1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Zacker
    • September 3, 2006 at 1:35 PM
    • #2,661

    Loose the CS alike crates. Even though it's Source, they are still annoying.

  • ctswin
    • September 3, 2006 at 2:05 PM
    • #2,662
    Quote from Polaris

    I know but they're still too small.

    1280 x 720, too small? What insane resolution are you using?

  • Evert
    • September 3, 2006 at 3:29 PM
    • #2,663

    Third pic is pwnage.

  • TomWithTheWeather
    • September 3, 2006 at 3:55 PM
    • #2,664
    Quote from SnipaMasta

    Tom - am I missing a joke or are you unaware you can rotate models in Source?

    I've not messed with Source enough to place a model, I've just made some brush rooms. Maybe it's not rotating I'm thinking of but scaling. Can you not scale a model in Source?

    Quote from von*ferret

    he has an unreal bias

    I sure do.

  • Erratic
    • September 3, 2006 at 4:09 PM
    • #2,665
    Quote from TomWithTheWeather

    Can you not scale a model in Source?

    Unfortunately, no.

  • von*ferret
    • September 3, 2006 at 5:46 PM
    • #2,666

    you can only rotate. No good scaling, or mirroring. Its sad really.

  • KungFuSquirrel
    • September 3, 2006 at 6:28 PM
    • #2,667
    Quote from ElecHeadMatt

    Hey. Here's a few shots of a deathmatch map I'm finishing up.

    Oh, hey, Lunaran showed me these

    Gotta say, I really like it. Love the simplicity of the design. Good lighting choices, too. Shot 3 definitely stands out, but I really like 2 and 4 as well. Only thing that sort of stands out to me is the building to the back left in shot 1. Tough to see what's going on there... maybe just a bad angle. It almost looks like the windows have windshield wipers? I'd be curious to see that up close.

  • Defrag
    • September 3, 2006 at 7:48 PM
    • #2,668
    Quote from von*ferret

    you can only rotate. No good scaling, or mirroring. Its sad really.

    Quoted for absolute truth. I don't understand why they don't allow scaling or mirroring props

    I know you have to renormalise the normals after scaling and also change the winding order when a model has been mirrored, but I'm sure they could've supported both. I especially hate it when I have a modular model (256, 128, 64, etc) but I can't fill in small gaps because there's no 32 and/or 16 unit models. E.g. if you have a 160 unit long section of ceiling and need to fill it with pipes, then you have a 128 unit long pipe prop and no 32 unit prop to fill the small gap left. It's great when you can plan around this, but it's hardly ideal when you have some rough bits to fill.

    Furthermore, having to to potentially create two models at different scales so you can use one in the skybox is also maddening.

  • Zacker
    • September 3, 2006 at 8:50 PM
    • #2,669

    Lack of support for model scaling is indeed incredible sad. It would make so many things so much easier.

    Especially when e.g. placing stuff like rocks or plants in outdoor areas. With just rotating you can't really place more than 2-3 of them near each other before people notice the the similarity. If I also could scale them, then it would open for a lot more combinations giving greater maps with less models.

    The current trick I use to simulaet size is to move rocks and palms more or less into the ground. Horrible cheap trick, but kinda the only option atm in Source:/

  • KungFuSquirrel
    • September 3, 2006 at 9:05 PM
    • #2,670

    I'd wager it's a conspiracy by neurotic programmers afraid that their designers are too stupid to use reasonable scale

    Only other editor I'm aware of that officially supports model scaling was the Serious Sam editor, and they applied that to everything - helllooooo ridiculously sized enemies. You can do it in Radiant with some incredibly terrifying rotation key fiddling (one number in each set represents size) but it's not highly recommended.

  • FrieChamp
    • September 3, 2006 at 9:21 PM
    • #2,671

    Well, Sandbox features scaling of models. Sounds like not too much to ask for

    As for the mentioned example of natural props such as rocks, trees etc. there are plenty of other neat features to quickly place, replace and scale sets of vegetation. There are also max. min. scale values to assign a random scale to the placed prop to achieve scale variation without having to edit it on an individual basis.

  • TomWithTheWeather
    • September 3, 2006 at 9:23 PM
    • #2,672

    I guess I've been spoiled by Unreal, which will let you rotate, scale, non-uniformly scale, and move the pivot point of just about anything without any hacking.

  • ElecHeadMatt
    • September 4, 2006 at 1:12 AM
    • #2,673
    Quote from KungFuSquirrel

    Oh, hey, Lunaran showed me these

    Gotta say, I really like it. Love the simplicity of the design. Good lighting choices, too. Shot 3 definitely stands out, but I really like 2 and 4 as well. Only thing that sort of stands out to me is the building to the back left in shot 1. Tough to see what's going on there... maybe just a bad angle. It almost looks like the windows have windshield wipers? I'd be curious to see that up close.

    Appreciate it

    Changed the windows for the observation deck area. For some reason those things never even registered as windshield wipers to me, I just overlooked it. Doh. Replaced the whole wall with something a bit better, with breakable_surf windows.

    Final build just finished compiling. Hopefully I get this out before the end of the night.

  • Quakis
    • September 4, 2006 at 10:49 AM
    • #2,674

    City Terror 2 Short Video - Click

    Video was made by the project leader. Really short but shows a few nice things. Graphics might be made more detailed but we'll see. Im covering the graphics/modelling area.

    On the right are also two Survival TC gameplay videos. Another Duke3D projects you guys might be interested in. I have nothing to do with it though.

  • dissonance
    • September 4, 2006 at 11:53 AM
    • #2,675

    honestly, what engine are you using?

  • Quakis
    • September 4, 2006 at 12:16 PM
    • #2,676

    http://%7boption%7d

  • tomdon
    • September 4, 2006 at 2:47 PM
    • #2,677

    Some what inspired by the ep2 woodlands, I have started work on a whole new set of models and textures. This is what I have so far, new tree and foliage models and some new ground textures.

    [Blocked Image: http://tomdon.net/images/redwood_1.jpg]

    [Blocked Image: http://tomdon.net/images/redwood_2.jpg]

  • ⌐■_■
    • September 4, 2006 at 5:28 PM
    • #2,678

    Make the fog darker and the light a tad more green and intense looks good never the less

  • SnipaMasta
    • September 4, 2006 at 5:30 PM
    • #2,679

    Is that a HL1 map, or HL2? If it's HL2. it needs to be smoother.

  • Meotwister
    • September 4, 2006 at 9:33 PM
    • #2,680

    I'm not sure its a map par se, but a container to show off a new set of foliage props/textures.

    or maybe not idk.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Geography Assignment Help – Explore Better Learning with Expert Academic Support

    shreyachauhanass
    July 10, 2026 at 9:31 AM
  2. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  3. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  4. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  5. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 3 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™