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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Jetsetlemming
    • March 17, 2009 at 7:33 AM
    • #6,841

    Working in UnrealEd again.

    [Blocked Image: http://img8.imageshack.us/img8/2140/deusex2009031703292352.png]

    [Blocked Image: http://img8.imageshack.us/img8/1561/deusex2009031703293581.png]

    [Blocked Image: http://img8.imageshack.us/img8/5706/deusex2009031703301292.png]

    I'm starting to miss working with Hammer compared to this. I think I can fix this with some extensive rebuilding of the stairs but in Hammer this would just work.

  • -HP-
    • March 17, 2009 at 10:43 AM
    • #6,842

    I love you Jetsetlemming <3

  • Jetsetlemming
    • March 17, 2009 at 1:14 PM
    • #6,843

    [Blocked Image: http://img18.imageshack.us/img18/3402/deusex2009031709094209.png]

    [Blocked Image: http://img8.imageshack.us/img8/4802/deusex2009031709095139.png]

    [Blocked Image: http://img9.imageshack.us/img9/42/deusex2009031709100089.png]

    [Blocked Image: http://img6.imageshack.us/img6/616/deusex2009031709101467.png]

    [Blocked Image: http://img7.imageshack.us/img7/7568/deusex2009031709102464.png]

    [Blocked Image: http://img25.imageshack.us/img25/1264/deusex2009031709121959.png]

    Fixed it as far as possible, I think, at least as far as the geometry lines being visible. Still bad banding on the edge of the lights. Going to play wit the settings a bit but I'm doubtful of fixing that, Unreal 1's lightmap generation's just too shitty.

  • aevirex
    • March 17, 2009 at 4:27 PM
    • #6,844

    You could use semisolids for the stairs. Semisolids don't cause cuts on solids and nonsolids (they do cause cuts on semisolids though afair).

  • Jetsetlemming
    • March 17, 2009 at 4:50 PM
    • #6,845

    The visible seams remaining are two separate brushes touching. There are a few cases where combining them and switching around subtractions and additions can't be done, like with the lower landings of the rails on the stairs.

    Right now I'm working on adding details to make it look like what it's supposed to be (a really cool looking wing at a local college I saw when I visited for a test last week and decided to recreate) instead of some textured boxes with some stairs and tables.

  • 2d-chris
    • March 18, 2009 at 8:59 AM
    • #6,846

    digging it!

  • TermInator525
    • March 19, 2009 at 1:07 PM
    • #6,847

    yes its Bahrain and yes for cs:s New meshes, textures, new buildings, details, decals

    [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_1_t.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_2_t.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_3_t.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_4_t.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_5_t.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_6_t.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_7_t.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_8_t.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_9_t.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_10_t.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_39_11_t.jpg]

  • BJA
    • March 19, 2009 at 4:45 PM
    • #6,848

    A little scene for UT3. Everything, except for the water shader and fire particles is custom content.

    [Blocked Image: http://www.bja-design.de/intothesun/intothesun_01.jpg]

    Bigger screen:

    http://www.bja-design.de/intothesun/bja_scene_big.jpg

    And some of the props:

    http://www.bja-design.de/intothesun/intothesun_03.jpg

    http://www.bja-design.de/intothesun/intothesun_05.jpg

  • AlexM
    • March 19, 2009 at 5:09 PM
    • #6,849

    ^^^^ Very nice.

  • Freak
    • March 19, 2009 at 8:40 PM
    • #6,850

    good work, i like your props

  • popcornjake
    • March 20, 2009 at 5:53 AM
    • #6,851

    BJA that looks awesome, just thought I'd put that out there.

  • Nurb
    • March 20, 2009 at 8:30 AM
    • #6,852

    Wow, that's an awesome scene

  • BJA
    • March 20, 2009 at 12:28 PM
    • #6,853

    thanks for the kind words

  • Warby
    • March 20, 2009 at 5:18 PM
    • #6,854

    awesome @ bja and 525

  • Punky
    • March 20, 2009 at 6:05 PM
    • #6,855

    Trying to create a nice abandoned scene for a mapbattle ;

    [Blocked Image: http://www.cubeupload.com/files/242c00mapbattle330028.jpg]

    [Blocked Image: http://www.cubeupload.com/files/2f2e00mapbattle330026.jpg]

  • AlexM
    • March 20, 2009 at 6:56 PM
    • #6,856
    Quote from Punky

    Trying to create a nice abandoned scene for a mapbattle ;

    The top screen seems to be having some specular issues in the ceiling area.

  • Punky
    • March 20, 2009 at 7:54 PM
    • #6,857
    Quote from SpicyTanuki

    The top screen seems to be having some specular issues in the ceiling area.

    Yeah I gave the metal-beam texture a way too bright specular, will fix that soon. Crazybump-made-speculars are always waaaay to bright in source :s

  • DvS
    • March 20, 2009 at 10:23 PM
    • #6,858

    [Blocked Image: http://i41.tinypic.com/2f0gco8.jpg]

    Don't take this the wrong way, I like where you're going with this so far, but it needs more distractions or a "complexity" effect.

    The second shot looks post processed but decent none the less.

  • AlexM
    • March 21, 2009 at 4:06 AM
    • #6,859
    Quote from Punky

    The top screen seems to be having some specular issues in the ceiling area.

    Yeah I gave the metal-beam texture a way too bright specular, will fix that soon. Crazybump-made-speculars are always waaaay to bright in source :s

    hahah I been there man

  • -HP-
    • March 21, 2009 at 4:14 AM
    • #6,860

    You use the specular maps generated in crazybump?! Man you're lazy...

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