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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Psyshokiller
    • January 4, 2007 at 7:00 AM
    • #3,181

    Try to avoid symmetry when doing scifi stuff Mabufo.

    Pipes do wonders when not hidden behind metal grades. Also you should divide the lighting into 2 or more colors and smaller pools of light instead of one big. Try to add some heigt to the floor.

  • Lois_Must_Die
    • January 4, 2007 at 7:00 PM
    • #3,182

    Did these for fun a while back. Tiny departure from my previous styles.

    [Blocked Image: http://img208.imageshack.us/img208/1107/nsthing001xk5.jpg]

    [Blocked Image: http://img208.imageshack.us/img208/93/nsthing002rg4.jpg]

    [Blocked Image: http://img154.imageshack.us/img154/6008/nsthing003vr1.jpg]

    [Blocked Image: http://img154.imageshack.us/img154/3655/nsthing004zn5.jpg]

  • ⌐■_■
    • January 4, 2007 at 8:16 PM
    • #3,183

    those textures look pretty much right from a photo. is it for natural selection?

    looks pretty good though, but align your textures and work on your lighting!

  • ShaDoW
    • January 4, 2007 at 8:28 PM
    • #3,184

    Are you running that in software mode? Either that or you need to get those textures in a higher resolution.

  • JeanPaul
    • January 4, 2007 at 8:42 PM
    • #3,185
    Quote from dissonance

    jean: adjust yer gamma

    Diss: I have some of the brightest LCD monitors on the market. I am not adjusting anything for an overly dark map.

  • dissonance
    • January 4, 2007 at 11:52 PM
    • #3,186
    Quote from JeanPaul

    Diss: I have some of the brightest LCD monitors on the market. I am not adjusting anything for an overly dark map.

    =/

  • Ginger Lord
    • January 5, 2007 at 12:16 AM
    • #3,187

    It's not that dark, can't see anything in the top half but that makes it spooky.

  • SixThree
    • January 5, 2007 at 12:18 AM
    • #3,188

    I can see everything fine...

  • mabufo
    • January 5, 2007 at 12:19 AM
    • #3,189

    It looks brighter in game anyway

  • Quakis
    • January 5, 2007 at 7:37 AM
    • #3,190

    Since I've completed 90% of the main hall wall textures, here's a few more shots showing it off. Ofcourse there's still a ceiling, carpet and wooden floor texture to work on and then lighting, other details such as paintings etc. I won't be showing that off when I've done it to keep something a surprise (hopefully it'll be like that throughout the map) I would like to say that I have planned a new enemy for this map. Some of you may remember the new alien from Atomic edition that was introduced in the fourth episode. My idea is a recode of that (and edited graphics) to be a little slower, won't jump and quite zombie like. Ofcourse I'll balance it out to be a bit of a challenge for the player still.

    Click here for a texture comparison shot of the Main Hall

    Main Hall Re-Textured Screenshots

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_015a.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_015b.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_015c.jpg]

    Something I did out of boredom for HL2... (I rarely compile) Which is quite fun to work on, might continue and go for a small map. Though, I wonder if the map would ever run smooth if I keep doing brushwork like that everywhere? Nothing is planned as I originally wanted to practising texturing to see if I can make anything interesting with default HL2 stuff. However, it lacks some good wood and I found a few other textures in CSS that also worked nicely. If it ever did turn out to be a small SP map, I'd probably take the textures from CS at least. Oh but again, nothing is planned.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/misc_project_001.jpg]

  • L4zy
    • January 5, 2007 at 12:23 PM
    • #3,191

    Looks nice so far. The graphics are not far away from eye cancer

    but what you bring up from this is great.

    Quote from Quakis

    Something I did out of boredom for HL2...

    mapping out of boredom? you're a rich man compared to me,

    i'm running a half dozen projects

  • dissonance
    • January 5, 2007 at 7:33 PM
    • #3,192

    just make the smaller ones func_detail's and you should be fine.

  • e-freak
    • January 10, 2007 at 3:37 PM
    • #3,193

    OK, so I just installed Hammer 3.5 for the maybe upcoming challenge on HL1DM. I made some tests and tried some basics. Oh and that wall at the end is just leakblocking.

    [Blocked Image: http://img316.imageshack.us/img316/5026/efreakqh4.jpg]

  • Josch
    • January 12, 2007 at 9:56 AM
    • #3,194

    Hi guys, here are some screens of my map mp_scientific:

    [Blocked Image: http://img353.imageshack.us/img353/8088/mpscientific0000yu3.jpg]

    [Blocked Image: http://img228.imageshack.us/img228/4396/mpscientific10006mb9.jpg]

    [Blocked Image: http://img353.imageshack.us/img353/1922/mpscientific10007xc5.jpg]

    [Blocked Image: http://img228.imageshack.us/img228/4545/mpscientific10009jh0.jpg]

    [Blocked Image: http://img228.imageshack.us/img228/6415/mpscientific40009sr4.jpg]

    [Blocked Image: http://img353.imageshack.us/img353/5387/mpscientific40014gg2.jpg]

    [Blocked Image: http://img138.imageshack.us/img138/9708/mpscientific10001hq0.jpg]

  • Rick_D
    • January 12, 2007 at 11:15 AM
    • #3,195

    [Blocked Image: http://img228.imageshack.us/img228/4396/mpscientific10006mb9.jpg]

    lol?

  • Zacker
    • January 12, 2007 at 11:40 AM
    • #3,196

    Josh, you better have an awesome story about how all those different things fit into one map:D

  • Josch
    • January 12, 2007 at 11:48 AM
    • #3,197
    Quote from Rick_D

    [Blocked Image: http://img228.imageshack.us/img228/4396/mpscientific10006mb9.jpg]lol?

    yes, this is one quite small area, sealed with signs read "WIP-Do not enter".

    It shows a scene inside the hammereditor.

  • Skjalg
    • January 12, 2007 at 1:12 PM
    • #3,198

    would be cool if you somehow could fake the fullbright or flatshaded though

  • Josch
    • January 12, 2007 at 1:39 PM
    • #3,199

    Hmm, fullbright can be toggled via console (mat_fullbright 1/0). And flatshaded is just a matter of special textures, isn`t it?

  • OnboardError
    • January 15, 2007 at 7:18 AM
    • #3,200

    [Blocked Image: http://onboarderror.com/obe/train1.jpg]

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