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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Taylor
    • August 13, 2013 at 8:03 PM
    • #10,441

    Originally the idea was the "original" and "clones" saw the world differently; the player had lots of directional arrows telling them where to go whereas the clones saw propaganda about how they were being used, shouldn't cooperate and should kill the original - since that's what doppelgangers usually do; with some kind of pay-off at the end.


    However, I'm not really working with any art assets so I started thinking very functionally, and now it's six Portal-style test chamber rooms and doesn't really need or want any of that stuff. I fear I will never make an arts.

  • Rick_D
    • August 13, 2013 at 9:10 PM
    • #10,442

    needs a random chance of a mutated abomination spawning instead of a normal clone. through it's eyes you see the life it could have had, romances missed and finally surrounded on it's death bed by an extended family crying and telling it they will always love them.

    now it's an art.

  • Taylor
    • August 13, 2013 at 9:49 PM
    • #10,443

    I think I just cried.

  • Bunglo
    • August 14, 2013 at 4:52 AM
    • #10,444

    Lighting study in the works:


    [Blocked Image: http://i.imgur.com/pr95iKj.jpg]

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

  • Trempler
    • August 14, 2013 at 10:03 AM
    • #10,445

    [Blocked Image: http://filesmelt.com/dl/a_chapter1_a0014.jpg]

    [Blocked Image: http://filesmelt.com/dl/a_chapter1_a0015.jpg][Blocked Image: http://filesmelt.com/dl/a_chapter1_a0016.jpg][Blocked Image: http://filesmelt.com/dl/a_chapter1_a0017.jpg][Blocked Image: http://filesmelt.com/dl/a_chapter1_a0018.jpg]Still work in progress missing tons of details and lighting is ugly... but yeah i would like to get some feedback/critism too

  • Vilham
    • August 14, 2013 at 10:07 AM
    • #10,446

    certainly atmospheric, what kind of game is it for. Looking at it I would say singleplayer game like doom?

  • Trempler
    • August 14, 2013 at 10:19 AM
    • #10,447
    Quote from Vilham

    certainly atmospheric, what kind of game is it for. Looking at it I would say singleplayer game like doom?

    This is for my own Mod, Abyss 048 for Half-Life 1

    http://www.moddb.com/mods/abyss-048

    And thanks

  • D3ads
    • August 14, 2013 at 12:32 PM
    • #10,448

    Trempler: Wow dude, your work never ceases to impress me!


    Quote from colte

    I would like some feedback on the following screenshot. Does it look okay? What would you change? It is going to be for a map for cs:go and I was going for a underground metro system. This is the only part of the Map I have started with and I am unsure if I could continue with this.


    [Blocked Image: http://s8.postimg.org/fhx0s6oyd/2013_08_13_00001.jpg]


    Porting Metro assets to GS:GO is a no no...

  • Trempler
    • August 14, 2013 at 6:54 PM
    • #10,449

    Thx D3ads nice to hear what could i add to the scene ? i think stuff is missing.

    And here some new pictures a lil bit better now

    [Blocked Image: http://imageshack.us/a/img708/7799/eqm7.jpg]

    [Blocked Image: http://img708.imageshack.us/img708/4572/7yxo.jpg]
    [Blocked Image: http://imageshack.us/a/img11/6356/6vca.jpg]
    [Blocked Image: http://imageshack.us/a/img845/5543/3rzz.jpg]
    [Blocked Image: http://imageshack.us/a/img546/6731/rz0x.jpg]
    [Blocked Image: http://imageshack.us/a/img849/3634/zunn.jpg]


    Comments still welcome

  • JeanPaul
    • August 14, 2013 at 7:11 PM
    • #10,450

    I like the geometry but the lighting leaves a load to be desired.


    Its too scattered and doesnt bring your attention to anything. Remove MORE than half the current sources of light and try to focus it a little more.

  • PogoP
    • August 14, 2013 at 7:11 PM
    • #10,451

    Looks good but your lighting is making it a little hard to read. It's hard to tell where you can/cannot go! Maybe try lighting up some of the floors a bit more.

  • -HP-
    • August 14, 2013 at 7:15 PM
    • #10,452

    [Blocked Image: http://fatkidatcamp.com/wp-content/uploads/2010/02/cant-see-shit.jpg]


    The brightness of your lights / glow don't fit the brightness of your ambient light, there's a HUGE discrepancy there making it very weird to look at. I would increase the ambient light quite a bit, i know what you're trying to do, but trust us on this one.

  • blackdog
    • August 14, 2013 at 8:48 PM
    • #10,453
    Quote from [HP]

    [Blocked Image: http://fatkidatcamp.com/wp-content/uploads/2010/02/cant-see-shit.jpg]


    I was going for Stevie Wonder, but I thought I was being too harsh so i canceled the post

  • Cuplacakes
    • August 15, 2013 at 11:04 AM
    • #10,454

    Another Time-lapse Video for all you time-lapse fetishists! http://www.youtube.com/watch?v=L3g-faCY_fU

  • Fuzyhead
    • August 15, 2013 at 12:32 PM
    • #10,455

    Cuplacakes:

    So you posted the same video in 3 different threads? Next time you might just want to decide if it's wip or a final showreel and then post it one thread first, but maybe that's only my opinion.

    I can't play the video anyway- it's locked in my country, don't know why- so I'll just go for the images. The overall scene is looking fine, and much better then your previous work. But if you take a closer look there are still many things you could fix.

    Just to metion the most annoying thing for me: The terrain on the right side looks quite ugly and unnatural. You might just smooth it a little more.

    The trees on the left side looking quite odd, there is no depth on the texture. Try to use a normal map (if there is one improve it). And the tree one the right side otherway.... is quite awful. I think you can't really fix anything, so just get rid of it^^

    The grass is looking more like spikes- to sharp/pointed. Try to find some good tutorial how to crate realistic grass.

    For your next project you might want to get some more details instead of only a good overall view. I know this is image has a over-the-top quality, but it's still a good inspiration for your scene.

  • Cuplacakes
    • August 15, 2013 at 1:58 PM
    • #10,456

    Fuzyhead:

    Thanks a lot for the feedback, I have been desperate to receive some constructive criticism, and as of yet you are the only person to done so. I'll address each of your points in turn.


    I in fact only posted this Timelapse video in two threads,this one, and my portfolio. I posted it here in order to get feedback, and in my portfolio in order to show potential clients or those with an interest my workflow how I work. I believe that you may be mixing the third thread up with my Showreel thread, a seperate video, which while including this map, also focuses on numerous other projects. The two are completely separate video's, despite both using one piece of the same footage.


    I did wonder about posting in so many places, but I believe that the reasons were justifiable. For while I consider this some of my better work, and thus include it in my portfolio, I am aware that I need to improve, and so, I include it in the WIP thread too, the whole point of these scenes is that I construct them in two hours, take what I learn in the process,and move onto the next.


    The video is locked because I am using copywrited music, I did this deliberately, as I knew that it fit the mood of the scene, and I needed a specific University to be able to view it, however, it means the copy-write holder is able to decide where and when the video is played. Future show reels and video's will use music created by a composer friend.


    Now Onto the scene:


    The terrain on the right : Are you referring to the terrain down by the waters edge? It is meant to be rock, but I agree that it does look a little odd.


    The trees on the left side : I agree with you completely, unfortunately that is what happens when you don't uniform scale stock meshes. I believe that it does have normal map, but I think the stretching has ruined it. I'll take your comments on board in future scenes.


    tree one the right side otherway.... is quite awful : Are you talking about the spikey one? I really like the spikey one... I'll admit the texture is tiled too many times, and perhaps it is too low-poly for the scene... In fact. I agree... It's out of place... Cheers for pointing that out... sniff...


    The grass is looking more like spikes : yes it does, but again, I am using stock meshes, if I allowed myself more than 2 hours per scene I would probably spend longer making it look more natural, but for this scene I was pleased with the result.


    And finally, that scene you linked is absolutely beautiful, and i aspire to that level of quality and polish.


    Thank you very much for your time and help, I hope you see improvement in my next work, sorry about the confusion with the video's. Would you mind very much If I sent you along future work for you to critique?


    Gratefully,

    George

  • Evert
    • August 15, 2013 at 3:24 PM
    • #10,457
    Quote from Cuplacakes

    if I allowed myself more than 2 hours per scene

    I don't see why you wouldn't allow yourself more than 2 hours per scene though?

    Make a scene that is amazing on it's own and not amazing for being made in 2 hours

  • knj
    • August 15, 2013 at 6:23 PM
    • #10,458

    In less than 2h you even cant develeop good idea

  • Cuplacakes
    • August 16, 2013 at 11:21 AM
    • #10,459

    I understand that I could do a better job on them if I spent longer. They are simple learning exercises. I am sorting out going to university for the first time at the moment, and don't really have time for many full scale projects.

    knj: maybe not, but I was pretty pleased with the atmosphere I achieved in each scene.

  • Cuplacakes
    • August 16, 2013 at 11:30 AM
    • #10,460

    I'm sorry, I didn't mean to upset everyone

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