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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Idolon
    • July 7, 2014 at 2:48 AM
    • #11,161

    [Blocked Image: http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30000.jpg]

    [Blocked Image: http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30001.jpg]

    [Blocked Image: http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30002.jpg]

    [Blocked Image: http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30005.jpg]

    [Blocked Image: http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30003.jpg]

    Made all of this for a 72 hour contest, so I didn't really get time to make a proper skybox (also didn't want to detail too much on an untested layout). Also need to get rid of that stupid UFO.

  • FMPONE
    • July 7, 2014 at 3:52 AM
    • #11,162
    Quote from Idolon

    [Blocked Image: http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30000.jpg]

    [Blocked Image: http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30001.jpg]

    [Blocked Image: http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30002.jpg]

    [Blocked Image: http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30005.jpg]

    [Blocked Image: http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30003.jpg]

    Made all of this for a 72 hour contest, so I didn't really get time to make a proper skybox (also didn't want to detail too much on an untested layout). Also need to get rid of that stupid UFO.

    Display More


    Cool stuff!


    I would work on trying to make the roofs all the same unit height, so there isn't any weird differences between the roof slats on the barn. The displacements could also use some blend texturing, me thinks. Keep it up

  • Skibur
    • July 9, 2014 at 7:39 AM
    • #11,163

    I made a CS:GO map awhile ago. Remade from Halo 3: Mythic II DLC pack. Got it finished and publish, but I haven't bother adding more design, since at the time I had other things to do. (Figured it'd be too late to update the changes)


    Might start another one soon.


    http://steamcommunity.com/sharedfiles/fi…s/?id=134805014

  • Taylor Swift
    • July 9, 2014 at 9:41 PM
    • #11,164

    Wah..Time has tell me what is the important to know about the mapping and the mapping rules itself. Every Mapper Need to know the most important thing is to create hes own map. Creating maps is hard work and only them who wants to be a real good mappers, they build and build in years. But now after long time, after many hours i have sucefully made my own map. Ok my own map.. So lets see if it is good or bad work..

  • Vilham
    • July 9, 2014 at 11:05 PM
    • #11,165

    I should probably post some new images from my map at some point.

  • aaaaasdasdasdasdasda
    • July 10, 2014 at 3:48 PM
    • #11,166

    Finalising my first actual map, cs_grande. My current point of concern is the skybox, it's a little bit weird. The hedges also have some weird lighting going on, but I'm not sure if that can be fixed.


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

  • Minos
    • July 10, 2014 at 6:42 PM
    • #11,167

    Looks like a fun map, I love cs_estate style maps

  • Skacky
    • July 11, 2014 at 6:08 PM
    • #11,168

    More Quake, this time for the second jam session over at func_msgboard. Theme is ikblue/white, Indian/Persian texture sets.


    [Blocked Image: http://i.imgur.com/60nsCnXl.jpg]


    [Blocked Image: http://i.imgur.com/s9FzwAml.jpg]


    [Blocked Image: http://i.imgur.com/A8NVEu8l.jpg]


    [Blocked Image: http://i.imgur.com/sCORc5Ol.jpg]

  • Sprony
    • July 11, 2014 at 7:15 PM
    • #11,169

    Again, sick stuff Skacky. I've been working with Ericw to get Radiant to work with Quake so I can join in on that action

  • dux
    • July 11, 2014 at 7:21 PM
    • #11,170

    Skacky stahp. Stahp. I can only get so hard.

  • geogzm
    • July 12, 2014 at 12:39 PM
    • #11,171

    My first 'completed' map. It's up on steam workshop, but the layout's pretty flawed and it was mainly a feeler for CS:GO's assets and design along with the level design process in general. I started the art pass waaaay too early, I didn't collect nearly enough feedback on the layout, so it turned out the way it did. I dare not post it in the releases section.


    de_collar:


    [Blocked Image: http://cloud-4.steampowered.com/ugc/48728490455864376/5691D22BA82F31BB9C3CF7AAF7178F9E2843DBB7/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/48728490485307258/637A8289C97A6F26FE2876CC4DE3395E6B082AD3/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/48728490485307317/7515A8A1FAA5ED26E5A30D8F010531EAD152A53F/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/48728490485307376/F159B6A4195D5B87BD474421077340A88918D9A5/]


    I've literally never finished a map before this

  • Idolon
    • July 12, 2014 at 5:20 PM
    • #11,172

    Not too shoddy for a first finished map! I think you mostly need to work on architectural details, as most of the buildings and walls you have follow the same formula of "Flat wall with ledge at the top." Still, not a bad job.

  • Vilham
    • July 12, 2014 at 5:34 PM
    • #11,173

    Some advice on floors, try breaking them up with trim and sections made of different materials.

  • 2d-chris
    • July 12, 2014 at 8:55 PM
    • #11,174

    also, slap a few taller structures, both in the play space and around it - will help to breakup that flat feel it has.

  • geogzm
    • July 13, 2014 at 12:53 PM
    • #11,175
    Quote from Idolon

    Not too shoddy for a first finished map! I think you mostly need to work on architectural details, as most of the buildings and walls you have follow the same formula of "Flat wall with ledge at the top." Still, not a bad job.


    Thanks! I've two vague ideas for a next map using a similar layout, although just in case I tackle a similar setting at any point - what kind of details would you recommend? More building trim along walls, different-shaped ceilings and such?


    Quote from Vilham

    Some advice on floors, try breaking them up with trim and sections made of different materials.


    What kind of stuff could I have done with that map? I'm curious about how to pull off floor trim, I'm guessing stuff like that water canal thing that I had in the last picture?


    Quote from 2d-chris

    also, slap a few taller structures, both in the play space and around it - will help to breakup that flat feel it has.


    There's a few more just out of view in some of those pictures, and they were from a previous update - although even in the newer version on the workshop, the sky feels a little empty.


    Thanks for all the feedback, like I said - I'll probably start working on another map and focusing on getting the layout figured out better first before the detail pass (my worst mistake last time lmao) but I'll bare all this in mind. I'm shooting for something in a more natural environment.

  • ElectroSheep
    • July 13, 2014 at 1:17 PM
    • #11,176

    You can add sidewalks, some metal plate floors that can have some industrial purpose. And also having a blend between clean and dirty concrete could be cool

  • ZZZ
    • July 13, 2014 at 2:01 PM
    • #11,177

    [Blocked Image: http://s20.postimg.org/uawt6tnwp/DM_U_Viridian_TOURNEY_2014_7_12_17_55_16_773.jpg] [Blocked Image: http://s20.postimg.org/jpcxuthl5/DM_U_Viridian_TOURNEY_2014_7_12_17_58_19_728.jpg]


    Minor changes. I'm not going to add more detail, this is BSP and BSP is meant for low poly.

  • 2d-chris
    • July 13, 2014 at 3:55 PM
    • #11,178

    But this is 2014 ...

  • Spherix
    • July 13, 2014 at 4:08 PM
    • #11,179

    I'm always getting side-tracked of whatever I do..

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  • geogzm
    • July 13, 2014 at 5:02 PM
    • #11,180

    Low poly stuff's always interesting, seeing what people can do with a limit

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