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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Scinbed
    • September 2, 2009 at 10:21 PM
    • #7,261

    Red light on the rocks looks weird in the first pic.

  • El Moroes
    • September 3, 2009 at 12:27 AM
    • #7,262

    Thanks Yep, because you have some lighting source in this area but they are not visible on the screen

  • Daze
    • September 3, 2009 at 2:20 PM
    • #7,263

    Doing a children's game in school in Unity 3d. I'm so far impressed by how easy it turned out to be to get things running (considering I'm the one coding the thing, lolz ). Only a very quick, first graphics pass done so far.

  • Nysuatro
    • September 3, 2009 at 2:30 PM
    • #7,264

    unity is indeed great. have been working with it for one time and I really liked it. Fast results.

    Images

    • wip1.webp
      • 43.8 kB
      • 800 × 600
  • e-freak
    • September 3, 2009 at 2:32 PM
    • #7,265

    Peterson and Findus? Moar!

  • Corwin
    • September 3, 2009 at 4:41 PM
    • #7,266

    Here are a few shots of the Crysis level I'm working on. Hopefully I'll manage to get it done before the end of the year, it kind of became more complex that I had initially envisioned, and my 3DSMax skills aren't the best so it either takes ages or looks a bit crap. Lighting and weather are temporary, as well as many of the current textures.

    [Blocked Image: http://img200.imageshack.us/img200/1443/corwincrysis01.jpg]

    [Blocked Image: http://img44.imageshack.us/img44/8976/corwincrysis02.jpg]

    [Blocked Image: http://img44.imageshack.us/img44/9203/corwincrysis03.jpg]

    [Blocked Image: http://img40.imageshack.us/img40/4585/corwincrysis04.jpg]

    [Blocked Image: http://img200.imageshack.us/img200/2402/corwincrysis05.jpg]

  • -HP-
    • September 3, 2009 at 5:04 PM
    • #7,267

    Good stuff man. Yeah, when we start a level, it generally drags for too long, you definitely know what it's like. Best thing is to specify a personal dead-line and get it done. A level is never done, only abandaned, It's only a matter of knowing when to abandon it.

    So far, no complaints about you modelling work. Modelling wise, it does look very good. The textures / materials could do with a bit of tweak though, some of them look bland and doesnt blend with the rest of the level very well, just reduce the brightness of some of those difuses, and possibly increasing the saturation and dirt amount.

    Those orange rocks on the beach look a bit repetitive, although it was some very nice and smart rock placement, i would just play with the color a bit and give it a little bit more variation, also, good thing you painted the terrain around the rocks one of my favourite tricks as well. Place some decals in there as well, like dirt decals, just to give it more of a realistic and interesting style.

  • Corwin
    • September 4, 2009 at 2:46 AM
    • #7,268

    Yeah, indeed HP, but there's still much to be done before I can consider it done

    Thanks for the advices, will keep that in mind. I do agree the textures are way too clean and bright compared to the vegetation around them, but I leave that for later, when I set up the weather, so I can tweak the diffuses accordingly with the ambient luminosity.

  • Mazy
    • September 4, 2009 at 7:09 PM
    • #7,269

    Cool stuff Corwin, looks really promising.

  • ultradr3mer
    • September 4, 2009 at 8:54 PM
    • #7,270

    i like the trees they look so deep volumetric.

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/room_layout_ultra0002.jpg]

    i made this for a hl2:dm project, where evry mapper is invited to create his room inside a hotel.

    i wanted to give the player a sort of modern fresh loft feeling in this room and i think it worked.

    i also heard that isnt everybodys taste...

  • Freak
    • September 7, 2009 at 6:18 PM
    • #7,271

    i only dont like the dark shadow of the table, rest is cool

  • ultradr3mer
    • September 9, 2009 at 8:18 PM
    • #7,272

    its only because is made for the project mentioned and im not allowed to put in a light_envitoment to get rid of this. the light enviroment is placed by the one who puts all rooms together.

  • Hipshot
    • September 12, 2009 at 3:06 AM
    • #7,273

    [Blocked Image: http://zfight.com/misc/images/maps/m8/m8_18.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/m8_20.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/m8_19.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/m8_21.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/m8_16.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/m8_17.jpg]

    edit: this is not final ofc.... light, shapes... and textures... might change, a bit...

  • Pampers
    • September 12, 2009 at 3:08 AM
    • #7,274

    wow looks really nice! but broken off tiles must be the biggest cliche in leveldesign history ever

  • Minos
    • September 12, 2009 at 3:17 AM
    • #7,275
    Quote from Pampers

    wow looks really nice! but broken off tiles must be the biggest cliche in leveldesign history ever

    Whatever, the level still looks awesome!

    Are you using any parameters to increase lightmap quality Hipshot? I don't remember Quake 3's shadows being this good and accurate.

  • Hipshot
    • September 12, 2009 at 4:48 AM
    • #7,276
    Quote from Pampers

    wow looks really nice! but broken off tiles must be the biggest cliche in leveldesign history ever

    Ah, whatever, who cares these days anyway? Sometimes a tiled floor calls for some destruction!

    It's like not using crates as cover in a level, because it's a cliche...

    Quote from Minotauro

    No, not really, haven't started tweaking the lightmap yet - I need to lock down the GP first...

    Here's some of the screens as fullres HQ, the smaller ones kills the texture details...

    http://zfight.com/misc/images/maps/m8/m8_21_hq.jpg

    http://zfight.com/misc/images/maps/m8/m8_17_hq.jpg

    http://zfight.com/misc/images/maps/m8/m8_16_hq.jpg

    http://zfight.com/misc/images/maps/m8/m8_19_hq.jpg

  • Zeta
    • September 12, 2009 at 10:54 AM
    • #7,277

    Looks great Hipshot. I wish quakelive supported custom levels.

  • Skacky
    • September 12, 2009 at 12:30 PM
    • #7,278
    Quote from Zeta

    Looks great Hipshot. I wish quakelive supported custom levels.

    My thoughts exactly, it's the reason why I stopped playing Quake Live.

    Great level Hipshot, that outdoor screenshot is amazing

    (and I see you used a quake 1 crate texture too! ).

  • Hipshot
    • September 12, 2009 at 2:19 PM
    • #7,279

    Yea, probably have to change those, they have been there since the silent era, I liked the unrealistic cartoonist look they gave me once... they don't really fit with the trees or the ground any more...

  • PhilipK
    • September 12, 2009 at 2:32 PM
    • #7,280

    Looks great Jocke! The textures fit really well together and I love the lighting.

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