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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Zacker
    • August 18, 2006 at 1:59 PM
    • #2,581

    Ohh the joy of per-vertex terrain editing...

  • Rick_D
    • August 18, 2006 at 3:38 PM
    • #2,582
    Quote from Zacker

    Ohh the joy of per-vertex terrain editing...

  • Rick_D
    • August 18, 2006 at 3:45 PM
    • #2,583
    Quote from von*ferret

    I was iffy about the lighting. I'll still throw in props as I make them. Maybe some support beam structure in the middle of the room. I need some ideas on how to improve the architecture of the room. Also, those light beams against the wall have recessed lighting sources. I modeled a light fixture that go into the ceiling.

    I think the stalls are a bit too chunky, I used to work in a really new office complex and architecture there was very similar to yours, except it was more open plan, and had quite a few large pillars (or supports) because the floor-space was so large and open, to the support for the floors above. The pillars were used for all sorts of things though, storing key-boxes, notice boards, poster placement etc.

  • Dodger
    • August 19, 2006 at 10:08 AM
    • #2,584

    In action

    [Blocked Image: http://img244.imageshack.us/img244/9932/dehogsatra2k700783wq5.jpg]

  • Sindwiller
    • August 19, 2006 at 11:38 AM
    • #2,585

    lol

  • Sindwiller
    • August 19, 2006 at 11:39 AM
    • #2,586

    Very nice! Especially the plants.

    Wfr, Sindwiller

  • Spellbinder
    • August 19, 2006 at 2:03 PM
    • #2,587

    Rofl Nexus! First when i saw it i thought it was a photograph of some house we have down here in gothenburg. So i guess that has to count for something, the picture doesnt say much though.

  • Ginger Lord
    • August 19, 2006 at 2:16 PM
    • #2,588

    Ugh Ban Evasion.

    :roll:

  • MJ
    • August 19, 2006 at 3:10 PM
    • #2,589

    all that work for a fy map? :roll:

  • D3ads
    • August 19, 2006 at 8:21 PM
    • #2,590

    That Militia looking map is great, best HL rocks ever!

  • ⌐■_■
    • August 20, 2006 at 8:02 AM
    • #2,591
    Quote from D3ads

    That Militia looking map is great, best HL rocks ever!

  • RD
    • August 20, 2006 at 10:30 AM
    • #2,592
    Quote from killertomato

    Wonder what the rocks look like from the players viewpoint.

    Its a pity he spends all that time on the rocks and the actual map is played on a flat square. If youre gonna build mountains, let ppl have some fun with em

  • Nazul
    • August 20, 2006 at 2:05 PM
    • #2,593

    QUESTION::: I have a simple fun map with ( 1...2...3.... ) 15 camera's and monitors.

    Point_camera ( x15)

    func_monitor ( x15)

    That didn't work so i read some tuts. and in one of them i read about :info_camera_link so added 15 of those , but still all my monitors show camera1a ://

    and I need them scaled up 3-4 times , /me cries

    I didn't want to make a topic bout this so ... sorry ^^

    [[EDIT]] I think I found the problem guys.. I compile the map but when I run it it's the same map from before , so it just doesn't compile but neither does it give errors .. gonna look for it now.. ://

    [[EDIT2]] uuuh , i'm confused... I put 3 brushes near my spawn area just to see if they were there when I compiled.. i save map as different name, compile , spawn , and no brushes , but it IS the map with the changed name... whot teh hell ? :///

  • von*ferret
    • August 20, 2006 at 3:27 PM
    • #2,594

    I have 4 cameras as well at the moment and they're all showing the same picture from the first camera. Its odd, but this really ought to be in the engine discusion forum.

  • NecrosiS
    • August 22, 2006 at 12:48 AM
    • #2,595

    Hi everyone

    I'm making a ut2k4 conversion of my old quake3 map Story to Tell

    [Blocked Image: http://img246.imageshack.us/img246/958/necro6s01abc5.th.jpg][Blocked Image: http://img246.imageshack.us/img246/5236/necro6s01bqp1.th.jpg]

    [Blocked Image: http://img246.imageshack.us/img246/3457/necro6s02avj7.th.jpg][Blocked Image: http://img246.imageshack.us/img246/9424/necro6s02bds4.th.jpg]

    [Blocked Image: http://img150.imageshack.us/img150/8563/necro6s03air4.th.jpg][Blocked Image: http://img178.imageshack.us/img178/6887/necro6s03bxa3.th.jpg]

    [Blocked Image: http://img150.imageshack.us/img150/6305/necro6s04ayy9.th.jpg][Blocked Image: http://img150.imageshack.us/img150/9346/necro6s04bnv7.th.jpg]

    [Blocked Image: http://img181.imageshack.us/img181/9093/necro6s05atq9.th.jpg][Blocked Image: http://img150.imageshack.us/img150/5698/necro6s05buu1.th.jpg]
    This are my first steps in UnrealED so please be gentle

  • Defrag
    • August 22, 2006 at 1:16 AM
    • #2,596

    Looks cool, but you've lost the contrast & sharpness that the Q3 version had

  • Meotwister
    • August 22, 2006 at 3:40 AM
    • #2,597

    yeah idk what it is, I like the old version better atm maybe because of the newer versions lighting? everything kinda seems darker and bland in the new one. That shouldnt be too hard to fix though.

    I really like the sky in the new map's first shot.

    If its one thing I appreciate its a realistic sky.

    unless thats a stock sky and I'm just dumb. . o_0

  • von*ferret
    • August 22, 2006 at 7:34 AM
    • #2,598

    [Blocked Image: http://studentpages.scad.edu/~zaford20/exec_office.jpg]

    [Blocked Image: http://studentpages.scad.edu/~zaford20/exec_office2.jpg]

    In the conference room the dark, basicaly black, panels are not being lit for some reason. Basicaly its supposed to be a dark wood but its not coming across well in that area. I'll fix it tommorow morning.

  • Bic-B@ll
    • August 22, 2006 at 7:45 AM
    • #2,599

    cool if you can afford it, you should increase the lightmap size on that floor, would make the lighting look awesome, even better if you put some of those fancy light rays. that table in the second shot just looks silly because its so huge, its completely impractical, plus it looks like it's floating and lacks in anything on the surface (phones, pens, lights, papers)

    i love the lights in the ceiling too, they look greay, but the rays coming out look a bit overdone, they need to be more subtle

  • von*ferret
    • August 22, 2006 at 8:12 AM
    • #2,600

    i'll do a final compile tommorow night with a smaller lightmap. The table is HUGE, thats how they do it

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