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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Warby
    • March 20, 2012 at 6:40 PM
    • #9,161

    omfg GI goodness i think you are totally on the right track ! (but id remove the poster its too high frequency and detracts form the actual stuff that you made)

  • Mclogenog
    • March 20, 2012 at 7:04 PM
    • #9,162

    Dejavo: what engine are you using for that scene?

    Insta: wonderful angles!

    Everyone is making amazing things

  • Dejavo
    • March 20, 2012 at 7:24 PM
    • #9,163

    Warby: Thanks. I'm kinda attached to it but yes you're right. I'll remove it.

    Mclogenog: It's the source ep2-engine.

  • Froyok
    • March 20, 2012 at 8:33 PM
    • #9,164

    Ho gosh ! That's wonderful ! I love the lighting !

  • Fuzyhead
    • March 20, 2012 at 11:14 PM
    • #9,165

    And I'm throwing my hat in the ring as well.

    [Blocked Image: http://www.abload.de/thumb/ch_badlands00377ij94.jpg]

    [Blocked Image: http://www.abload.de/thumb/ch_badlands0038rgj5z.jpg]

    Looking for forward to change the gras on the first screen.

  • JeanPaul
    • March 21, 2012 at 1:48 AM
    • #9,166

    Source engine? Good god.

  • RedYager
    • March 21, 2012 at 12:50 PM
    • #9,167

    I love the lighting and skybox texture Fuzy, works very well.

  • selmitto
    • March 21, 2012 at 1:20 PM
    • #9,168

    omg such great environments!

    I loved how insta's env feel even with dev textures. The shadow projection on the left side of those images is neat!

    The level here in mapcore is too damn high.

  • sock
    • March 21, 2012 at 4:51 PM
    • #9,169
    Quote from seir

    I wonder how much brushwork is here and how much models did you used...?

    The map has 5500 Brushes, 390 models and 150 lights. Most stuff is models because of rotation and scale issues with Q3 and the editor. The crane map has no optimization, so the rspeeds are crazy (100K+). Lots of stuff could be turned into alpha textures and tons of models could be reduced in detail to make it playable, but the exercise was to see what the textures looked like with a map pushing Q3 to the limits.

    Here is some links to showtris screens (massive images 2Mb+)

    rspeed counters in the corner if you are curious.

    http://%7Boption%7D[Blocked Image: http://www.simonoc.com/images/design/concept/indust_f01wd_wire.jpg]

    http://%7Boption%7D[Blocked Image: http://www.simonoc.com/images/design/concept/indust_f02wd_wire.jpg]

  • c0w
    • March 23, 2012 at 4:07 PM
    • #9,170
    Quote from The Vulture

    I always get that crit. Is that the goal of every pic you take of a map? Making that area I had two paths in mind: The trenches or by the sandbags, both to provide a good amount of cover, but walking by the sandbags you can return fire easier but obviously more in the open to enemy fire. Area of interest should be the huge dome in the back... I don't really understand your drawing either. I try to design the map like Crytek designed Crysis, not trying to make a CoD level. Also it kinda feels like Devs are trying to hold the player's hand all throughout the game nowadays. Is it so bad with a moment of actual thinking on your own - "Hm, where am I supposed to go now?"[Blocked Image: http://img88.imageshack.us/img88/2453/42034804.jpg]

    You're over-thinking! Just block it in a bit so the eyes see bigger "chunks". Are we coming from the front? Or the back? If from the front, there's a road or a path. Unless it's a cocaine producing facility. Then there are no visual landmarks. If you put 1000 players in your level, more than half of them would miss your cocaine making building. Go ahead and sandbox the hell out of your level, but please plunk some breadcrumbs along the way for us n00bs is what 2dchris is saying . Btw, there's a lot more "walking space" than what's circled here. The more linear your game path, the more control you have on any events you can throw at the player...

    http://%7boption%7d

  • General Vivi
    • March 23, 2012 at 5:18 PM
    • #9,171

    OH my, I love this thread!

    Keep up the good work guys.

  • Puddy
    • March 23, 2012 at 6:04 PM
    • #9,172
    Quote from Dejavo

    I began making a scene based on a deviantart piece, just for texture practice and eventually to learn modelling. [Blocked Image: http://i.imgur.com/AmSyV.jpg]

    It's not on par with what many of you produce but why not ask for input from skilled people.

    The amazing deviant art piece is: http://fox-orian.deviantart.com/#/d31xs3i .

    This is really good work buddy. Very nice lighting. Carry on!

  • SamCom
    • March 24, 2012 at 7:06 AM
    • #9,173

    Some screens of a Half-Life 2 single player I'm trying to wrap up. Not sure if I like the fog or not, trying to get away from blocky buildings. Crits if have any!

    [Blocked Image: http://www.tumblr.com/photo/1280/pressxtolive/19824510302/1/tumblr_m1dn8vq5SC1qhq5uw]

    [Blocked Image: http://www.tumblr.com/photo/1280/pressxtolive/19824510302/3/tumblr_m1dn8vq5SC1qhq5uw]

    [Blocked Image: http://www.tumblr.com/photo/1280/pressxtolive/19824510302/2/tumblr_m1dn8vq5SC1qhq5uw]

  • Skacky
    • March 24, 2012 at 12:18 PM
    • #9,174

    I don't think your lighting fits the sky you are using, with an overcast sky like that it should be darker. You could also add some streetlights or spotlights against the walls to add some atmosphere. You should also ditch these window textures as they are self-illuminated if I remember correctly.

    Other than that it's pretty cool.

  • selmitto
    • March 24, 2012 at 8:51 PM
    • #9,175

    I agree with the skybox vs. lighting thing /\

    other than that, you could try to add some color variation to those buildings. there is too much brown on the first image

  • Puddy
    • March 25, 2012 at 12:03 AM
    • #9,176

    Well, I'm familiar with the sky and the lighting isn't completely off actually. There's actually pure sunshine if you turn the camera 180 degrees. However, even if the lighting is "correct", it can still look odd. I think it's a bit dramatic at the moment. I think a strong ambient light with a cool blue shade and some warm, but mild, directional lighting would fit well (you may have to switch sky though). And I think the level could use more local lighting (in/around buildings).

    Also, make sure to use that compile command to have texture lighting (useful for fences, can't remember what it is at the moment). As you can see in the second pic, the fences create very blocky lighting at the moment. The rocky areas to the left have some funky shadows too. Lastly, if the grassy area to the left is in an out of bounds area, increase the scaling value of the texture. The repeating pattern will be less noticeable.

    It looks pretty good overall though, and I like the massive feel of the area.

  • Sentura
    • March 25, 2012 at 2:38 PM
    • #9,177
    Quote from Puddy

    This is really good work buddy. Very nice lighting. Carry on!

    i actually disagree, i think this is on par with what people post here... barring the view of tf2background to the left :chap:

  • RaVaGe
    • March 25, 2012 at 3:38 PM
    • #9,178

    [Blocked Image: http://dl.dropbox.com/u/4055243/2.jpg]

    Working on a small scene for the fun, what do you think about the lighting ?

    EDIT: Smallest image.

  • Gambini
    • March 25, 2012 at 11:18 PM
    • #9,179
    Quote from insta

    [Blocked Image: http://media.moddb.com/cache/images/mods/1/16/15475/thumb_620x2000/devshot01.jpg]A map is taking form!!!! (sorry for the longness of the image )

    Quote from 3Dnj

    Mission improbable 3 ?

    I´d say Fruit Loops 2

  • mjens
    • March 26, 2012 at 9:21 AM
    • #9,180
    Quote from Puddy

    This is really good work buddy. Very nice lighting. Carry on!

    A bit too much overbright but still awesome style, keep up a good work!

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