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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • D3ads
    • April 29, 2013 at 3:05 AM
    • #10,161

    Dude... dem shadows...

  • Chopium
    • April 29, 2013 at 1:21 PM
    • #10,162

    [Blocked Image: https://dl.dropboxusercontent.com/u/1707143/Releases/gm_skyland/06.jpg]

    I'm experimenting with atmosphere in large spaces, this is going to be a sandbox map for Garry's Mod.

  • knj
    • April 29, 2013 at 1:29 PM
    • #10,163

    love the shape !

  • PogoP
    • April 29, 2013 at 1:31 PM
    • #10,164

    Oooh that looks awesome. Does it hold up when you go higher up in the air? Game environments always tend to lose their awesomeness when you go higher up, and you can see the bounds of the map.

  • Chopium
    • April 29, 2013 at 2:01 PM
    • #10,165
    Quote from PogoP

    Oooh that looks awesome. Does it hold up when you go higher up in the air? Game environments always tend to lose their awesomeness when you go higher up, and you can see the bounds of the map.

    Thanks! I'm really excited to see if I can make everything look right from the max height by using as much of the 3d skybox as possible and then painting more into the 2d skybox.

    https://dl.dropboxusercontent.com/u/1707143/Rele…_skyland/07.jpg

    This is what it currently looks like at the top, but geometry starts to glitch out at this distance. The green perimeter is the play area limit. I'm not sure if I should keep the vast plain as it is or work detail in closer to the player. Any thoughts?

    https://dl.dropboxusercontent.com/u/1707143/Rele…_skyland/08.jpg

    Also I'm using almost all the grid and can only hope no issues arise in the future.

  • PogoP
    • April 29, 2013 at 2:16 PM
    • #10,166

    If it's for Gary's mod, maybe you're best off keeping the level of detail as low as possible in the playable area, and keeping the vast plain everywhere else.

    You should try messing around with distance fog and try to blend the 2d skybox with the fog so the transition is seamless, but it might be difficult with that sunset in there. Keep on tinkerin'!

  • BJA
    • April 29, 2013 at 4:37 PM
    • #10,167

    Some more progress of the escape-contest scene I've been working with two other guys. Most of the stuff has a 1st artpass, vehicles are currently just materials.

    [Blocked Image: http://abload.de/img/shot2ljrsxx.jpg]

  • PogoP
    • April 29, 2013 at 4:41 PM
    • #10,168

    Nice work, that looks really great.

  • TheOnLY
    • April 29, 2013 at 8:51 PM
    • #10,169

    Wow awesome

  • JeanPaul
    • April 29, 2013 at 9:28 PM
    • #10,170

    Amazing work there so far, I love the style.

    The composition could use a bit of work. If it means anything, the battle between the two was not the first thing my eye went to. The white car on the way left kind of distracts from whats going on as well as the god awful slant. This is my photo purist showing but my god do I hate when people slant their photos/scenes thinking it improves it.

  • FMPONE
    • April 29, 2013 at 10:19 PM
    • #10,171

    i'm a bit confused by the dude falling out of the window, just doesn't seem convincing but other than that its beaaaaaaaautiful. be-a-utiful as ace ventura would say

  • BJA
    • April 29, 2013 at 10:34 PM
    • #10,172

    Thanks guys for the feedback and kind words Focus needs to be definitely on the police car chasing the gangster car, since that is the theme of whole scene. We'll see what we can do with another camera perspective. We thought the dude falling out the window is a nice funny touch, because he was shooting at the police but then lost his gun during the crash and still tries to grab it somehow.

  • 2d-chris
    • April 29, 2013 at 11:23 PM
    • #10,173

    very nice Robert and co! I agree camera view could prob be better, less dead space, prob half of the image is a black blob

    perhaps take the camera shot through the window of a car or something

  • 'RZL
    • May 1, 2013 at 7:44 PM
    • #10,174

    Hey guys, I'm new here and just want to introduce me with some screenshots and a problem that I'm facing while working on my current project: de_bermuda

    [Blocked Image: http://abload.de/img/de_cevocontest_v41000yjeyf.jpg]

    [Blocked Image: http://abload.de/img/de_cevocontest_v410000bcdz.jpg]

    [Blocked Image: http://abload.de/img/de_cevocontest_v41001die4l.jpg]

    [Blocked Image: http://abload.de/img/de_cevocontest_v410013hfch.jpg]

    [Blocked Image: http://abload.de/img/de_cevocontest_v4100044csq.jpg]

    These screenshots are not very up to date, some details as well as more textures were added, but I didn't make a final HDR compile so far, since I am not finished with some parts. If the final compile is done I gonna add a new thread to the 3d forum.

    Now to the problem that I'm facing: When I'm adding a 3D skybox to give the map a greater horizon, the water starts to cast a dark shadow on the ground close to its surface. The result can be seen in the first picture very well. And without a 3D skybox everything looks good:

    [Blocked Image: http://abload.de/img/de_cevocontest_v52000vodp4.jpg]

    Can anyone help me out there? Would be pretty neat if there is a solution to it.

    You can subscribe to my newest TESTversion of the map in LDR here: http://steamcommunity.com/sharedfiles/fi…s/?id=132920187 (hidden)

    You can also play on the maptesting server, which is running the latest release candidate (HDR) 24/7 here: 176.57.142.168:27100

    Cheers and thanks for having me

  • Armageddon
    • May 3, 2013 at 7:41 AM
    • #10,175

    [Blocked Image: http://cloud-2.steampowered.com/ugc/1082265458110472948/1573D79C657D8615368938EC86F5B520E65F073D/]

  • 2d-chris
    • May 3, 2013 at 9:16 AM
    • #10,176

    Nice, very photographic

  • RaVaGe
    • May 5, 2013 at 4:56 PM
    • #10,177

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/csgo.jpg]

    Working on a small scene on csgo, since the tf2 sdk is broken and I can't map on it anymore

    Nothing serious actually, just getting the scales of the game and working on a theme for a future map. Some weird lighting on the props too, gonna be fixed furthermore.

  • smn_fhs
    • May 8, 2013 at 6:36 PM
    • #10,178

    schick robert!

  • kikette
    • May 8, 2013 at 8:10 PM
    • #10,179

    sweet !

  • UnknownPredator
    • May 11, 2013 at 6:06 AM
    • #10,180

    Working on a level for CS:GO and I'd like some feedback and criticism

    http://imgur.com/a/7yXkQ (2560x1600 Screens)

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