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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Psy
    • May 30, 2011 at 11:42 AM
    • #8,561

    My first proper UDK project and my first using mostly custom content!

    [Blocked Image: http://dl.dropbox.com/u/1008157/UDK/street_scene/street-scene-night-babysize.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/UDK/street_scene/street-scene-day-babysize.jpg]

    Building bits.

    [Blocked Image: http://dl.dropbox.com/u/1008157/UDK/street_scene/model_buildingparts_babysize.jpg]

    Couple of the models I'm most happy with.

    [Blocked Image: http://dl.dropbox.com/u/1008157/UDK/street_scene/model_lamppost_babysize.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/UDK/street_scene/model_fusebox_babysize.jpg]

  • syver
    • May 30, 2011 at 9:56 PM
    • #8,562

    amazing!11

  • JamesKing3d
    • May 31, 2011 at 4:59 PM
    • #8,563

    nice stuff PSY, very simple, but refined!

  • Minos
    • May 31, 2011 at 6:01 PM
    • #8,564

    Yep, good stuff man!

  • Mr. Happy
    • June 4, 2011 at 2:04 PM
    • #8,565

    [Blocked Image: http://dl.dropbox.com/u/9300049/WIPs/sp_mh_wavelet4b0021.jpg]

    'beta!

  • skysilcox
    • June 5, 2011 at 3:14 AM
    • #8,566

    [Blocked Image: http://www.skysilcox.com/dev-blog/wp-content/uploads/2011/06/skysilcox_thinkingwithportals_initiative_thecube_beta.jpg]

    The Cube Beta

  • Algor
    • June 7, 2011 at 10:50 PM
    • #8,567

    Looks good Psy, shouldn't the tree around the nighttime lamp post be receiving more light though?

  • Campaignjunkie
    • June 8, 2011 at 10:06 PM
    • #8,568

    [attachment=0]test20002.jpg[/attachment]

    Making a level entirely out of cables. Prototypes so far are promising... turns out ropes and cables are broken in Portal 2 codebase, they just stay still and never move, so using Ep2 (or maybe SDK Base?) for this. I'm still not really sure what the point is. Maybe it's asking whether walls have to be solid? Or what "dynamic architecture" means? Shrug.

  • insta
    • June 9, 2011 at 10:51 AM
    • #8,569
    Quote from Campaignjunkie

    Making a level entirely out of cables. Prototypes so far are promising... turns out ropes and cables are broken in Portal 2 codebase, they just stay still and never move, so using Ep2 (or maybe SDK Base?) for this. I'm still not really sure what the point is. Maybe it's asking whether walls have to be solid? Or what "dynamic architecture" means? Shrug.

    That's neat, but how does it work? Are you gonna outline a layout, then fill in with clipping? You say it's dynamic, so will the ropes (and collision) move? Can the player change it dynamically?

  • Campaignjunkie
    • June 9, 2011 at 6:54 PM
    • #8,570
    Quote

    That's neat, but how does it work? Are you gonna outline a layout, then fill in with clipping? You say it's dynamic, so will the ropes (and collision) move? Can the player change it dynamically?

    Yeah, collisions are what I'm trying to wrap my head around... either (a) I build a bunch of invisible func_brush collisions and pre-place them and get angry with how long it takes or (b) maybe the "walls" don't have to be solid? Right now I'm thinking of some mechanic with wind / tractor beams, or whether it even needs gameplay at all and could just be Dear Esther type of thing.

  • vfig
    • June 10, 2011 at 9:17 PM
    • #8,571
    Quote from Campaignjunkie

    turns out ropes and cables are broken in Portal 2 codebase, they just stay still and never move.

    Are you sure? I'm using ropes in a Portal 2 map, and they seem to be working fine.

    There is a longstanding issue in the Source multiplayer(since CS:S) where ropes won't always move correctly. It can be worked around: I usually parent the rope entities to a silent env_spark, which I then parent to whatever is moving.

  • Campaignjunkie
    • June 11, 2011 at 1:33 AM
    • #8,572
    Quote from vfig

    Are you sure? I'm using ropes in a Portal 2 map, and they seem to be working fine.There is a longstanding issue in the Source multiplayer(since CS:S) where ropes won't always move correctly. It can be worked around: I usually parent the rope entities to a silent env_spark, which I then parent to whatever is moving.

    I just tried this and it didn't work... I mean that if I drop an env_wind into the level or use the "setforce" input on the ropes or "rope_shake" console command, then the ropes still don't sway at all, they stay perfectly still.

    EDIT: ah, okay, I see... they must get cached as "static" or something, unless you parent them to something that moves to get them moving... okay, awesome, I can use Portal 2 after all!

  • Steppenwolf
    • June 11, 2011 at 8:02 PM
    • #8,573

    http://%7boption%7d

    A little something of what Minos and i have been up to during the last couple months. Just a small scene in Cryengine 3. Minos did the buildings, shacks, walls and lighting. I did the foliage, trees, terrain and props (except for the military vehicle). Credit also to Mark Winter for putting together the video and Jamel Drayton for the fx.

  • -HP-
    • June 11, 2011 at 8:35 PM
    • #8,574
    Quote from Steppenwolf

    http://%7boption%7dA little something of what Minos and i have been up to during the last couple months. Just a small scene in Cryengine 3. Minos did the buildings, shacks, walls and lighting. I did the foliage, trees, terrain and props (except for the military vehicle). Credit also to Mark Winter for putting together the video and Jamel Drayton for the fx.

    That's pretty good man!

  • Bunglo
    • June 11, 2011 at 8:56 PM
    • #8,575

    Did you guys get a little indie team together to get access to the SDK?

  • Steppenwolf
    • June 11, 2011 at 8:58 PM
    • #8,576

    We have CE3 licensed for our game.

  • Bunglo
    • June 11, 2011 at 9:02 PM
    • #8,577

    Coolbeans. Every thing's looking top notch

  • PogoP
    • June 11, 2011 at 9:09 PM
    • #8,578

    Looks good, if a little 'generic'.

  • Sentura
    • June 12, 2011 at 3:22 AM
    • #8,579

    i thought cryengine 3 sdk wouldnt be out until august?

  • Bunglo
    • June 12, 2011 at 4:14 AM
    • #8,580

    Dev teams (not mod teams) were/are able to get early access to the SDK for evaluation around the time CE3 was announced. The rest of us have to wait till august.

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