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

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • yubnub
    • March 31, 2008 at 7:47 PM
    • #5,541
    Quote from Nurb

    Inspired by the roman atrium? I like it (nut for architecture history >_<)

    I was going for a Renaissance feel more so then Roman but the two are close enough

    Sindwiller No proper impluvium but it does have a small pond

  • Albatros
    • April 2, 2008 at 3:20 AM
    • #5,542

    Hey guys,

    this has been haunting me since the day I came back from my holidays (sunday), so I started it (monday) and I find myself making some progress on it.

    Somehow, this one has the "right" feeling to it... not to mention the 28 custom textures I made right after my return.

    [Blocked Image: http://www.albatros44.de/dod_ticino/ticino_b1k.jpg]

    [Blocked Image: http://www.albatros44.de/dod_ticino/ticino_b2k.jpg]

    [Blocked Image: http://www.albatros44.de/dod_ticino/ticino_b3k.jpg]

    Right now it's still missing tons of stuff (expectable for a 30-hour-old), e.g. a church in front of the mountain facing the sea, terraced gardens (on the left seen from the second picture) and the rest of the town. Right now it's just the port you can see.

    Hm... release it for DoD? CS? Something completely different?

  • Freak
    • April 2, 2008 at 7:03 PM
    • #5,543

    I´m currently working on a (fun)remake of cod1´s Farm map, absolutely everything is wip

    [Blocked Image: http://aycu20.webshots.com/image/49059/2006118444092797811_rs.jpg]

  • Minos
    • April 3, 2008 at 5:31 AM
    • #5,544

    Looks like a nice start but get rid of the graveyard, every HL2 map has one nowadays.

  • Marcos
    • April 3, 2008 at 6:52 PM
    • #5,545

    You continue to impress [AoS]Albatros!

    Only thing i noticed right away was the palm trees with the summit in the background. Looks abit out of place hmm. Maybe if the summit was more green/brown and not that snowy?

  • Ginger Lord
    • April 3, 2008 at 7:04 PM
    • #5,546

    Looks good but the left hand walls normal map looks a bit too strong.

  • Thrik
    • April 4, 2008 at 1:30 PM
    • #5,547

    It's nice Albatros, but the lighting does need a bit of work. It might seem all well and good having HDR like that at first, but when you think about it, have you ever seen lighting that's so insanely bright and makes the walls look like they're on fire? Or lighting that makes the snow on a mountain seem like it's as bright as the sun?

    HDR is a great tool, but people try to use it too obviously. Subtlety is the key to making good use of it.

  • m8nkey
    • April 4, 2008 at 3:38 PM
    • #5,548
    Quote from Thrik

    It's nice Albatros, but the lighting does need a bit of work. It might seem all well and good having HDR like that at first, but when you think about it, have you ever seen lighting that's so insanely bright and makes the walls look like they're on fire? Or lighting that makes the snow on a mountain seem like it's as bright as the sun?HDR is a great tool, but people try to use it too obviously. Subtlety is the key to making good use of it.

    I learnt to never use anything near pure white in textures, HDR goes nuts when you do. Making the colours slightly darker removes the exagerated bloom.

  • Campaignjunkie
    • April 5, 2008 at 11:07 PM
    • #5,549

    Cool stuff floating around in this thread.

    Albatros: I agree about the normal maps being too strong. In general, I think you're trying to cram too much surface detail on everything; it's all busy, all noisy, all competing for my attention. I like where you're going with it though, it'll be a wonderfully distinct DoD map.

    Anyway, here's a small personal singleplayer project I'm working on: You're in this guy's brain and you're exploring his memories; each Grecian urn is a part of a story / memory. It's kind of a Psychonauts-style abstraction in that respect. Not much to look at yet, as I'm trying to prototype the gameplay first (for a change!) but I felt like I should be lurking less and posting more often.

  • PaulH
    • April 5, 2008 at 11:39 PM
    • #5,550

    Some work i just did over the past few days...it's the New York City library being affected by global warming and rising water levels (it's for the map battle over at Interlopers)

    [Blocked Image: http://img411.imageshack.us/img411/2307/62699678ih9.jpg]

    Messed with color correction too

    [Blocked Image: http://img402.imageshack.us/img402/9595/nyclibrary40001asxu6.jpg]

  • -HP-
    • April 5, 2008 at 11:57 PM
    • #5,551

    wow dude, that looks freaking awesome!!

  • PaulH
    • April 6, 2008 at 12:43 AM
    • #5,552

    Thanks HP

  • DELTATHUND3R
    • April 6, 2008 at 2:36 AM
    • #5,553

    Have too agree with HP Freaking awsome.

    What engines that for matey.Looks dam good .

    Like the boat near the Libary, water looks great, object placement nice..

    Very good indeed .

  • Deathy
    • April 6, 2008 at 2:41 AM
    • #5,554
    Quote from DELTATHUND3R

    Have too agree with HP Freaking awsome.What engines that for matey.Looks dam good .

    Like the boat near the Libary, water looks great, object placement nice..

    Very good indeed .

    Source Engine.

    PaulH: Very Nice, reminds me a bit of The Day after Tommorow.

  • Thrik
    • April 6, 2008 at 3:44 AM
    • #5,555

    Colour correction is totally something not used enough in Source maps.

    Amazing screenshots PaulH.

  • Sentura
    • April 6, 2008 at 6:16 PM
    • #5,556

    damn paul, i was thinking that was unreal... top notch right there.

  • Albatros
    • April 6, 2008 at 8:59 PM
    • #5,557

    Very cool idea, PaulH. Gotta love the style .

    Thanks for your tips everybody - lots of good, useful feedback.

    I've been working on the lighting, darkened the HDR-catchers in the background somewhat, took some depth out of the

    normal maps and tried to calm the surface detail down by using different textures in some places.

    I will be tuning the normals down a bit more with the next compile.

    About the palm trees and the summit... well, that's what I found curious about my hollidays because that's just what I saw there. 22 °, palm trees and snowy mountains . Though my interpretation may have been a bit extreme hehe.

    [Blocked Image: http://www.albatros44.de/dod_ticino/ticino_c1k.jpg]

    [Blocked Image: http://www.albatros44.de/dod_ticino/ticino_c2k.jpg]

    [Blocked Image: http://www.albatros44.de/dod_ticino/ticino_c3k.jpg]

    So, anything else that catches your eyes?

    Cheers & thanks

  • PaulH
    • April 6, 2008 at 9:49 PM
    • #5,558

    Looking really nice good job, one thing that stood out, in the second picture..is the palm tree behind the buildings really huge or is it me?

  • Freak
    • April 7, 2008 at 12:36 PM
    • #5,559

    Lol Albatross how many hours a day are you mapping??

    And yeah, the palm tree looks a "bit" too big

  • dux
    • April 7, 2008 at 12:55 PM
    • #5,560

    The pure white on the building needs to be fixed for sure.

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  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
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™