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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • cashed
    • September 10, 2013 at 4:22 AM
    • #10,521

    Thanks, I think I will add some more red. Trying to get more green in as well. Like this: Maps


    I was just following my original design, which was following the old CS mapping styles. The really boxy pillar cover pieces might not be needed as much these days; plus it looks odd.

  • Sprony
    • September 10, 2013 at 9:08 AM
    • #10,522

    I've been a good boy and listened to your feedback. Here's a test shot. Colored lights in a Quake themed map, oh my.....


    [Blocked Image: http://i.imgur.com/HLSaF7Q.jpg]

  • Sprony
    • September 10, 2013 at 11:24 AM
    • #10,523

    Do you like this better Seir?

  • mjens
    • September 10, 2013 at 2:50 PM
    • #10,524

    Sure, it's nice. I'm not sure is it not to tight to have fun gameplay. Tests will tell You have 3 types of light at once (yellow, orange, blue). I'm not sure if it's too much. Blue works awesome with yellow (also with orange but blue-orange is a bit abused these days, it's good to look for different color palettes). Don't forget about highlighting the dominant feature of the level (big computer built in pillar, command center, stuff like that). Here's what I found. Looks nice because of the dominant - think about such elements on your level, this could be a different wall texture but the lighting difference will do the job.

  • Skacky
    • September 11, 2013 at 12:34 PM
    • #10,525

    Don't pay attention to the misaligned textures, the BSP compiler did weird shit.


    [Blocked Image: http://i.imgur.com/tux9kTgl.jpg]


    [Blocked Image: http://i.imgur.com/3ZE3yoll.jpg]

  • blackdog
    • September 11, 2013 at 12:48 PM
    • #10,526
    Quote from cashed

    I was just following my original design, which was following the old CS mapping styles. The really boxy pillar cover pieces might not be needed as much these days; plus it looks odd.

    Yeah, i'd get rid of those... i can't remember seeing anything looking like that in my roamings. I think the facade is too secluded, while on the sides it could work. Just change the top part to be covered by the roof.Imo.

    It would be very cool if someone could model for you some Carabinieri car/van to replace the military APCs.

    lol @ Gmaps that obfuscated the murales

  • kab
    • September 14, 2013 at 3:48 PM
    • #10,527

    Just testing my 4 modular assets(from the random model thread take-over) in UDK. Mostly been working on the materials for the last week(when I have had time). Really happy with my results, so I will be expanding on this scene a lot when I have time in between my studies.


    [Blocked Image: https://dl.dropboxusercontent.com/u/47037191/Hallway_test_UDK01.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/47037191/Hallway_test_UDK02.jpg]

  • selmitto
    • September 14, 2013 at 4:09 PM
    • #10,528

    kab, it's been good to see the improvement! Your assets are looking a LOT more like metal than the first ones you posted here. Good job.

  • TarrySruman
    • September 14, 2013 at 8:09 PM
    • #10,529

    My first attempt at modeling/texturing an environment from scratch, ignore the wonky shadows for now.


    [Blocked Image: http://i.imgur.com/jfuns3X.jpg]


    [Blocked Image: http://i.imgur.com/lvoiIG5.jpg]


    [Blocked Image: http://i.imgur.com/5CMiYT4.jpg]

  • cashed
    • September 14, 2013 at 8:23 PM
    • #10,530

    Chugging along...


    [Blocked Image: http://i.imgur.com/1p5rZDJ.jpg][Blocked Image: http://i.imgur.com/Z0zQP2F.jpg][Blocked Image: http://i.imgur.com/oYB9BNs.jpg]

  • Thrik
    • September 14, 2013 at 8:52 PM
    • #10,531

    I like it TarrySruman. Only things that immediately catch my eye:

    • Lighting seems a little too lacking contrast
    • The sand texture looks really repetitive, the tiling is incredibly obvious in the first shot

    As a random aside, it reminds me a little of the (cut) Half-Life 2 wasteland for some reason.

  • blackdog
    • September 15, 2013 at 10:02 AM
    • #10,532

    You are not alone Thrik

  • knj
    • September 15, 2013 at 7:13 PM
    • #10,533

    as for me what stands out is that your shadows are very sharp and crisp that sould mean that this is very sunny afternoon, and your scene looks like cloudy/rainy day,


    this was for cashed

  • Sprony
    • September 15, 2013 at 9:45 PM
    • #10,534
    Quote from Skacky

    Don't pay attention to the misaligned textures, the BSP compiler did weird shit.


    [Blocked Image: http://i.imgur.com/tux9kTgl.jpg]


    [Blocked Image: http://i.imgur.com/3ZE3yoll.jpg]

    Same comments as on Func. But I was wondering what editor are you using? Trenchbroom?

  • cashed
    • September 16, 2013 at 1:06 AM
    • #10,535

    knj I'm using default italy data (skybox/lighting) atm, will be tweaking later on.

  • Sjonsson
    • September 16, 2013 at 8:54 AM
    • #10,536
    Quote from SpronyvanJohnson

    Same comments as on Func. But I was wondering what editor are you using? Trenchbroom?

    I really can't see much of the walls in the first pic. I don't know if it's feedback of any worth since my screen is obviously too dark, but it seems as though the scene in the first picture is a bit too dark maybe? Apart from that, it's cool!

  • Hipshot
    • September 16, 2013 at 12:46 PM
    • #10,537
    Quote from Skacky

    Don't pay attention to the misaligned textures, the BSP compiler did weird shit.


    [Blocked Image: http://i.imgur.com/tux9kTgl.jpg]


    [Blocked Image: http://i.imgur.com/3ZE3yoll.jpg]


    Nice!

  • Skacky
    • September 16, 2013 at 2:05 PM
    • #10,538

    Yeah I'm using TrenchBroom. Everything in the screenshots was done with it.

    Funny that you think it's too dark, it's actually bright as fuck on my monitor.

  • dux
    • September 16, 2013 at 2:32 PM
    • #10,539

    The second shot is cool but I think you could do better with the lighting in it. Try taking the majority of the spotlights off of the walls and make the pipes in the centre more of the focus.

  • Campaignjunkie
    • September 17, 2013 at 5:59 AM
    • #10,540

    Working on a small Porco Rosso flight sim game designed for VR... it's about looking around, so it had to be an open cockpit game, so... Porco Rosso. It's called "Nostrum." Currently a finalist in the Oculus VR jam, cross your knuckles for me!

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