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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • von*ferret
    • June 30, 2005 at 11:38 PM
    • #301

    korny you need to be more careful with your tree lines. A couple of the trees are floating off the ground it seems. But my biggest gripe is the plane of trees. I can easily see a line of trees that are presumably on an alpha channel. Try to break that up some how creatively so its not so easy to tell, because knowing they're just a flat plane breaks the illusion and removes the player from the experience.

  • ReNo
    • July 1, 2005 at 12:33 AM
    • #302

    Mike-0, try renaming your .vmx file to .vmf - its an automatic backup. Its quite possibly corrupted too if the .vmf was, but its worth a check.

  • ReNo
    • July 1, 2005 at 3:42 AM
    • #303

    Think this is my first time showing something in the WIP forum, and it isn't exactly the most orthodox map to be showing. This is my entry for the Snarkpit HL2 mapping contest, with this year's theme being "surrealism". I've taken a sort of coastal fortress theme, but going for an abstract hexagonal approach using only solid colour textures. I only started this tonight so there isn't much to see just yet, but I'm currently debating whether I should be adding detail or keep it true to its hexagonal charms. Thoughts, comments, suggestions?

    [Blocked Image: http://www.snarkpit.net/maps/HL2/images/2136_1.jpg]

  • insta
    • July 1, 2005 at 4:32 AM
    • #304

    I think it looks great as it is. Too much detail in such a setting will just detract from the scene instead of adding to it.

  • |FRITZ|
    • July 1, 2005 at 6:40 AM
    • #305

    I like the concept reno. The only problem I see is the props situations. Rusty barrels and delapated couches will kill the theme. But props are pretty much the cornerstone of hl2 dm. SOO i hope you know how to model

  • Fullauto
    • July 1, 2005 at 12:41 PM
    • #306

    Oooh, cool. Kinda like the Giant's Causeway, but in primary colours:

    [Blocked Image: http://www.chem.queensu.ca/people/faculty/Crudden/2004-02-17/causeway.jpeg]

  • ReNo
    • July 1, 2005 at 4:01 PM
    • #307

    I can model Fritz, but I have no bloody idea what to model for this Even if I did model some things that fit the theme (flat coloured rocks, boats, logs, etc...), I don't know how they would look when placed in a world made entirely of hexagons

    I'm going to play around and see how this approach works when using smaller hexagons - it should allow for more detail without breaking the hexagonal theme, but it might take away from the blocky charm it currently has.

  • Schmung
    • July 1, 2005 at 4:54 PM
    • #308

    Hexagonal trees would probably be ok and I think you might get away with some reasonable rocks as well. Maybe if constructed them out of smaller hexagonal faces as well?

  • mike-0
    • July 1, 2005 at 6:13 PM
    • #309

    reno, i like your old cel-shaded (er faking cell shading) map better. i understand youre trying to make a hexagonal theme, but... well whatever

    yep, the vmx thing worked youre a lifesaver

  • |FRITZ|
    • July 1, 2005 at 10:10 PM
    • #310

    Ok, I decide to revise my bridge scene since interlopers is having their little contest.

    Link to OLD http://%7boption%7d

    Revised version~

    [Blocked Image: http://img67.imageshack.us/img67/6088/scenebridge500169vo.jpg]

    I was also thinking about changing the wings on the windmill as it seems a bit dispoportied to the body.

    Anyways, I need some suggestions and crits to take things to the next level.

  • von*ferret
    • July 1, 2005 at 10:38 PM
    • #311

    fritz you need models to accompany the merging of the stream to the coast.

    reno that reminds me of a gameboard for a board game. For props yo0u can model little "game pieces" like horseshoes, the things from risk, ect. Maybe even a playing card lol. Things like that would be sweeeet.

  • RD
    • July 2, 2005 at 12:28 PM
    • #312
    Quote from matteh

    Hey, my first post.[Blocked Image: http://i2.photobucket.com/albums/y5/matt3h/untitled/dm_noname_a0002.jpg]

    My second attempt at mapping for HL2DM, whaddaya think?

    Welcome

    It looks pretty sweet, but too much like existing maps. Find ur own style/ get a new setting. Apart from that not much wrong with it

  • Dogmatic
    • July 2, 2005 at 11:58 PM
    • #313

    Fritz your sun doesnt make any sense, its at sunset level, yet the lighting looks like its high noon.

  • |FRITZ|
    • July 4, 2005 at 6:24 AM
    • #314
    Quote from Dogmatic

    Fritz your sun doesnt make any sense, its at sunset level, yet the lighting looks like its high noon.

    Quote from Me

    And I know the env light and source are off, but I liked the env_sun in back of the mill, so meh.

    That being said, I have changed the lighting somewhat to make it less noticalbe.

    And here is the link, with the somewhat "proper" lighting.

    http://img131.imageshack.us/img131/9427 ... 0005lv.jpg

  • von*ferret
    • July 4, 2005 at 8:57 AM
    • #315

    your scene still is basicaly composed of two/three detailed static meshes and a bridge. Not very impressive (not trying to be mean there). What can you add to it to amplify the mood of the scene? Treeline was a start but is very planar at the moment and distracts me.

  • |FRITZ|
    • July 4, 2005 at 9:25 AM
    • #316

    Im creating a scene for the contest, the main focal point has to be the bridge.

    There's about 6 props already in the scene. I feel like trying to fit even more props would start to make things cluttered and detract from the bridige itself.

    but If you have a bit more specific ideas as what to add, shoot.

    Anyways, thanks for the crits

    EDIT: And let me make this clear, this http://img131.imageshack.us/img131/9427 ... 0005lv.jpg

    was not a revision, but just to show dog how shitty it looked with the light coming from the sun.

  • RD
    • July 4, 2005 at 12:45 PM
    • #317

    make the bridge bigger and the ravine wider+deeper, thatll help =)

  • csharp
    • July 4, 2005 at 1:26 PM
    • #318

    hmm maybe i post my wip kedr..

    [Blocked Image: http://www.saxu.net/~csharp/gtf_models/wip_kedr.jpg]

    It is a smg model to a gta:sa mod named: Grand Theft Auto: Finland!

    Ill post updates here

    EDIT: I have updated version ,but i havent uploaded it yet..

    EDIT #2: All my wip models to that mode is avaibled HERE ;ZOMG

    EDIT #3: I dont have anything else to edit!

    EDIT #4: SO I DONT EDIT NOMORE !1!!

  • von*ferret
    • July 4, 2005 at 5:48 PM
    • #319

    ... buddy this is the level design forum. Make a WIP progress thread in the _modeling_ forum if you'd like.

  • Algor
    • July 4, 2005 at 9:56 PM
    • #320

    roger, get those models out of here

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