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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Spherix
    • December 3, 2014 at 11:01 PM
    • #11,521
    Quote from Nakroma

    You are the func_vehicle guy? Holy shit, nice work.

    What I don't quite get, how are you supposed to play? With knifes it doesnt work very well, so we gave us mp9s each round


    Yarr. As for supposed to play: It was/is a knife map. Knife, push people in the toxic water, or run them over. There is a 'hidden' weapons room though.

  • TheGuma
    • December 4, 2014 at 8:54 PM
    • #11,522

    (Sorry for large pictures!)

    Everyone loves WIP's. There;

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

    [Blocked Image: http://imgur.com/Ea5TiBT.png]

    [Blocked Image: http://i.imgur.com/g47bFNB.jpg]

  • Nakroma
    • December 5, 2014 at 8:20 PM
    • #11,523

    Currently detailing CT spawn. The lighting is horrible, but when im gonna figure out how to make directional light, its gonna be better.

    I focused on the ceiling, I still need something to break up the flat wall. Maybe crates.

    [Blocked Image: http://puu.sh/dimGJ/7c5a1605f0.jpg]

  • sock
    • December 7, 2014 at 10:58 AM
    • #11,524

    Sky Eater - Yeah more Quake!


    [Blocked Image: http://www.simonoc.com/files/maps/jam/skyeater1a.jpg]

    [Blocked Image: http://www.simonoc.com/files/maps/jam/skyeater1b.jpg]

    [Blocked Image: http://www.simonoc.com/files/maps/jam/skyeater1c.jpg]

  • Deathy
    • December 7, 2014 at 8:35 PM
    • #11,525
    Quote from Nakroma

    Currently detailing CT spawn. The lighting is horrible, but when im gonna figure out how to make directional light, its gonna be better.

    I focused on the ceiling, I still need something to break up the flat wall. Maybe crates.

    [Blocked Image: http://puu.sh/dimGJ/7c5a1605f0.jpg]

    noooo way man, leave the crates at home depot (they're so 90s!) and try to create some depth with various wall levels, actually 'breaking' the wall or some of the windows. I am not sure you want to detail at this stage though already, but if you do, keep in mind, that you have consistency there or try to achieve that at least. You have a rather wooden and brownish theme, integrate that and set some streamlining highlights with a coherent color.

  • Nakroma
    • December 7, 2014 at 10:31 PM
    • #11,526
    Quote from Deathy

    noooo way man, leave the crates at home depot (they're so 90s!) and try to create some depth with various wall levels, actually 'breaking' the wall or some of the windows. I am not sure you want to detail at this stage though already, but if you do, keep in mind, that you have consistency there or try to achieve that at least. You have a rather wooden and brownish theme, integrate that and set some streamlining highlights with a coherent color.


    Hmm.. I dont know much what you could do to a warehouse, but Ill try.

    Currently it looks like this (keep in mind, light is on fast so the light is still not good):

    [Blocked Image: http://puu.sh/dljOB/de6916d705.jpg]

  • aaaaasdasdasdasdasda
    • December 10, 2014 at 7:10 AM
    • #11,527

    [Blocked Image: http://i.imgur.com/4lX91aJ.jpg]

  • Vaya
    • December 10, 2014 at 11:04 AM
    • #11,528
    Quote from Nakroma

    Currently detailing CT spawn. The lighting is horrible, but when im gonna figure out how to make directional light, its gonna be better.

    I focused on the ceiling, I still need something to break up the flat wall. Maybe crates.

    [Blocked Image: http://puu.sh/dimGJ/7c5a1605f0.jpg]

    I think this would benefit from other wall textures. Those bricks always seem a lot more suited to 'clean' environments imo.

  • Vaya
    • December 10, 2014 at 11:07 AM
    • #11,529
    Quote from ruarai

    [Blocked Image: http://i.imgur.com/4lX91aJ.jpg]

    is this source?

  • aaaaasdasdasdasdasda
    • December 10, 2014 at 11:22 AM
    • #11,530
    Quote from Vaya

    is this source?

    Yep.

    [Blocked Image: http://i.imgur.com/45YqiHZ.png]


    Except I think half the reason it looks so good is because it's so inefficient - there's only 3 actual brush blocks with the rest being displacements. That means I end up with a stupid amount of polygons but also means I can add a lot more noise and smoothing than is typical. The joint between the sewer ceiling and gutter thing is a good example of how natural it can look. Except this approach is dangerous and I would be scared to put this in a playable map, solely for this reason:

    [Blocked Image: http://i.imgur.com/AjiJ5Kh.jpg]


    Over 15000 tris at the moment. Could be optimised down for sure, but I don't think I'll go too far with this anyway.

  • sock
    • December 10, 2014 at 4:04 PM
    • #11,531

    Hey, thanks everyone for the interest in my funky old Quake map. I know a lot of people here don't have Quake, so I did a quick (comedy) flyby review of the map, hope it makes you smile!


    External Content www.youtube.com
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  • Sprony
    • December 10, 2014 at 4:16 PM
    • #11,532
    Quote from sock

    Hey, thanks everyone for the interest in my funky old Quake map. I know a lot of people here don't have Quake, so I did a quick (comedy) flyby review of the map, hope it makes you smile!


    [Blocked Image: http://www.reactiongifs.com/wp-content/uploads/2013/07/not-worthy.gif]

  • will2k
    • December 10, 2014 at 4:55 PM
    • #11,533
    Quote from ruarai

    Except I think half the reason it looks so good is because it's so inefficient - there's only 3 actual brush blocks with the rest being displacements. That means I end up with a stupid amount of polygons but also means I can add a lot more noise and smoothing than is typical. The joint between the sewer ceiling and gutter thing is a good example of how natural it can look. Except this approach is dangerous and I would be scared to put this in a playable map, solely for this reason:

    [Blocked Image: http://i.imgur.com/AjiJ5Kh.jpg]


    Over 15000 tris at the moment. Could be optimised down for sure, but I don't think I'll go too far with this anyway.

    There is no reason to worry much; it's fine as it is: displacements rendered in bulk are cheap for Source and won't tax your frame rate (and won't count towards your brush limit).


    Just make sure that you seal behind them with square/rectangular nodraw world brushes and try to convert some displacements to power of 2 instead of 3 for large areas where fine sculpting is not a priority.


    It will work fine as part of a playable map.

  • Castle
    • December 11, 2014 at 8:30 AM
    • #11,534

    Been doing some work with Reflex. Its pretty early but I think I finally have a layout I can work with.


    [Blocked Image: http://i.imgur.com/loU6QdS.jpg]

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

  • clankill3r
    • December 12, 2014 at 1:35 AM
    • #11,535

    Not sure if I should post it in "Post maps/scenes that never saw the light of the day", but I thought posting it here is a bit more optimistic.


    I started this villa like 3 years ago but didn't touch it a lot since then. I want to finish it in near future.


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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    About the same for this map:


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    Both maps will be for Double Action Boogaloo. I used to be an official mapper for the specialists (damn i miss that mod).


    During the years I created a love for height deviation.

    I hope you guys like it.

  • ShockaPop
    • December 12, 2014 at 6:10 AM
    • #11,536
    Quote from Castle

    Been doing some work with Reflex. Its pretty early but I think I finally have a layout I can work with.


    [Blocked Image: http://i.imgur.com/loU6QdS.jpg]

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


    Do you think Reflex has potential to be something awesome? How's the level editor to work with?


    I've been wondering about getting it, but not sure yet.

  • DrywallDreams
    • December 12, 2014 at 6:51 AM
    • #11,537
    Quote from SotaPoika

    Do you think Reflex has potential to be something awesome? How's the level editor to work with?


    I've been wondering about getting it, but not sure yet.

    I'll answer for him: It's so cool. Already it controls very well and basically feels like Quake 3. It's great. The level editor is pretty much Trenchbroom, it's very nice.

  • Castle
    • December 12, 2014 at 7:01 PM
    • #11,538
    Quote from SotaPoika

    Do you think Reflex has potential to be something awesome? How's the level editor to work with?


    I've been wondering about getting it, but not sure yet.


    Reflex has an editor that I highly regard. Its a rare example where someone is actually trying something different in terms of level design. Its very interesting and has a ton of potential in a lot of ways.


    My current Reflex playlist on YouTube.

    http://youtu.be/xgSdS8Pg6v8?li…id-OoScZ3P39x91


    edit: Another Reflex video is going up today and it shows me pretty much rework the entire layout on the same map. A lot of us can relate to the struggle of nailing a good layout for arena 1 v 1. Oh the pain!

  • rockdude86
    • December 13, 2014 at 6:37 PM
    • #11,539

    having a blast creating these tunnels
    [Blocked Image: http://i.imgur.com/4kwbSeb.png]
    [Blocked Image: http://i.imgur.com/X0DbOhV.png]

    [Blocked Image: http://i.imgur.com/Bugmeig.png]

    [Blocked Image: http://i.imgur.com/nBWpHSH.png]
    [Blocked Image: http://i.imgur.com/whFqmap.png]

  • RaVaGe
    • December 14, 2014 at 11:43 AM
    • #11,540

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


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