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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • PogoP
    • July 30, 2013 at 1:38 AM
    • #10,361

    Messin' around with Cryengine. Very early days yet, got loads more to add! I'll start up a thread soon


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_02a.jpg]

  • Spherix
    • July 30, 2013 at 1:37 PM
    • #10,362

    Working on a climb (kreedz) map for cs:go; porting kz_man_everest from 1.6 to go.

    Part of the internal cave structure; lighting needs work.

    [Blocked Image: http://s12.postimg.org/n8fz6id8t/2013_07_30_00003_SMALL.jpg]

    Brightness cranked up a notch via Photoshop here;

    [Blocked Image: http://s18.postimg.org/a7ccf7as9/2013_07_30_00001_small.jpg]

    Both the inner caves and outer mountain structures are quite blocky/square cause the map came from 1.6. I'm currently in doubt if I want to use displacements on tons of surfaces to create a bit more realistic shape here and there, I am however in doubt if this will cause performance issues.

  • sven
    • July 30, 2013 at 3:09 PM
    • #10,363

    Well, displacements are quite cheap to render, but if you have a gazillion of them, it might add up. You can take a look at how they did it in the HL2:EP1 (or was it EP2) cave levels.

  • FMPONE
    • July 30, 2013 at 3:55 PM
    • #10,364

    Displacements render very cheaply. Personally I wouldn't worry about it

  • JeanPaul
    • July 30, 2013 at 4:20 PM
    • #10,365

    You can have pretty much as many displacements you want and FPS will barely be affected. However, they bloat the ever living shit out of the filesize and no one wants to sit around and wait while a 200+mb map downloads from a server. What you have so far doesnt seem like it would be too much of a problem though.

  • Spherix
    • July 30, 2013 at 6:28 PM
    • #10,366

    The insides aren't that bad indeed, but the main outer structure is this:


    [Blocked Image: http://csserv.ru/images/cs_maps/1060/1_original.jpg]


    Right after decompile in Hammer;

    [Blocked Image: http://s7.postimg.org/vkrb122dn/man_everest.jpg]


    Hence I wonder if I should go on with it, I kinda realized too late that I should have been using displacements from the start in certain areas, I went ahead without any planning ;) Perhaps I'll leave it in brushes to 'honor' the original map. It's a port after all.. :X

  • FMPONE
    • July 30, 2013 at 7:07 PM
    • #10,367

    Honestly it might not be so bad, but then again I've never found working with displacements to be as unpleasant as others

  • PyroGXPilot
    • July 30, 2013 at 7:16 PM
    • #10,368

    What FONT is used in those diagrams Setin?

  • Setin
    • July 30, 2013 at 9:23 PM
    • #10,369

    The FONT is called AddElectricCity. I can't remember where I found it online, you can probably just Google find it pretty quick.

  • PogoP
    • July 31, 2013 at 12:40 AM
    • #10,370

    So I've been tinkering with the scene a little more and I've decided to go a bit more creepy with it, and changed it to night lighting. Still just roughing out ideas, I need to start a topic! Also, I really need to sort out my monitors. One of my monitors has a lot more contrast and saturation, I'm not sure which is the correct one now..


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_01a.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_01b.jpg]

  • blackdog
    • July 31, 2013 at 1:37 AM
    • #10,371

    Reminds me of first Resident Evil PogoP; moody and nice, i can see the floor on an iMac if i'm with a brightness more than 25% (i keep it lower for general use until i play or watch a movie).

  • FMPONE
    • July 31, 2013 at 2:57 AM
    • #10,372
    Quote from PogoP

    So I've been tinkering with the scene a little more and I've decided to go a bit more creepy with it, and changed it to night lighting. Still just roughing out ideas, I need to start a topic! Also, I really need to sort out my monitors. One of my monitors has a lot more contrast and saturation, I'm not sure which is the correct one now..


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_01a.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_01b.jpg]


    I would also add some lighting in the level itself for some circular blue ambience

  • 2d-chris
    • July 31, 2013 at 4:46 AM
    • #10,373

    I'd thicken the air with dust motes and some light shafts too ^^

  • Vilham
    • July 31, 2013 at 10:07 AM
    • #10,374

    Yeah liam, make it good already

  • PogoP
    • July 31, 2013 at 10:23 AM
    • #10,375

    Thanks guys! All great ideas, I'll work on them


    Need to get a lot more modelling and texture work done, but it's always tricky trying to find the balance between doing ambient work and modelling!

  • Vilham
    • July 31, 2013 at 10:30 AM
    • #10,376

    Both are pretty important in a scene. But I guess it depends on what you are trying to portray.

  • -HP-
    • July 31, 2013 at 10:31 AM
    • #10,377

    I started learning UDK a few weeks ago, figure it was about time I finally at least try and make something with it, and holy shit am I fucking loving this engine!


    Been basically following Tor Frick and Hourences tutorials and making this test scene. I wasn't gonna post anywhere, it was never my intention but I guess I might as well finish it. Lemme know what you think, I wanna work on the vegetation this week and move on to the next scene.


    Feels good to do some personal work btw, hurray!


    [Blocked Image: http://i.imgur.com/7lkp3y1.jpg]

  • RaVaGe
    • July 31, 2013 at 10:39 AM
    • #10,378

    Luuks gud bruh. Maybe a tad too yellow to my taste.

  • blackdog
    • July 31, 2013 at 10:57 AM
    • #10,379

    Dat blinding yellow. Reminds me of Double Agent's Kinshasa mission.

  • PogoP
    • July 31, 2013 at 11:14 AM
    • #10,380

    Maybe make the shadows a little more readable too, perhaps some kind of darkish blue instead of the grey colour you have now. Are these your assets or UDK ones?

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