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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Wesley Tack
    • October 17, 2009 at 5:50 AM
    • #7,361

    Finished ol_russia this weekend, wanted to do something different with the minimap, make it seem like a world beyond those walls

    [Blocked Image: http://farm3.static.flickr.com/2475/4017838363_0a4bbd1ca9_o.jpg]

    I also added choppers in game flying over to make it look like they are heading for the base:

    http://www.off-limits.be/?p=583

  • sarge mat
    • October 17, 2009 at 10:55 AM
    • #7,362

    Looking really great man. a I see so you added that stuff to the mini map but its not all actually there?

    Thanks a cool idea, great way to make it feel like its part of a bigger world.

  • JeanPaul
    • October 17, 2009 at 5:51 PM
    • #7,363

    Off limits? I thought that was Nuclear Dawn? Someone explain whats going on hur?

  • Wesley Tack
    • October 17, 2009 at 5:58 PM
    • #7,364
    Quote from JeanPaul

    Off limits? I thought that was Nuclear Dawn? Someone explain whats going on hur?

    Someone search http://www.off-limits.be for the answer to that question.

  • JeanPaul
    • October 17, 2009 at 6:11 PM
    • #7,365

    That doesnt really explain much, did ND change into this?

  • dux
    • October 17, 2009 at 6:45 PM
    • #7,366

    No off limits got the map from briscoe I think, something like that. For all I know nuclear dawn was a rofl waste of time and turd hype.

  • Wesley Tack
    • October 17, 2009 at 6:54 PM
    • #7,367
    Quote from JeanPaul

    That doesnt really explain much, did ND change into this?

    Nuclear Dawn still exists, they were picked up (after being pretty much dead) by a Dutch company called InterWave who is making it into a commercial game. I however got the level Russia from Robert and all the assets that came with it to be used in Off Limits (and I got the approval of all parties involved, this was arranged before InterWave picked up on ND). So, Nuclear Dawn is now being made by InterWave, all new maps (Russia wont be in it, as it is in Off Limits now). Also the version of Russia in Off Limits isn't anything close to the original ND map anymore (except for the look of course, which was awesome as it was). But to make it work for Off Limits I had to redo most of it and altered the design to fit our game play.

  • Steppenwolf
    • October 17, 2009 at 7:37 PM
    • #7,368

    Yes ND still exists. I work on it

    Off Limit can be very happy that they got the map because its an very impressive piece of level design. (I checked out the map in the old ND build)

    Robert set the bar very high for us who work on ND maps now.

  • Hipshot
    • October 18, 2009 at 8:38 PM
    • #7,369
    Quote from Lord Ned

    [Blocked Image: http://img63.imageshack.us/img63/4023/ss2…df%20old%20shoe]Based off of PhilipK's work. Just had to re-create it

    I can't tell the difference...

    Philip really put his heart into that level...

    edit: Oh, 256 posts, that's 8bit. I can never post again.

  • -HP-
    • October 18, 2009 at 9:15 PM
    • #7,370

    Actually, that's faaar from being the best philipk work but whatever!

  • Lord Ned
    • October 19, 2009 at 5:27 AM
    • #7,371
    Quote

    ":10zj93us]Actually, that's faaar from being the best philipk work but whatever!

    Yes but given what resources I have and what Source has, it was the easiest to recreate .

  • AlexM
    • October 24, 2009 at 12:55 AM
    • #7,372

    lot of updates on various things I got feedback about here, figured I'd consolidate them into one post

    The tree model, I redid the whole thing, this time taking into account the crits here about the trunk. It's no longer a repeating base texture, the whole thing is one continuous mesh. The texture is still a little off for me, a little too bright brown I'm guessing. I'll play around with that. Overall it's an improvement IMO. I need to fix the shadows at the junction from the trunk to a branch though. $constantdirectionallighting dosen't seem to work with episode 1.

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0070000.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0070002.jpg]

    Next up is derailed, I made many of the lighting changes mentioned earlier, added for etc. I have to step back and do a bit of optimization. Anyone happen to know if the source engine loads all skins on a prop model or not? I'm hoping it doesn't (have a few props with 6+ textures on them).

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/derailed/ps_derailed20060004.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/derailed/ps_derailed20060005.jpg]

    Finally I'm planning to go to school for programming and have spent the last couple months brushing up on my math and learning programming in my spare time. This is a little 2D game I'm working on mainly just to get the feel for what it's like to complete a simple game. It uses a game library I made called LemurLib which handles cel animation (linear and a snap type of animation that locks an object in it's state until the animation completes), set up for a player protagonist, enemy management and user input.

    Still have to finish the final gameplay (akuma defends his stash of comics and food from waves of enemies) as well as sounds, some UI stuff, enemy death states, more enemies, and Akuma's special moves

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    ^^^ if the youtube embed isnt working here's a direct link

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • D3ads
    • October 24, 2009 at 7:05 PM
    • #7,373

    You imbed with the letters of the link only, in this case it'd be

    Code
    [media]http://www.youtube.com/watch?v=zRz47yoPVOY[/media]

    Which gives you:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Lord Ned
    • October 24, 2009 at 7:19 PM
    • #7,374
    Quote from SpicyTanuki

    Next up is derailed, I made many of the lighting changes mentioned earlier, added for etc. I have to step back and do a bit of optimization. Anyone happen to know if the source engine loads all skins on a prop model or not? I'm hoping it doesn't (have a few props with 6+ textures on them).

    I'm afraid it does load them all, even if you don't use them. There was a discussion somewhere a while back... might be on the hlcoders mailing archive.

  • AlexM
    • October 24, 2009 at 7:56 PM
    • #7,375
    Quote from Lord Ned

    I'm afraid it does load them all, even if you don't use them. There was a discussion somewhere a while back... might be on the hlcoders mailing archive.

    oh man seriously? This could mean I have an entire weekend of prop recompilation ahead of me

  • Pampers
    • October 24, 2009 at 8:08 PM
    • #7,376

    yeah afaik it does load all the skins even if you dont use them

  • Lord Ned
    • October 24, 2009 at 9:24 PM
    • #7,377
    Quote from SpicyTanuki

    I'm afraid it does load them all, even if you don't use them. There was a discussion somewhere a while back... might be on the hlcoders mailing archive.

    oh man seriously? This could mean I have an entire weekend of prop recompilation ahead of me

    Eh not really. Just take the qc, copy, change it's name to a letter different, strip the skinfamiles, etc.

    Then open CMD and do "cd %sourcesdk%\bin\orangebox\bin" (Or Ep1?), and do "studiomdl.exe "%sourcesdk%\..\sourcesdk_content\mymod\modelsrc\tree\tree01_a.qc" and then let it compile, hit up, change it to b, etc.

    Or see if there's actually a preformance hit/use the skins

  • AlexM
    • October 25, 2009 at 12:25 AM
    • #7,378
    Quote from Lord Ned

    I'm afraid it does load them all, even if you don't use them. There was a discussion somewhere a while back... might be on the hlcoders mailing archive.

    oh man seriously? This could mean I have an entire weekend of prop recompilation ahead of me

    Eh not really. Just take the qc, copy, change it's name to a letter different, strip the skinfamiles, etc.

    Then open CMD and do "cd %sourcesdk%\bin\orangebox\bin" (Or Ep1?), and do "studiomdl.exe "%sourcesdk%\..\sourcesdk_content\mymod\modelsrc\tree\tree01_a.qc" and then let it compile, hit up, change it to b, etc.

    Or see if there's actually a preformance hit/use the skins

    yeah it's a few cases where we have like 6-10 texture variations for vehicles and containers, some for winter environments, some for desert etc.

    Thanks for the info regarding that though, I was scratching my head on some tex memory usage stats on that map.

  • PhilipK
    • October 25, 2009 at 8:02 AM
    • #7,379
    Quote from SpicyTanuki

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/derailed/ps_derailed20060004.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/derailed/ps_derailed20060005.jpg]

    I think the backdrop really kills an otherwise nice looking map here. There's just way too many similar shapes and heights going on there. Imo it'd be so much better just removing some of the chimneys and try to add some larger silos, more industrial rectangular buildings and maybe one or two really unique ones.

    I think there's a lot of cool stuff in this picture:

    [Blocked Image: http://upload.wikimedia.org/wikipedia/commons/c/c6/Kurashiki_city_mizushima_industrial_area.JPG]

  • AlexM
    • October 28, 2009 at 2:47 PM
    • #7,380

    wow those are huge, do you happen to know where that photo is from?

    I like those mills, I'll spend a day doing some skybox props

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