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
  • MJ
    • November 14, 2006 at 2:38 AM
    • #2,941

    or use better textures for the bench..

  • theangriestbadger
    • November 14, 2006 at 10:39 AM
    • #2,942

    Hey everyone, first post

    Been mapping with Source for a couple of years. This is my latest which I started a couple of days ago. I used NY Public library as a basic template for the building design.

    A few pics to show how I progressed (click for big) -

    [Blocked Image: http://img.photobucket.com/albums/v59/willyfogg/th_hall010001.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v59/willyfogg/th_hall020001.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v59/willyfogg/th_hall040000.jpg]

  • D3ads
    • November 14, 2006 at 2:09 PM
    • #2,943
    Quote from Spellbinder

    Cool stuff D3ads! Did you ever checked out de_predator by 3dmike? I think thats the best djungel map i ever seen in HL1 engine.

    It was pretty crap really apart from the Lenses flare effect My jungle isn't in the same style really so there wont be that many huge trees around, mostly largish sized ones underneath a medium canopy.

    tomdon: That is amazing! Never ceases to amaze me the amount of talent we have here, keep it up!

    All other links are broken

    [edit] Actually my Internet is sucking the cock atm..

  • e-freak
    • November 14, 2006 at 2:48 PM
    • #2,944
    Quote from theangriestbadger

    Hey everyone, first post Been mapping with Source for a couple of years. This is my latest which I started a couple of days ago. I used NY Public library as a basic template for the building design.

    A few pics to show how I progressed (click for big) -

    images

    That Sir, looks awesome. Do you mind showing some screenshots of details?

  • Mazy
    • November 14, 2006 at 5:13 PM
    • #2,945

    Looks fantastic theangriestbadger!

  • PhilipK
    • November 14, 2006 at 5:27 PM
    • #2,946

    welcome. nice work

  • Grinwhrl
    • November 14, 2006 at 5:58 PM
    • #2,947

    very awesome work! Did you do the models?

  • Bic-B@ll
    • November 14, 2006 at 6:44 PM
    • #2,948

    oh snap, thats cool, i love symmetry like that

  • atrocity
    • November 14, 2006 at 7:07 PM
    • #2,949

    Have you guys noticed all of the varying levels of detail. Some of the maps are chalked full of it others not so much.

  • Dodger
    • November 14, 2006 at 8:40 PM
    • #2,950
    Quote from atrocity

    Have you guys noticed all of the varying levels of detail. Some of the maps are chalked full of it others not so much.

    Yes.. but that's because we're all different level designers..

  • theangriestbadger
    • November 14, 2006 at 11:22 PM
    • #2,951
    Quote from e-freak

    Do you mind showing some screenshots of details?

    Sure. Its still nearly all basic brush detail. Have yet to add many models and stuff. This will probably be quite an open level with a couple more buildings like this, so it won't be getting a whole lot more fine detail - just enough to break up the plainer walls, etc.

    [Blocked Image: http://img.photobucket.com/albums/v59/willyfogg/th_hall040003.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v59/willyfogg/th_hall040001.jpg]

    Quote from Dark

    Did you do the models?

    No, all models and textures are stock HL2/CSS, apart from them trees, which aren't mine

    Thanks for the comments!

  • BlackPanther
    • November 15, 2006 at 12:10 AM
    • #2,952

    very nice. Neat and clean. Now it just needs better windows and a nice city scape around it.

  • OrnateBaboon
    • November 15, 2006 at 12:52 AM
    • #2,953

    Saw a video of the Fallingwater house. Pretty amazing. Just downloaded the CS version. Looks pretty damn good. Really worth viewing this.

    http://www.joystiq.com/2006/09/05/moddi ... se-in-hl2/

  • MrBaracuda
    • November 15, 2006 at 12:53 AM
    • #2,954

    Like the panther said: It's all neat and clean and it looks like a building that has some gardener guys employed, so my suggestion is to replace the grass texture or do some alpha texturing, so the brown stuff, the dead leaves and what not, only show up around the tree and the hedgerow, like this:

    [Blocked Image: http://img293.imageshack.us/img293/2569/treevk3.jpg]

  • atrocity
    • November 15, 2006 at 2:14 AM
    • #2,955

    Looks very nice but I got some beefs with some particular areas. The pictures shown above there is an area with a railing, however there is no access point to this. It doesn't make much sense. Also the top of the pillars are these small block if you will, when you got amazing detail everywhere else. I think you should pop a little more love into that area to make it look better .

    The stairs also look a little odd how they come out a little on the right and then curve in. I don't know if you got reference but that looks pretty odd. This is ment to be constructive so don't take it the wrong way, just trying to help.

  • sk3tch
    • November 15, 2006 at 2:15 AM
    • #2,956

    That's some neat brushwork, theangriestbadger.

  • hamst3r
    • November 15, 2006 at 3:27 AM
    • #2,957
    Quote from OrnateBaboon

    Saw a video of the Fallingwater house. Pretty amazing. Just downloaded the CS version. Looks pretty damn good. Really worth viewing this.http://www.joystiq.com/2006/09/05/moddi ... se-in-hl2/

    I acutally went to Falling Water around 2 or 3 years ago and it was hands down one of the most amazing things I have ever seen in my life.

  • theangriestbadger
    • November 15, 2006 at 3:55 AM
    • #2,958

    MrBaracuda: Yeah good point, I'll switch for some 'cleaner' grass. I'm can probably just use an overlay for dead leaves if there are not suitable blend textures.

    atrocity: that little railed area was gonna be a sniping balcony I suppose, but I've yet to map out any interior hence its got no doorway leading inside yet. So either way it'll be fixed or it'll be deleted Pillar need fixing up anyway because the vertexes are a little off so I'll fix them up too. I know what you mean about the stairs, I was switching them round a lot whilst I was building them and they always looked weird however I set them up for some reason. I might switch them so they jut outwards instead of carving inwards, if you see what I mean.

  • e-freak
    • November 15, 2006 at 7:40 PM
    • #2,959

    no shadows for trees? ever heard of emanzitreepation?

  • L4zy
    • November 16, 2006 at 10:05 AM
    • #2,960

    I love it too! Is this playable? I mean due to the performance...

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. About our archived forums

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

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

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

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

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

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