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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Quakis
    • August 24, 2006 at 3:05 PM
    • #2,621

    Trying out the street light model I made (might tone the blue down a notch) in City Terror 2 (Duke3D Mod) I'm helping out with graphics and models and anything else I can help with. Many models by Blackrayne in there too, and Hipshots fantastic skybox too.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/quakis1.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/quakis2.jpg]

  • Minos
    • August 24, 2006 at 3:15 PM
    • #2,622

    Holy shit Did they fix those gay perspective issues btw ? It was rather annoying in duke 3d when you looked up and everything was distorted.

  • Quakis
    • August 24, 2006 at 4:41 PM
    • #2,623
    Quote from Minotauro

    Holy shit Did they fix those gay perspective issues btw ? It was rather annoying in duke 3d when you looked up and everything was distorted.

    It feels more 3D now so I guess so. But you still can't fully look up or down like in other games. (render issues, might be fixed sometime in Eduke32. Note; Jonof Port and Eduke32 are basically the same, except the latter is more advanced for modding)

  • ⌐■_■
    • August 24, 2006 at 4:58 PM
    • #2,624

    I see alot of dutch things in you maps, like ''Woonvorm voor Ouderen'' and ''BLOKKER''. So, do those maps represent dutch places or summin? Looks good though, for duke3d. Also, you have NO ammo!

  • D3ads
    • August 24, 2006 at 5:46 PM
    • #2,625

    Holy shit, best looking Duke 3D screenshot ever!

  • Quakis
    • August 24, 2006 at 5:58 PM
    • #2,626
    Quote from killertomato

    I see alot of dutch things in you maps, like ''Woonvorm voor Ouderen'' and ''BLOKKER''. So, do those maps represent dutch places or summin? Looks good though, for duke3d. Also, you have NO ammo!

    The main mapper and author of the mod is dutch so...

    Quote

    Holy shit, best looking Duke 3D screenshot ever!

    What about these? Survial TC @ Abandoned Workshops Spotlight / WGRealms 2 @ Abandoned Workshops Spotlight

  • hessi
    • August 24, 2006 at 7:11 PM
    • #2,627

    wow. this duke3d mod is awesome. i mean. wow. its a fuckng peave opf crap engine compared to what we are used to get these days and they did quite an awesome work. its much better(if we focus on graphics) then many HL1 mods ever were.

  • PS_Mouse
    • August 26, 2006 at 7:55 AM
    • #2,628

    Yup, still haven't got around to mapping on source.

    [Blocked Image: http://www.terminus-discord.com/~mouse/lucid/ns_lucid0000.jpg]

    [Blocked Image: http://www.terminus-discord.com/~mouse/lucid/ns_lucid0001.jpg]

    [Blocked Image: http://www.terminus-discord.com/~mouse/lucid/ns_lucid0002.jpg]

    [Blocked Image: http://www.terminus-discord.com/~mouse/lucid/ns_lucid0003.jpg]

    [Blocked Image: http://www.terminus-discord.com/~mouse/lucid/ns_lucid0004.jpg]

    [Blocked Image: http://www.terminus-discord.com/~mouse/lucid/ns_lucid0005.jpg]

  • Tarky
    • August 26, 2006 at 8:28 AM
    • #2,629

    I think you would enjoy source mouse , but nice stuff.

  • Kabelen
    • August 26, 2006 at 12:09 PM
    • #2,630

    Looks good mouse..it needs more though, I don't know what..but something. The area I like the most is the hive shot.

    I'm guessing mouse will enjoy source when NS:Source is around!

  • Polaris
    • August 26, 2006 at 2:57 PM
    • #2,631

    Is is ok to have open air areas what with the jetpacks and flying alines?

  • PS_Mouse
    • August 26, 2006 at 3:33 PM
    • #2,632

    Those open air bits are actually skylights, you can't really see the glass in those screens though (the one in the first screen doesn't have glass across it, but that's inaccessable).

  • D3ads
    • August 26, 2006 at 6:31 PM
    • #2,633
    Quote from PS_Mouse

    Yup, still haven't got around to mapping on source.

    Glad I'm not the only one Looking good dude.

  • ReNo
    • August 26, 2006 at 8:40 PM
    • #2,634
    Quote from D3ads

    Glad I'm not the only one Looking good dude.

    Leave it much longer and you will be man! Make the jump already - all the power of the dark side awaits you...

  • Zacker
    • August 26, 2006 at 10:37 PM
    • #2,635

    Mouse, those rock textures looks like they need to be downscaled or maybe sharpened. I am not sure, but they got an annoying and blurry look.

  • D3ads
    • August 27, 2006 at 2:21 PM
    • #2,636
    Quote from ReNo

    Leave it much longer and you will be man! Make the jump already - all the power of the dark side awaits you...

    Try telling that to the guys over at H.I.T...

  • spacer
    • August 27, 2006 at 4:16 PM
    • #2,637

    Start mapping for ID mouse. IT WILL BE THE TRIP OF A LIFETIME I TELL YOU.

  • requiem2d
    • August 28, 2006 at 11:02 PM
    • #2,638

    Nice mouse

  • Defrag
    • August 30, 2006 at 9:11 AM
    • #2,639

    Some more FF stuff:

    http://fortress-forever.com/?a=media&id=ff_push_4

    http://fortress-forever.com/?a=media&id=ff_push_5

    http://fortress-forever.com/?a=media&id=ff_push_6

    http://fortress-forever.com/?a=media&id=ff_push_7

    http://fortress-forever.com/?a=media&id=ff_push_8

    http://fortress-forever.com/?a=media&id=ff_push_9

    http://fortress-forever.com/?a=media&id=ff_push_10

    http://fortress-forever.com/?a=media&id=ff_push_11

    Push and hunted are by far the two most 'realistic' maps in the mod, and it was nice to create push as a distraction from my other stuff instead of just making 100% superfluous / unrealistic stuff all the time. I wouldn't say push is 100% realistic either, it's somewhere in between --the theme is two competing companies-- and I had to fit the theme around the existing TFC layout, so there wasn't much leeway, really. Beefy came up with the idea of two competing companies and also gave me some sketches for the cap point (which isn't shown other than a few hard-to-make-out-the-context pics), but it's a big loading bay and turned out pretty well. Still tweaking and stuff, but yeah.

    We were playtesting and I was spamming F5 looking for interesting shots. I've changed the lighting a lot since the last time I showed the map and I just realised that it needs a little more contrast to make it pop, so I'll likely reduce the ambient brightness a little. I've made quite a few props too (windows, boxes & cans, palettes) for the map and decs textured them as he's a sexy beast.

    I will post more stuff soon, as I've been working on shutdown2 (kerm was working on it but had to quit due to a lack of time due to RL stuff) and given it a bit of love in the last month or so. I'm fairly pleased with the way that is going too, just need to really hammer down the last bits and pieces. Ever feel like you're spending forever on a map and spinning your wheels? That's me for the last month.

  • insta
    • August 30, 2006 at 10:58 AM
    • #2,640

    Superb stuff, Defrag. I have a few earlier shots of Push on my harddrive for inspiration

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