meant to be early morning (5/6am) during a storm. made it darker so i could do something more interesting with the lanterns, but the next map is full daylight (the brown one) so it needs to transition properly.

    [Blocked Image: http://img808.imageshack.us/img808/6480/temple0035.jpg]

    [Blocked Image: http://img638.imageshack.us/img638/9303/temple0033.jpg]

    [Blocked Image: http://img248.imageshack.us/img248/7396/temple0030.jpg]

    [Blocked Image: http://img829.imageshack.us/img829/6364/temple0029.jpg]

    [Blocked Image: http://img208.imageshack.us/img208/4103/temple0027.jpg]

    [Blocked Image: http://img809.imageshack.us/img809/2577/temple0024.jpg]

  • DaanO
    • August 17, 2010 at 5:54 AM
    • #93

    Light setting is good but you need some wet ground. Now it kind of looks like you could easily dodge all the drops of rain if you'd try. Needs more rain for a storm, and things need to be WET

  • DaanO
    • August 17, 2010 at 6:00 AM
    • #94

    the0rthopaedicsurgeon: by the way, for those japanese city levels i think it'd work really well if you'd make some signs hanging over the streets (given there's not a lot or no vertical gameplay). it'll create some chaos with (if you do it well) very few extra polys

  • PhilipK
    • August 17, 2010 at 7:32 AM
    • #95

    Sweet! 3rd shot is killer!

    I agree with Daano tho, I think you can work a lot with some overlays/decals with puddles, but also play around with env-cubemapped grounds, roof plates etc. With ground plates like that you can alter "height" a bit and make some plates almost totally flat in the normal + add white spec to simulate those being pushed down a bit, hence totally/partly under water. Usually larger pave stones can be a bit concave, thus forming a puddle towards the middle.

    Anyway nice job so far, looking forward to more!

  • Bic-B@ll
    • August 24, 2010 at 3:08 AM
    • #96

    is it me or does every screen shot in this thread seem to have the noise filter run on it?

  • skdr
    • August 24, 2010 at 6:00 AM
    • #97
    Quote from Bic-B@ll

    is it me or does every screen shot in this thread seem to have the noise filter run on it?

    That's because L4D's postprocess has noise.

  • the0rthopaedicsurgeon
    • September 21, 2010 at 3:36 AM
    • #98

    still going, i decided to add a whole new section before the temple like the real life place it's based on, which means lots of new props and textures. i think the lighting looks ok in the temple parts but in this area it just looks off somehow, so it might still change. some of the floors do have spec maps now, but building cubemaps in l4d is too tedious so they're not showing.

    i also learned a trick from RDR to add some more detail to the roofs.

    [Blocked Image: http://img256.imageshack.us/img256/3451/temple01.jpg]

    [Blocked Image: http://img196.imageshack.us/img196/2484/temple04.jpg]

    [Blocked Image: http://img844.imageshack.us/img844/5138/temple06.jpg]

    [Blocked Image: http://img94.imageshack.us/img94/3421/temple03.jpg]

    [Blocked Image: http://img121.imageshack.us/img121/3157/temple02.jpg]

    [Blocked Image: http://img7.imageshack.us/img7/630/temple05.jpg]

  • Skacky
    • September 21, 2010 at 12:40 PM
    • #99

    True the lighting looks a bit bland here, but it is really great nonetheless!

    I really like the ambience you're going for.

  • D3ads
    • September 21, 2010 at 2:22 PM
    • #100

    Very nice as always, reminds me of the Siren games

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

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

Latest Posts

  1. Why is data science needed

    shilpa
    July 17, 2026 at 12:39 PM
  2. Any of the old guard still around? D:

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 14 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™