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
  • Skacky
    • June 10, 2008 at 2:07 PM
    • #5,821

    Just got some things fixed. Thanks for the comments by the way.

    Some pics.

    [Blocked Image: http://pix.nofrag.com/9/4/4/5dfc9a4e68c802174369528a96f7btt.jpg]

    [Blocked Image: http://pix.nofrag.com/f/2/e/6f0427537a9bec3ffebdef96d62abtt.jpg]

    [Blocked Image: http://pix.nofrag.com/1/b/3/63f85e858c8854489b4e3fc4a204ett.jpg]

    [Blocked Image: http://pix.nofrag.com/8/e/9/3edf46753618c1328f3a265734f2btt.jpg]

  • MJ
    • June 10, 2008 at 4:19 PM
    • #5,822

    looks like a ns map

  • DvS
    • June 10, 2008 at 4:24 PM
    • #5,823
    Quote from MJ

    looks like a ns map

    Exactly what I was going to say, I think it's the diagonal bits that do this.

    Anyway, I made some revisions:

    Scaled up the brick texture (as in, enlarge canvas, fill in more bricks) to eliminate repetition.

    Changed the tiles from blue-dominated to black-dominated (although it looks blue too)

    Changed many surfaces from the blue trim to the bricks.

    [Blocked Image: http://img1.uploadhouse.com/fileuploads/2019/201983623f88e2ce14292a3f7703e56a05b1425.jpg]

    [Blocked Image: http://img5.uploadhouse.com/fileuploads/2019/20198353f112ca5e4340327432c9e44d9ede865.jpg]

    [Blocked Image: http://img6.uploadhouse.com/fileuploads/2019/2019834a0260ab0491b1a525e5ea1103849817b.jpg]

    Now I just need to come up with a layout

  • Nexus
    • June 10, 2008 at 4:30 PM
    • #5,824

    where did you get that sky? you created it?

  • DvS
    • June 10, 2008 at 4:32 PM
    • #5,825
    Quote from Nexus

    where did you get that sky? you created it?

    Nah, that's the sky from tc_hydro.

  • Sentura
    • June 10, 2008 at 4:35 PM
    • #5,826

    i gotta say that i like those textures... granted, the sudden contrast might hurt your eyes, but if dimmed down, i could see myself do tf2 map with these... if i were allowed to use them

  • TermInator525
    • June 10, 2008 at 4:38 PM
    • #5,827

    Small map update.

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cp_warpath0020.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cp_warpath0021.jpg]

  • Freak
    • June 10, 2008 at 5:05 PM
    • #5,828

    DvS, the textures look much better now

  • Deez
    • June 10, 2008 at 5:22 PM
    • #5,829

    Hey everyone this is a Gears of War map that I have been working on in my spare time. There is alot of work left to be done in regards to lighting, surrounding skybox, and the interior area that is not included in this batch of screen shots. I will hopefully finish it up this week and make it available for download. Let me know what you think.

    Thanks again for taking the time to check out these shots.

    Online Portfolio:

    http://%7boption%7d

    [Blocked Image: http://quinndelhoyo.com/wp-content/uploads/2008/06/combatschool_small.jpg]

    [Blocked Image: http://quinndelhoyo.com/wp-content/uploads/2008/06/garden_small.jpg]

    [Blocked Image: http://quinndelhoyo.com/wp-content/uploads/2008/06/temple_small.jpg]

    [Blocked Image: http://quinndelhoyo.com/wp-content/uploads/2008/06/pool_small.jpg]

  • Sentura
    • June 10, 2008 at 5:27 PM
    • #5,830

    great architecture, but could use some contrast... it's all brown and therefore hard to distinguish a surface from another. i would suggest to use textures with an appropiate contrast (see color theory) to make it look much better.

  • DvS
    • June 10, 2008 at 5:55 PM
    • #5,831

    Deez: How much of that is custom material? I've never played gears of war so I wouldn't know. Looks very good even though as Sentura said, the textures sort of blur together.

    Another small update, sorry about the spam, but I thought I'd include a reference to set the scale.

    [Blocked Image: http://img6.uploadhouse.com/fileuploads/2020/2020186e38b1999b120509cd9678046aaf48c90.jpg]

    I've got a little clash of art styles though with the TF2 models and my textures, but I'm hoping it'll look ok once I start detailing with overlays and overlapping displacements (sand).

    EDIT: Most of the walls behind the "broken" brick walls will be removed when I finish my sand texture, I'm gonna have sand come pouring out with displacements.

    EDIT2: Didn't notice this at first [Blocked Image: http://img0.uploadhouse.com/fileuploads/2020/202032059d4558b2cc12c8779d6ee76cea75dd1.jpg]

  • Deez
    • June 10, 2008 at 6:08 PM
    • #5,832

    DvS

    Quote

    How much of that is custom material? I've never played gears of war so I wouldn't know.

    Everything in the screenshots are existing Gears of War assets and about 95% of the architecture is static meshes. The blur is the post processing and depth of field applied to create the Gears of War grit. Nothing as far as the lighting goes is final. More contrast in the colors are definitely an excellent critique. Thanks for the help.

    DvS Those textures are looking pretty slick and fit well within the TF2 art style.

  • Albatros
    • June 10, 2008 at 6:44 PM
    • #5,833

    [Blocked Image: http://www.albatros44.de/stuttgart/stgd3k.jpg]

    [Blocked Image: http://www.albatros44.de/stuttgart/stgd4k.jpg]

    [Blocked Image: http://www.albatros44.de/stuttgart/stgd1k.jpg]

    [Blocked Image: http://www.albatros44.de/stuttgart/stgd2k.jpg]

    Going to de-saturate it and spend some more work on the buildings. Motivation curve is pointing upwards today, since a really good modeler offered me his assistance by making a Mercedes Benz 170 V for the map.

    How do you like the improvements to lighting?

    Did it all without color correction, by the way... that alone kept me busy for 20 hours.

    Edit:

    Changed the last two shots with color corrected ones.

    Edit #2: changed them all...seems it won't go without color correction... pity. Frustrating to work with a tool that lacks even the most remote kind of lighting preview in 2008...

  • arhurt
    • June 10, 2008 at 8:24 PM
    • #5,834

    DvS, those look very cool, I`d just tone down the normal map a bit. TF2 usually uses less noise on its textures. Put some brushstrokes in and it`s gonna be as good as stock ones!

  • Phobos
    • June 10, 2008 at 9:48 PM
    • #5,835

    Beginnings of a Single Player Gears of War level for my portfolio.

    [Blocked Image: http://cubedorange.com/wp-content/uploads/2008/06/june10_05.JPG]

    [Blocked Image: http://cubedorange.com/wp-content/uploads/2008/06/june10_02.JPG]

    [Blocked Image: http://cubedorange.com/wp-content/uploads/2008/06/june10_03.JPG]

    [Blocked Image: http://cubedorange.com/wp-content/uploads/2008/06/june10_04.JPG]

  • Deez
    • June 10, 2008 at 10:07 PM
    • #5,836

    Phobos I like the initial layout as well as the critical path. You've done a good job of sprinkling the BSP with representative meshes to help you out in your design process.

    Good work

  • arhurt
    • June 11, 2008 at 4:24 AM
    • #5,837

    This is the concept:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/jungle-Concept.jpg]

    And here is a proof of concept sketch in hammer:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/ctf_aerospace_a4_010000.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/ctf_aerospace_a4_010001.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/ctf_aerospace_a4_010002.jpg]

    I'm going to use these displacements to make the bulk of the tree copes, and 3 to 4 custom models to add variety.

    What do you guys think?

  • DvS
    • June 11, 2008 at 4:35 AM
    • #5,838

    I really like the textures, but please don't use displacements for those.

    While displacements are cheap to compile and render, they are absolute murder on file sizes. I made a smallish DM map using nothing but displacements and that was 40mb. Needless to say, it didn't receive much play.

  • Zeta
    • June 11, 2008 at 12:42 PM
    • #5,839

    Just make them models, have two variations and then compile them at a couple of different sizes.

  • Jetsetlemming
    • June 11, 2008 at 1:14 PM
    • #5,840

    Albatros I really, really wanna play your map.

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. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

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

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

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

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

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

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

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

    MrTrane18
    June 1, 2026 at 7:46 PM

Users Viewing This Thread

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