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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • RD
    • August 6, 2006 at 9:13 AM
    • #2,521
    Quote from von*ferret

    BOMB SNAP DIGITY LITS LIKE HOT. WIRE ARE SWET INGAME THEY LOOK GOOD I SURE

    drunk?

  • FrieChamp
    • August 6, 2006 at 11:57 AM
    • #2,522

    lol drunken fetter posting ownage

  • D3ads
    • August 6, 2006 at 2:03 PM
    • #2,523

    Dude, that is fantastic, totally reminds me of that tunnel you walk through during some stages of AVP2

  • aevirex
    • August 7, 2006 at 11:51 PM
    • #2,524

    [Blocked Image: http://img125.imageshack.us/img125/3192/omfgisdasbilligix0.jpg]

    oh, this is so cheap... actually it's too early to criticize, i haven't worked on it much yet. btw: its for UT2004.

  • von*ferret
    • August 8, 2006 at 12:02 AM
    • #2,525

    interesting

  • Nysuatro
    • August 8, 2006 at 12:16 AM
    • #2,526

    Whats the theme ? :s

  • NormySan
    • August 8, 2006 at 12:45 AM
    • #2,527

    I can't relly see what it's supposed to resemble

  • Polaris
    • August 8, 2006 at 6:03 PM
    • #2,528

    Well I see a structure made of bricks and whats either very dark stone or some sort of black ice stuff.

  • Sindwiller
    • August 8, 2006 at 6:05 PM
    • #2,529
    Quote from NormySan

    I can't relly see what it's supposed to resemble

    Me either.

    Wfr, Sindwiller

  • aevirex
    • August 8, 2006 at 6:32 PM
    • #2,530

    i didn't want to confuse you

    the idea is more or less a ancient (sounds new and innovative, right?) whatever with some meteorite shards/splitter... the cool thing is to see this in motion, it has a very nice shader on it (imo).

    btw: i'm pretty proud that i use all custom textures and prefabs.

  • Lost
    • August 8, 2006 at 11:15 PM
    • #2,531

    Not much at the moment, I'm pretty much just working on single sections and touching up, detailing, changing textures around till its perfect then moving on.

    Still have some changes to make with this section. Want to add in sliding Grate for enterance into the ladder area above. Angled to match the rest around it. Place some decals here and there, add in some differences in the lighting and fix some of the lighting issues still there.

    but basically this is just a sublevel access kinda area, so lighting may go darker and have some flickering and slighting different colors.

    Interesting to hear other peoples ideas suggestions etc

    [Blocked Image: http://img334.imageshack.us/img334/7418/hallway0001ab7.jpg]

  • mike-0
    • August 8, 2006 at 11:29 PM
    • #2,532

    not much atm just a hallway, no theme or anything that keeps me interested or intrigued

  • dissonance
    • August 8, 2006 at 11:49 PM
    • #2,533

    that stripe texture seems overused, if you were to have it only on the vertical columns or only on the horizontal elements, it would look better, imo.

    also, +2 for pistolwhipping.

  • Lost
    • August 8, 2006 at 11:58 PM
    • #2,534

    hm, I think the horizontal ones I might play around with a plated metal texture of some kind. would go better when I make a ladder cover I think.

    thanks for the quick feedback

    and Pistal whipping is the only way to go, get that nice solid bone crunching crack off the back of the head, instead of a quite slash, makes it feel like you really did just kill the guy in one hit

  • insta
    • August 9, 2006 at 5:35 AM
    • #2,535

    [Blocked Image: http://img159.imageshack.us/img159/9485/q41po2.jpg]

    [Blocked Image: http://img131.imageshack.us/img131/6241/q42bb3.jpg]

    Subtle lighting is not something I'm good at, so I apologize for any burnt retinas.

    Learning the Doom3 engine/radiant editor. Alot of fun, and a huge change from Hammer/Source. Hopefully I can stretch this out to a 1vs1 DM map.

  • skdr
    • August 9, 2006 at 8:01 AM
    • #2,536

    Looks goodio! Now enable your AA next time you take shots

  • Sindwiller
    • August 9, 2006 at 10:15 AM
    • #2,537

    Lost

    Very neat. Reminds me of Natural Selection and the Tremulous maps. Nice illumination but could use some more contrast lighting tough. You could also make a broken lamp in the middle who is flickering or something.

    insta

    Not bad (i hope that those are custom textures ). Nice texturing and neat brushwork. I think it would look better with darker lighting.

    Wfr, Sindwiller

  • KungFuSquirrel
    • August 9, 2006 at 4:25 PM
    • #2,538

    Insta: looks like a pretty good use of the stock content.

    Lighting will definitely take some time to master, just remember - keep your overlap down and watch your shadow counts. Some cool geometry there; I think it'd pull off really well with a better lighting pass.

    As an MP map, I'm not sure it'd fare so well. You probably won't want any doors at all and you'll need to be really careful with brushwork and lighting. Right now it looks a bit better suited for SP.

    Also: you can take screenshots at any resolution you please - try "screenshot 4000 3000" and then sample down if you want to smooth things out as much as possible. Poor man's AA if your hardware can't handle it (plus the editor doesn't like to run if AA is enabled).

  • insta
    • August 9, 2006 at 4:39 PM
    • #2,539
    Quote from KungFuSquirrel

    Lighting will definitely take some time to master, just remember - keep your overlap down and watch your shadow counts. Some cool geometry there; I think it'd pull off really well with a better lighting pass.

    Thanks for the feedback. A thing I was wondering about the lights;

    are there any limits as to how many you can have in a scene at once? I understand that if a light shines on more han 3 surfaces at once, it will get quite expensive to render. Is it better to have few lights which shine on many surfaces each, or can you throw in a heap of lights as long as each has a low facecount?

    Quote

    As an MP map, I'm not sure it'd fare so well. You probably won't want any doors at all and you'll need to be really careful with brushwork and lighting. Right now it looks a bit better suited for SP.

    True. Should provide me with a great opportunity to really learn the scripting/entity work, since right now I can't even trigger entities :S

    Quote

    Also: you can take screenshots at any resolution you please - try "screenshot 4000 3000" and then sample down if you want to smooth things out as much as possible. Poor man's AA if your hardware can't handle it (plus the editor doesn't like to run if AA is enabled).

    I'll try that next time. For these screenshots, I dared to go up in resolution to 800x600, but had to turn it back down to 640x480 again when I wanted to actually play the game.

  • Minos
    • August 9, 2006 at 6:40 PM
    • #2,540

    That's hot insta! I like it a lot.

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