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
  • Lord Ned
    • December 20, 2009 at 8:03 AM
    • #7,541

    [Blocked Image: http://i46.tinypic.com/2pzdvuc.jpg]

    Just doing a bit of detail on my Alpha in areas that play well.

    Trying to break up the static world of the roofs by having a multitude of them being perpinicular. I've also tried to break up the skyline and make the buildings more interesting by adding the skybridge. Please don't mind the big white box building .

    I'm aware that the roof textures are a bit repetative and the endless number of brown airvents is too but Valve seems to get away with it Ok on Lumberyard -- Plus not so many are visible from the ground.

    [Blocked Image: http://i46.tinypic.com/30ivok0.jpg]

    Same thing here.

  • S.W.A.T.Y
    • December 20, 2009 at 8:40 AM
    • #7,542

    I have redesigned the first point in my 5cp map since the old one was similar to Granary and it didnt play all that well. Im not done with detailing it.

    [Blocked Image: http://i48.tinypic.com/f20h7o.jpg]

    [Blocked Image: http://i48.tinypic.com/2s7xfe8.jpg]

    [Blocked Image: http://i47.tinypic.com/znoh8o.jpg]

    [Blocked Image: http://i47.tinypic.com/21julxf.jpg]

  • Freak
    • December 20, 2009 at 9:09 AM
    • #7,543

    cool new kind of theme swaty

  • Lord Ned
    • December 21, 2009 at 2:14 AM
    • #7,544

    [Blocked Image: http://i50.tinypic.com/9k0xux.jpg]

    I think I'm gonna stick with this lighting.

  • S.W.A.T.Y
    • December 21, 2009 at 11:30 PM
    • #7,545

    This is my middle point for my 5cp map. What do you guys think of it?

    [Blocked Image: http://i50.tinypic.com/2hwjlfs.jpg]

    [Blocked Image: http://i46.tinypic.com/al19vk.jpg]

  • Lord Ned
    • December 22, 2009 at 5:50 AM
    • #7,546

    Hey Swaty that looks grea- stop hijacking my posts please.

  • FrieChamp
    • December 22, 2009 at 1:48 PM
    • #7,547
    Quote from Lord Ned

    Hey Swaty that looks grea- stop hijacking my posts please.

    Hrmm??? This is a WIP thread for everyone in case you hadn't noticed.

    Please stop the attacks, I don't care about your personal history with him, as long as he behaves here.

  • KungFuSquirrel
    • December 22, 2009 at 5:39 PM
    • #7,548
    Quote from FrieChamp

    Hrmm??? This is a WIP thread for everyone in case you hadn't noticed.

  • Serenius
    • December 23, 2009 at 7:12 AM
    • #7,549

    First room of a new subway survival horror project in GoW.

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20Subway/Subway1.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20Subway/Subway2.jpg]

  • PogoP
    • December 23, 2009 at 1:16 PM
    • #7,550

    Messing around with the Spark editor... It's great! Brush tool is a bit dodgy at times, but I'm getting better at using it.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/Spark_Test3.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/Spark_Test4.jpg]

  • sarge mat
    • December 23, 2009 at 4:12 PM
    • #7,551

    Yea been playing a bit with it my self. Love it so far, looking forward to doing a project in it when we can build maps etc.

    But yea the brush tool is a bit at times.

  • dux
    • December 23, 2009 at 5:43 PM
    • #7,552

    I work entirely within the 3d view and have little problem. Do you use the pen tool or the rectangle tool?

  • PogoP
    • December 23, 2009 at 6:36 PM
    • #7,553

    I primarily use the rectangle tool and then the line tool to make specific changes. It's very shaky atm though, doesn't seem to do what I want it to. Plus when you delete a face, the lines are still left in place..

    Dux, I thought you were already working on NS2? Or are you still using Hammer for it?

  • dux
    • December 23, 2009 at 6:50 PM
    • #7,554

    I've been working on NS2 for several months now with the editor long before it got released to the public. What I find is to use the line tool to create all your geometry and if you want to make a quick hole in something use the rectangle.

  • PogoP
    • December 23, 2009 at 8:04 PM
    • #7,555

    Oh sorry I read your post wrong! I thought you meant you were having a little problem lol.

    I was working with the editor before it was released to the public too, Charlie sent me an email about it, but I think you had it a little before me.

  • KungFuSquirrel
    • December 23, 2009 at 10:21 PM
    • #7,556

    I still need to play around with it at some point. All the new content looks pretty solid.

  • dux
    • December 24, 2009 at 3:56 AM
    • #7,557

    What I see a lot of people doing is going way overboard on the use of props and it ends up looking like a jumble sale. I still incorporate a lot of brushwork into the map with the props to even it out and not look so overly busy. Hopefully the prop excitement will die down

  • S.W.A.T.Y
    • December 25, 2009 at 11:57 PM
    • #7,558

    This is my next map that I've been working on for tf2 which I will be releasing after my current 5cp map one that I plan on releasing next week. The map is a dustbowl style map with 3 stages.

    [Blocked Image: http://i50.tinypic.com/2itpn2p.jpg]

    [Blocked Image: http://i46.tinypic.com/219sawl.jpg]

    [Blocked Image: http://i46.tinypic.com/rc4z14.jpg]

    [Blocked Image: http://i47.tinypic.com/vq366s.jpg]

    [Blocked Image: http://i49.tinypic.com/2vkx8gn.jpg]

    [Blocked Image: http://i50.tinypic.com/2rcy72x.jpg]

    [Blocked Image: http://i50.tinypic.com/143dlpj.jpg]

    [Blocked Image: http://i46.tinypic.com/2r7vdd2.jpg]

    [Blocked Image: http://i47.tinypic.com/atvv45.jpg]

    [Blocked Image: http://i47.tinypic.com/2hquxxh.jpg]

    [Blocked Image: http://i46.tinypic.com/rvacgk.jpg]

  • Campaignjunkie
    • December 26, 2009 at 12:49 AM
    • #7,559

    The Dickinson residence, modeled with ~50% accuracy off the real thing (http://%7boption%7d) with a cross-processing color correction filter.

    I've been told that I should use detail props for the buttercup field instead of static props, but for a huge area like this (6000x6000) I think the hard-coded detail-prop fade distance (at ~1400 units?) would ruin the illusion of a full field. Even if the result doesn't look as good, I think I'd prefer a fuller looking field. Though either way, I'm pretty sure I have to use 1-bit alpha testing or else the overdraw will kill most computers, and thus it'll look more or less the same no matter what prop type I use. Thoughts, anyone?

  • Lord Ned
    • December 26, 2009 at 7:47 PM
    • #7,560

    I believe there's a client command to increase detail draw distance. However there's a per-prop detail sprite overhead and for a super full field like that it might be easier just to leave it as a prop_static. Just know that lod's is probably encouraged.

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

Users Viewing This Thread

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