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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • 2d-chris
    • April 22, 2010 at 6:10 PM
    • #7,761

    jee's thats so fecking amazing, like increidbles ;P can't wait to see the blue side since the colors might work even better, if thats possible!

  • dux
    • April 22, 2010 at 6:29 PM
    • #7,762

    reminds me of nightwatch

  • Skacky
    • April 22, 2010 at 10:37 PM
    • #7,763

    Thanks guys!

  • Sa74n
    • April 23, 2010 at 6:10 PM
    • #7,764
    Quote from Steppenwolf

    [Blocked Image: http://i41.tinypic.com/24b66tu.jpg]First released screenshot of the Nuclear Dawn map i'm working on. Hopefully i can show more soon.

    Basicly the Tokyo scenario that sa74n used to work on. I started completely from scratch tho with the brushwork. Around half of the assets come from the old mod, the other half is new, with Stellan Johannson and Dennis Griesheimer (dennispls) as environment artists on my side.

    nice work matthias, glad to see someone talented working on the japanese map. hope to see some more screenshots soon.

  • Kaz
    • April 26, 2010 at 6:53 PM
    • #7,765

    Hello everyone, there is alot of impressive stuff here!

    Here are some screenshots of what I've been working on in the Quake3 engine... I look forward to hearing a fresh perspective from non-q3-community eyes!

    [attachment=2]shot0016.jpg[/attachment]

    [attachment=3]shot0021.jpg[/attachment]

    [attachment=1]shot0013.jpg[/attachment]

    [attachment=0]shot0011.jpg[/attachment]

  • Minos
    • April 26, 2010 at 7:20 PM
    • #7,766

    That looks absolutely amazine Are you using custom lighting solution? I don't remember Q3 maps' lighting looking that good.

    I'd work a bit more on the floors though. They are all flat and boring at the moment. Add some trims and height variations and this map is pure win <3

  • Psy
    • April 26, 2010 at 8:15 PM
    • #7,767

    That's Quake 3? Looks really darn good!

  • -HP-
    • April 26, 2010 at 8:51 PM
    • #7,768

    I beg to differ, the lighting is lacking contrast and color.

    Quake3 original maps are very very rich in color

    [Blocked Image: https://www.msu.edu/~bonddenn/screenshots/quake3.jpg]

    Whereas in your map there's not a lot going on in terms of colors. I know It's better to make desaturated environments in CG, because somehow it looks a lot more realistic. But I'm getting tired of that and prefer to see environments with a lot of contrast, color and life!

    i'd suggest you pick a color palate like this:

    [Blocked Image: http://i42.tinypic.com/2jwp7d.jpg]

    And try to achieve the same palette in the game:

    [Blocked Image: http://i40.tinypic.com/2gy91ll.jpg]

    [Blocked Image: http://i39.tinypic.com/2rot2t2.jpg]

    Obviously, this is my opinion on the matter! Other than that, the map is looking kick ass! Really great to see Q3 maps in here. keep up dude, and welcome (back) to mapcore I guess!

  • Serenius
    • April 26, 2010 at 9:12 PM
    • #7,769

    Helder, did I ever tell you how much I love your use of Photochop to illustrate your ideas when talking color?

  • dux
    • April 26, 2010 at 9:20 PM
    • #7,770

    Agree 100% with helder pinto

  • KungFuSquirrel
    • April 26, 2010 at 10:55 PM
    • #7,771

    I completely disagree, actually; I think the lighting needs work but the second shot has great subtle tones and blending. The best colored lighting is rarely the most saturated. I think a bigger problem is the non-descript darkness that comes out of a few of these shots. There's a really cool top-to-bottom gradient to the second and fourth shots (to the point it could even become a vertical navigation aid/reference), but only the second shot really has a totally smooth natural feel - I think that should be the benchmark of the lighting to go with.

    That said, I think you would benefit from some enhanced intensity and contrast, but more at the light sources than over the entire scene. It's hard to know for sure just eyeballing it, but I think picking up some more accents near the light sources and letting those blend in to the base lighting could look really good - but depending how you've set up your lighting so far, it might totally hose everything.

    Do you have another angle of your third shot? That one seems the least flattering, but I'm wondering if that's just the angle.

    Anyway, looking good so far!

  • Kaz
    • April 27, 2010 at 5:24 AM
    • #7,772

    Thanks for the quick feedback, I think there are good arguments on both sides, but that improving lighting is something that can be agreed upon. I like the idea of caustics, and if I can find a good way to implement an accurate looking hack then that would be great.

    minotauro: I am using the latest q3map2, which has options that make the lighting look much prettier

    HP: Your photoshopped version reminds me of bioshock! The saturation levels are definitely something I would like to strive toward; I'll just have to balance it with being light enough to see your way around.

    KungFu: The contrasting green/yellow was meant to be a means of differentiating between the lower and upper levels... the direct contrast of the green at the bottom of the pipe is a unique phenomenon currently, I might want to incorporate that more throughout.

    I'll post more when I come up with some suitable tweaking. Thanks again, very helpful!

  • KungFuSquirrel
    • May 4, 2010 at 3:18 PM
    • #7,773

    Got the basic structure of my Roundhouse level for TF2 sealed up and compiled after cleaning the hell out of my original blockout instances:

    [attachment=0]arena_roundhouse_05-03.jpg[/attachment]

  • mjens
    • May 4, 2010 at 7:37 PM
    • #7,774

    OMG nice, can't wait to see that textured. As a railroad fan I can find some annoying construction bugs but it doesn't matter in TF2 - that's not a realistic style game... Few days ago I was at the steam train depot. If you need some hi-res photo ref, just PM me

    [Blocked Image: http://img232.imageshack.us/img232/3804/arenaroundhousemodifica.jpg]

    Wait... It's already textured? Maybe the light will take some depth from the walls

  • KungFuSquirrel
    • May 4, 2010 at 7:52 PM
    • #7,775

    This is just a first pass of the basic shapes (the underside of the turntable is still just the dev grid texture) but that's really great feedback. I'd love to see any photos you have - what I've found to work from is ok, but some higher-res stuff would be fantastic.

    I'm going to have to take some license with the central platform to make it a viable control point (who knows, it may not be) but some of what you're showing there may also help my concerns about how to make that a reasonable playable space, mainly the sloped outer edge.

    Thanks much!

  • Trempler
    • May 6, 2010 at 10:07 PM
    • #7,776

    [Blocked Image: http://bildupload.sro.at/a/images/C1-Pic1.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/C1-Pic2.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/C1-Pic3.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/C1-Pic4.jpg]

    Some Work with Hl1 Nightwatch textures.

    you win a cookie if you know what this is. !

  • Skacky
    • May 6, 2010 at 10:52 PM
    • #7,777

    Are you recreating the Anomalous Materials Lab?

    The scene is a bit too bright, though.

  • Minos
    • May 7, 2010 at 12:38 AM
    • #7,778

    Brushwork looks good but you need to choose your textures waaay better... You have "grungy concrete wall" next to "carpet floor" next to "brick wall with water stains" next to "high tech lab'ish wall" next to "metal grating" etc etc I honestly can't figure out what that place is supposed to be. It sort of looks like a lab but I can't imagine a scientist wishing to work there. Looks like a reception area but there are computers sticking out of the walls. The ceiling even looks like something you would find in a sewer or water treatment facility

    I know it's just a test but you need to work better on your theme.

  • 2d-chris
    • May 7, 2010 at 9:11 AM
    • #7,779

    Are you using texture lighting? It looks very flat, lighting is defo the biggest thing you can improve on that map area, try some blue lights with high contrast spotlights/floor/ceiling

  • Daivy
    • May 8, 2010 at 4:12 PM
    • #7,780
    Quote from schoft

    This is for a (horror) source mod. Some heavy (ingame) CC'ing:

    This source mod means L4D campaign? ^^

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