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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • JeanPaul
    • July 10, 2012 at 12:48 AM
    • #9,381

    Im trying to get the layout done as fast as possible so I can test as much as possible because I know a lot of changes are going to be needed for the gameplay differences. (Most notably the engineer)

    Some more:

    [Blocked Image: http://i.imgur.com/yA8ek.jpg]

    [Blocked Image: http://i.imgur.com/02GsK.jpg]

    [Blocked Image: http://i.imgur.com/GE3Bp.jpg]

    [Blocked Image: http://i.imgur.com/AdOIb.jpg]

    [Blocked Image: http://i.imgur.com/0yJZy.jpg]

    Trust me, when I get cover and more details ironed out, it wont be as much of a sniper fest as it looks like right now

    Thoughts?

  • RedYager
    • July 10, 2012 at 2:58 AM
    • #9,382

    I think it looks promising, what sort of setting will it be?

    Right now I picture it set in a sort of canyon with mine cart tracks popping in and out of the walls

    It also remind me of Dod_avalanch

  • JeanPaul
    • July 10, 2012 at 5:16 AM
    • #9,383

    Its going to be in the same direction as what I had planned for the art pass contest map that I never came anywhere near finishing. So, heavy big industry industrial.

    http://imgur.com/a/9wNI5

    And I am probably going to make it a night map.

  • ElectroSheep
    • July 10, 2012 at 9:33 AM
    • #9,384

    A yes, there is a pack of assets that can fit you theme : http://construction.tf2maps.net/

  • Skacky
    • July 10, 2012 at 10:37 AM
    • #9,385

    Very cool JeanPaul, I immediately recognized Avalanche.

    Nice idea making it a 5CP map, I wonder how it's going to play out. You have to be careful with too much verticality in TF2 though, good soldiers and demomen can decimate absolutely everything in very vertical maps.

  • Puddy
    • July 10, 2012 at 10:48 AM
    • #9,386

    Yep, some classes love verticality more than others.

    Also, I don't know how the map will play gamemmode wise, but as it looks there will be one team fighting uphill? That's always a disadvantage.

  • Rick_D
    • July 10, 2012 at 10:55 AM
    • #9,387

    man, the years of my life i spent in various versions of that map :S

  • Thrik
    • July 10, 2012 at 12:46 PM
    • #9,388

    Haha, totally see the dod_avalanche comparison (what a map). Layout looks good though.

  • JeanPaul
    • July 10, 2012 at 4:10 PM
    • #9,389
    Quote from 3Dnj

    A yes, there is a pack of assets that can fit you theme : http://construction.tf2maps.net/

    Cool stuff, but I want to keep it stock content for now.

    Quote from Skacky

    Very cool JeanPaul, I immediately recognized Avalanche. Nice idea making it a 5CP map, I wonder how it's going to play out. You have to be careful with too much verticality in TF2 though, good soldiers and demomen can decimate absolutely everything in very vertical maps.

    Yeah I hear this, there are a few fixes I can put in place if this gets out of hand. But basically what you see is as tall as its going to get in terms of playable area.

    Quote from Puddy

    Yep, some classes love verticality more than others.Also, I don't know how the map will play gamemmode wise, but as it looks there will be one team fighting uphill? That's always a disadvantage.

    Yes, one team is fighting uphill, but they also have access to a lot of other areas to balance it out

    Quote from Rick_D

    man, the years of my life i spent in various versions of that map :S

    What do you mean? So far I have only ever seen it in Dod.

  • JeanPaul
    • July 11, 2012 at 7:51 PM
    • #9,390

    Does anyone know how to setup a 5 cp map where once you have the center point, the remaining 2 on the opposing team can be capped in any order?

  • selmitto
    • July 11, 2012 at 10:15 PM
    • #9,391

    Thanks for the previous feedbacks.

    Here's the Level Flow map (I hope this document solves the old issues! ):

    [Blocked Image: http://img225.imageshack.us/img225/6383/a6d1e235290e46e9993323b.png]

    Download links: .PDF | .PPSX (high res)

  • knj
    • July 13, 2012 at 8:39 PM
    • #9,392

    [Blocked Image: http://knj-environment.com/img_test/ghost_1.jpg]

    [Blocked Image: http://knj-environment.com/img_test/ghost_2.jpg]

    [Blocked Image: http://knj-environment.com/img_test/ghost_3.jpg]

    here is some env i'm working on for my uni, noting special, but i'm getting loads of new staff about the Ce3, and have sooo many problems today with it in instance with particles lol

    this sitll needs loads of work, but crits are welcome

  • PogoP
    • July 13, 2012 at 9:20 PM
    • #9,393

    Looking good, if a little de-saturated. Also, you should add in some grass planes to make it look really overgrown and more natural.

  • Rick_D
    • July 13, 2012 at 9:29 PM
    • #9,394

    man those docks are sweet, some of the best i've seen

  • PogoP
    • July 13, 2012 at 9:41 PM
    • #9,395
    Quote from Rick_D

    man those docks are sweet, some of the best i've seen

    Aye, the use of CGtextures is simply inspiring.

  • knj
    • July 14, 2012 at 12:06 AM
    • #9,396

    pogop, yes i will do that, but i have moare to work on it before the last art pass

  • Rick_D
    • July 14, 2012 at 10:48 AM
    • #9,397
    Quote from PogoP

    Aye, the use of CGtextures is simply inspiring.

    man i feel like i got zinged pretty hard right here

  • knj
    • July 14, 2012 at 11:39 AM
    • #9,398

    rick any constructive crits ?

  • Thrik
    • July 14, 2012 at 1:05 PM
    • #9,399

    Looks great knj, in many ways it gives me a similar vibe to Alan Wake and considering the best foresty environments of this type ever made are in that game that's a good thing. The strange use of colour works IMO, especially if you were to give it the slant of being an isolating horror type game where the life has been sapped out of the surroundings. If you do ambience you should make it creepy as hell, weirdly quiet.

  • Dejavo
    • July 14, 2012 at 7:01 PM
    • #9,400

    Posted a wip of this some 10 pages back. Gave it some more work and then sent in this wip applying for a game dev school's art program.

    Skyboxes stolen from tf2.

    http://i.imgur.com/duySv.jpg?1

    http://i.imgur.com/N2Klp.jpg?1

    If anyone has tips on how to use alpha transparency for foliage in source it would be kool.

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