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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • blackdog
    • September 16, 2017 at 2:06 PM
    • #13,361
    Quote from Sjonsson

    On 08/09/2017 at 3:19 PM, Sjonsson said: You're correct about that for sure. I looked through the library and couldn't really find the Italian feel anywhere. So I have been looking more at other canal-filled places like Amsterdam. I mean City 17 is in Prague so I don't think it's possible to make it look authentic to Venezia. Wait, that's Veniz right? All these langauges and changing names, in Swedish it's 'Venedig'. WHY would you rename someone else's city? I was a bit worried at first about using water as obstacles. But the combine force field/fences helps out a lot when it comes to closing off the canals without obstructing the vision forcefully with boats, physical barricades etc. But yeah I agree, water levels are cool! I especially love canals.

    I think cities change name cos they normally contain sounds and letters not present in other languages. Stockholm is Stoccolma in Italian. You guys mixed Italian and English there :D

    Anyway is very hard to make a convincing environment with the wrong textures. Not sure it was ever disclosed where City 17 is… first time I hear Prague actually. There are several plaster textures in the HL2 set, maybe you can do something convincing anyway. Or maybe you can use CSGO/CSS textures?

    I also love the Kanals environment Valve created, I was supposed to create one for Riot Act (part two) before it went off a bit another way.

    Interested to see where it goes. What's the "assignment"/brief?

  • sethen
    • September 17, 2017 at 11:41 PM
    • #13,362

    @Radu , Yeah we released on steam actually which was a blessing in of itself. Mainly gameplay wise, just expanded on they original concept and added various gamemodes to the mix. Though it does has a arcade type feel to it.

  • braindeer
    • September 21, 2017 at 2:50 AM
    • #13,363
    Quote from nick nugent

    On 9/15/2017 at 6:05 PM, nick nugent said: @Radu We've actually released the standalone mod back in August of last year. Took sometime but we finally got it released.

    That's really cool to hear, I remember being awed by Brainbread back in the day and loved the whole vibe.

    Some more updates to my de_prodigy reboot. B site has had a makeover including opening up windows on the upper level. Now players can smoke/flash from outside the site and the increased brightness makes the whole site feel less confined. I also added non traversable window on the t entrance to upper site, now cts can be more effective against a rush.


  • blackdog
    • September 21, 2017 at 2:27 PM
    • #13,364

    Intersting stuff @braindeer, not sure if I said it already but I was looking myself to come up with a layout for Prodigy that would refresh it but keep it faithful to the original/make it recognisable. From what I see you are managing in doing so, congrats!

  • Radu
    • September 21, 2017 at 6:22 PM
    • #13,365

    @blackdog come on, man! when are we going to see a map from you? I'll draw you a layout just to get you going :P

  • blackdog
    • September 22, 2017 at 1:00 AM
    • #13,366
    Quote from Radu

    18 hours ago, Radu said: @blackdog come on, man! when are we going to see a map from you? I'll draw you a layout just to get you going :P

    I brought the computer with me this week to Italy, thinking I would still have time to dabble on something for the CSGO contest, just for the sake of it, but between arriving at midnight monday, staying at my grandma one night, showing canada pics to my parents... I haven't used it at all until tonight :/

    I realized recently that having little time for a hobby like this, I put loads of pressure on myself, when I actually sit down with the editor I want quick results, and that's a course in itself because everything looks like shit and just gets discarded. I should probably give up on the idea but I don't want to.

  • Stract
    • September 23, 2017 at 3:40 AM
    • #13,367

    [Blocked Image: https://i.imgur.com/f2bpYn3.jpg]

    [Blocked Image: https://i.imgur.com/TcjzVEd.jpg]

    hey guys look at my new csgo map- oh wait never mind it's still portal 2

  • gav
    • September 23, 2017 at 2:39 PM
    • #13,368

    Hey Stract that looks pretty nice.

  • braindeer
    • September 24, 2017 at 8:21 AM
    • #13,369

    Really fleshed out this project in the last few days, i'll have to do a full render at some point. I think she's 95% ready to test.

  • jd40
    • September 28, 2017 at 1:53 PM
    • #13,370

    Some stuff from my contest map

    [Blocked Image: https://i.imgur.com/fcypQKs.jpg]

    [Blocked Image: https://i.imgur.com/t3WhAQc.jpg]

  • NikiOo
    • September 28, 2017 at 11:08 PM
    • #13,371
    Quote from jd40

    9 hours ago, jd40 said: Some stuff from my contest map

    [Blocked Image: https://i.imgur.com/fcypQKs.jpg]

    [Blocked Image: https://i.imgur.com/t3WhAQc.jpg]

    Are those rocks all displacements or do you have custom models?

  • jd40
    • September 29, 2017 at 12:09 AM
    • #13,372
    Quote from NikiOo

    55 minutes ago, NikiOo said: Are those rocks all displacements or do you have custom models?

    It's displacements mixed with stock csgo rocks.

  • Sjonsson
    • September 29, 2017 at 9:28 AM
    • #13,373
    Quote from NikiOo

    10 hours ago, NikiOo said: Are those rocks all displacements or do you have custom models?

    I like the aesthetic, gj! I'm not sure if you're into texturing but I find the rock texture a bit noisy and it messes up readability so maybe that's worth a look. Also I think you should add some support beams behind those metal plates so they merge better with the rocks. Right now they look like they're just glued onto the walls. Made a quick shop to explain. Also nice just to bring some planks/woodwork into the material palette! :)[Blocked Image: https://imgur.com/JsMJ2nC.jpg]

  • jd40
    • September 29, 2017 at 10:33 AM
    • #13,374
    Quote from Sjonsson

    57 minutes ago, Sjonsson said: I like the aesthetic, gj! I'm not sure if you're into texturing but I find the rock texture a bit noisy and it messes up readability so maybe that's worth a look. Also I think you should add some support beams behind those metal plates so they merge better with the rocks. Right now they look like they're just glued onto the walls. Made a quick shop to explain. Also nice just to bring some planks/woodwork into the material palette! :)

    Thanks for the tip I'll be sure to add that frame.

  • Jiro
    • October 1, 2017 at 10:43 PM
    • #13,375

    Lighting and detailing on some areas of the map with the awesome @shot

  • WhatGrenadeWhere
    • October 5, 2017 at 4:14 AM
    • #13,376

    Jiro Nicely done. Just watched the Waffle play test a few days ago. Dig the map. I'll look for it's release.

  • Jiro
    • October 5, 2017 at 9:19 PM
    • #13,377

    @WhatGrenadeWhere Thank you ! We are actually changing lot of stuff right now :) [/list]

  • slavikov4
    • October 7, 2017 at 1:09 PM
    • #13,378

    My contest map here http://steamcommunity.com/sharedfiles/fi…s/?id=939423441 CT's can pass trought skylight window to get the hostages

  • will2k
    • October 10, 2017 at 4:43 PM
    • #13,379

    I've been dabbling with Dying Light Developers Tools/SDK for the past couple of days; brilliant tools. Techland have done a commendable job on the game and the SDK altogether ; respect

    I put together a random scene just to test the SDK and I'm loving it. I'm considering expanding this to a full single player mission.

    [Blocked Image: https://i.imgur.com/i1lI0AA.jpg]

  • Corvus
    • October 13, 2017 at 11:31 PM
    • #13,380

    [Blocked Image: https://i.imgur.com/K280Gsa.jpg]

    [Blocked Image: https://i.imgur.com/bREatDr.jpg]

    So this is the few scans of arizona/nevada desert i took from google earth + an elevation data from Nationalmap.gov and quickly combined them together into a little scene, but there's a lot of work to be done obviously.I havent done any de-lighting yet and there's no detail textures in place to hide the blurrines of the main ones.

    Someone asked how i did the scanning on twitter. So the process is simple. You pick an object that you want to scan in google maps. Then you disable all the interface, and fly a camera around that object, making about 20-30 screenshots. After all of that you do the usual thing in AgiSoft photoscan.

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