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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Lemurr
    • February 22, 2016 at 5:32 PM
    • #12,501

    It indeed looks very sexy, and pretty much nailed the arctic research base from the movie!

    I've been getting back to mapping for my mod again, done this over the weekend:

    External Content www.youtube.com
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    [Blocked Image: http://i.imgur.com/U7nYKpv.jpg]

    [Blocked Image: http://i.imgur.com/TPymOhg.jpg][Blocked Image: http://i.imgur.com/gvaI6W7.jpg][Blocked Image: http://i.imgur.com/LfdGPLh.jpg]

  • blackdog
    • February 22, 2016 at 11:19 PM
    • #12,502

    @PogoP and @Lemurr dat is fappin' good.

    Lemurr in your case I was actually wondering recently if you were still on it, guess all the HL2 content i've seen recently reminded me of your project.

  • Lain
    • February 23, 2016 at 2:28 AM
    • #12,503

    Not exactly pretty right now, but WIP images of the first stage of my payload map.

    I have to create new textures and models for this new theme, too. A 1970's english city.

  • Lemurr
    • February 23, 2016 at 9:48 AM
    • #12,504
    Quote from blackdog

    @PogoP and @Lemurr dat is fappin' good.

    Lemurr in your case I was actually wondering recently if you were still on it, guess all the HL2 content i've seen recently reminded me of your project.

    Yeah, I just had a small break. Been playing Metro : Last Light and gave me tons of inspiration which I used for the diagonal elevator shaft's design.

  • blackdog
    • February 23, 2016 at 12:55 PM
    • #12,505

    Thought that was inspired by the original HL! :v

  • Lemurr
    • February 23, 2016 at 1:13 PM
    • #12,506
    Quote from blackdog

    Thought that was inspired by the original HL! :v

    The elevator itself was!

  • Stollat
    • February 25, 2016 at 5:04 AM
    • #12,507

    [Blocked Image: http://i.imgur.com/6jIDxKm.jpg]

    Stairwell with railing and real bad lighting :)

  • MaBo
    • February 25, 2016 at 10:12 PM
    • #12,508

    Creating my second map and trying to add my first models (I only made the door and the cistern beceause I am new to modelling :/

    The map is called am_industrial its a 1v1 aim map.. my friend gave the map this name I maybe change it

    Quote

    [Blocked Image: https://i.gyazo.com/053a184b7c8049a3a6aab5dce6deb59c.jpg]

    [Blocked Image: https://i.gyazo.com/02deb91212b98f52f11fa6f662ed209e.jpg]

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    [Blocked Image: https://i.gyazo.com/ed4d8987cec2d0327a9a368b6aadea80.jpg]

  • pB.
    • February 26, 2016 at 5:57 PM
    • #12,509

    There is no spoon

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

  • Quotingmc
    • February 27, 2016 at 1:42 PM
    • #12,510

    New screens, will start a thread soon now the layout is almost done. Playtested for 3-ish hours with friends yesterday, seems to play well.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666072665385/B318A9A886AB30A5E0797B8E4E9FCB74FD49A7AF/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666072665958/7483E27DE1834A36AA31AD4401239A1959BD19D8/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666072665203/B795F820B624883629E781A158B246D48BF70227/]

  • onebit
    • February 27, 2016 at 4:23 PM
    • #12,511

    What happened to compiling? I went from an hour to 20 min.

  • Guest
    • February 27, 2016 at 4:56 PM
    • #12,512
    Quote from onebit

    What happened to compiling? I went from an hour to 20 min.

    Huh? Provide some context man.

  • onebit
    • February 27, 2016 at 9:26 PM
    • #12,513
    Quote from Wrakk

    Huh? Provide some context man.

    My map used to take an hour and a half to compile, after the wildfire update it's down to 20 - 30 minutes

  • ashton93
    • February 28, 2016 at 2:24 PM
    • #12,514

    Been working on remaking a map for the sourcemod WW1: Source for an upcoming release of a new version. Put together a small video for the mod community showcasing the differences between the old version and the new one. It's mostly finished, but I'm planning on replacing the 2004-era stock Source rain with some particles (just gotta figure out how to make some that arent very expensive to render :))

    https://www.youtube.com/watch?v=M2wKjwVWbE4

    Also, is it possible to embed youtube vids on this forum? I've tried a lot of tags with no success

  • TiberiusBane
    • March 2, 2016 at 12:04 AM
    • #12,515

    Didn't want to make a whole thread for this, but I have this weird lighting problem with my displacements, does anyone know a fix?

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

    I suppose I should also post a photo of my (very unfinished) map:

    [Blocked Image: http://i.imgur.com/2gBOR5i.jpg]

  • Logan Mac
    • March 2, 2016 at 5:45 AM
    • #12,516

    Hey guys I made a couple of maps for 1.6 back in the day. First attempt at making a CS:GO map from a layout I made some 10 years ago as a kid

    [Blocked Image: http://i.imgur.com/Pq3dMZz.jpg]

    [Blocked Image: http://i.imgur.com/4K93t2R.jpg][Blocked Image: http://i.imgur.com/DRMoWOS.jpg]

    [Blocked Image: http://i.imgur.com/FBx5HeM.jpg][Blocked Image: http://i.imgur.com/UUqqP8M.jpg][Blocked Image: http://i.imgur.com/qXr0VCC.jpg][Blocked Image: http://i.imgur.com/dh1qbAU.jpg]

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

    [Blocked Image: http://i.imgur.com/Cptlpk2.jpg]


    [Blocked Image: http://i.imgur.com/VpX6vDM.jpg]

    Sorry If it's too many pics, also the new update is giving me headaches with prop lighting so a few models might show a little darker than they should

  • ashton93
    • March 2, 2016 at 8:15 AM
    • #12,517
    Quote from TiberiusBane

    Didn't want to make a whole thread for this, but I have this weird lighting problem with my displacements, does anyone know a fix?

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

    I think the issue here is that only the visible sides should be displacements; this sorta lighting error happens when the faces of the brush on the inside are made displacements too. So I think this could be fixed if you destroy the displacement face on the bottom of the block on top, and the fop face of the block on the bottom.

    So it should be like this

    | |

    | |

    And not this

    | |

    _____

    _____

    | |

    If that makes any sense:v

  • Jacket
    • March 2, 2016 at 6:17 PM
    • #12,518

    Hi guys, I'm currently working on a competitive CSGO map for a project, would be nice to get some gameplay feedback!

    Quote

    Workshop link

  • TiberiusBane
    • March 2, 2016 at 7:21 PM
    • #12,519
    Quote from ashton93

    I think the issue here is that only the visible sides should be displacements; this sorta lighting error happens when the faces of the brush on the inside are made displacements too. So I think this could be fixed if you destroy the displacement face on the bottom of the block on top, and the fop face of the block on the bottom.

    So it should be like this

    | |

    | |

    And not this

    | |

    _____

    _____

    | |

    If that makes any sense:v

    Display More

    Yeah, that makes sense.. kinda! I destroyed the displacement face on the bottom, but I'm not sure how to destroy a face of a regular brush. I nodraw'd the top face but that didn't seem to work.

  • Tensei
    • March 2, 2016 at 7:23 PM
    • #12,520

    Looks pretty much good for a start. ;3

    [Blocked Image: http://s15.postimg.org/80xe6h4pm/2016_03_02_00001.jpg]

    And now something happens what im pissed off about. Seems like you cant angle displacements upwards or downwards (brush mode) and angle them to left and right. (Everything was sew'ed and looked perfectly fine in hammer)

    Well, i will rework a place for a bit till it will work out.

    [Blocked Image: http://s10.postimg.org/4vfyk5wxk/2016_03_02_00002.jpg]

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