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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Steppenwolf
    • April 19, 2007 at 2:53 AM
    • #3,621

    Small update on my map ins_baghdad for Insurgency.

    [Blocked Image: http://img48.imageshack.us/img48/5961/insbaghdad0005nv2.th.jpg]

  • Dodger
    • April 19, 2007 at 6:45 AM
    • #3,622

    looks great steppenwolf, keep it coming.

  • Mkz
    • April 19, 2007 at 7:56 AM
    • #3,623

    where do you keep getting those nice reference pics? sxc.hu has lots of them but i cant find anything nice.

    Steppenwolf looking nice. propably still missing some small props.

  • ifO
    • April 23, 2007 at 4:43 PM
    • #3,624

    Some pics of some of my HL1 stuff from last year for the upcoming Hostile Intent 1.6 finally got released over at http://hiprmod.net, so I guess I can show a couple. A fair bit of old mapcorian stuff is used in these maps, though I think all you can see is some of PhilipK's textures in pic3

    [Blocked Image: http://img264.imageshack.us/img264/7257/001hideadbolt2tnbr4.jpg][Blocked Image: http://img264.imageshack.us/img264/8849/003hideadbolt2tnfj8.jpg]

    [Blocked Image: http://img264.imageshack.us/img264/9269/006hidepottnff3.jpg][Blocked Image: http://img264.imageshack.us/img264/1977/007hidepottnpa0.jpg]

  • Grinwhrl
    • April 23, 2007 at 4:48 PM
    • #3,625

    very nice, almost looks like source

  • D3ads
    • April 23, 2007 at 4:50 PM
    • #3,626

    What Dark said, detail-textures FTW

  • dux
    • April 23, 2007 at 5:18 PM
    • #3,627
    Quote from Dark

    very nice, almost looks like source

    Bit of a stretch - but it does look rather good!

  • General Vivi
    • April 23, 2007 at 6:33 PM
    • #3,628
    Quote

    [Blocked Image: http://img248.imageshack.us/img248/1756/alephpreview1xw8.jpg]

    i love the whole futuristic looking snow feel ^_^! <3

    great stuff keep it coming!

  • Gorion
    • April 23, 2007 at 8:13 PM
    • #3,629

    holy crap, source just gave me a hart attack.. my .vmf was corrupt, BUT with good old notepad++ i could fix it.. now i have 3 back ups..

    stupid VIS.. at 8 mins now. RAD at 6 mins. i got a perfomance isue at 1 part of a building (you can see the whole(most of the) map from there, so not much optimizing there..)

  • ReNo
    • April 24, 2007 at 1:20 AM
    • #3,630

    Hammer did that to my contest map yesterday too. Crashed while it was saving, so instantly I was worried, but on loading it back up and finding an empty map I was really stressing. "No worries", I thought, "Hammer has autosave these days", so I file->open and browse to the autosave directory to find...nothing. Now profanities were being shouted, so I browsed to the folder in windows and thank the heavens above, the files were there, they just has ".autosave" instead of ".vmf" as their file extension. FFS, that was terrifying.

  • von*ferret
    • April 24, 2007 at 2:57 AM
    • #3,631

    lawl reno

  • insta
    • April 24, 2007 at 8:42 AM
    • #3,632

    Also remember that Hammer saves two files when you save, one is called .vmf, the other is .vmx or dxf or something crazy like that. If your vmf gets corrupted, just rename the vmx/dxf to vmf and you should be ok.

    Of course, doing incremental saves never hurt anyone either.

  • Psy
    • April 24, 2007 at 5:33 PM
    • #3,633

    ^ I save mine every 5 minutes and save into a new file everyday.

    EG;

    map_April24th

    map_April25th

    Very helpful if you do a lot of work which you end up not liking which would take a while to remove.

  • Method
    • April 24, 2007 at 8:56 PM
    • #3,634

    I have a topic here, but thought that it would be more suitable to post here. I'm making urban textures for Quake 4, so I can build an environment I always trying but lacking the right textures for the theme. Some of the areas I'm working on:

    [Blocked Image: http://www.methodonline.com/temp/meth_test1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test4.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test5.jpg]

    More screenshots here:

    http://www.methodonline.com/temp/meth_test.htm

    -Method

  • ifO
    • April 24, 2007 at 9:06 PM
    • #3,635

    Looks fabulous, can anything be done about the wall specularity? It is a little weird that they shine that much. Though in places it makes it feel 'wet' which is pretty nice.

  • Method
    • April 25, 2007 at 10:48 AM
    • #3,636

    Another day, another area:

    [Blocked Image: http://www.methodonline.com/temp/meth_test8.jpg]

    ifO: Thanks for the comments. Gonna try to fix the spec.

    -Method

  • dux
    • April 25, 2007 at 11:03 AM
    • #3,637

    Kingpin style ftw.

  • Steppenwolf
    • April 25, 2007 at 11:43 AM
    • #3,638

    The details in the textures look very good. Not sure if its done by purpose or engine specific but they could use some color variation imo. Each texture looks very monochromatic or as if the diffuse channel would be missing.

  • ifO
    • April 25, 2007 at 12:14 PM
    • #3,639

    I think the monochrome feel adds to the style, feels a bit film noir almost. Maybe could break it up with some coloured lighting (which I think was already suggested in the other thread).

    I think the floor tiles in pic3 are a bit too clean and perfect compared to the rest of the place.

  • hydeph
    • April 25, 2007 at 2:50 PM
    • #3,640

    hey method, it's looking great. i was browsing another mapping site and there is this 'mini competition' where you must create a hallway, well, it seems one user has taken a liking to your map

    [Blocked Image: http://img134.imageshack.us/img134/586/hallway0003tu9.jpg]

    http://%7boption%7d

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