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
  • KungFuSquirrel
    • May 1, 2007 at 4:16 PM
    • #3,701

    Ah, ok, that makes sense. Stock Q3/D3 patches are pretty much just the curved bits, and not really well suited for terrain work... though they can do the job in a pinch.

  • Psy
    • May 1, 2007 at 4:31 PM
    • #3,702

    Splines are needed too.

    I love the CoH world editor where you can use splines to have fences and sandbags line up perfectly with the terrain.

    They can also be used with overlays...

  • ⌐■_■
    • May 1, 2007 at 6:01 PM
    • #3,703

    Is someone from Valve reading this?

  • dux
    • May 1, 2007 at 9:37 PM
    • #3,704

    You have to wonder what on earth they ponce about with with Hammer to NOT have any of this included with it.

  • mabufo
    • May 1, 2007 at 10:04 PM
    • #3,705

    I've always had trouble with displacements... Maybe I'll try to get over that with my next little project.

  • Wunderboy
    • May 1, 2007 at 10:38 PM
    • #3,706
    Quote from dux

    You have to wonder what on earth they ponce about with with Hammer to NOT have any of this included with it.

    Probably because Source is just Goldsrc with a few third party API's bolted on? I've yet to see anything in the SDK that stands out as "revolutionary" in Source. Seems most of the cool stuff is either something bought and bolted on or they've just employed someone who had a good idea.

    Maybe if/when they break away from the old Goldsrc BSP based mapping system and go with a really new engine they'll be forced to re-write their development tools rather than just bolt stuff on.

    I must admit, for a commercially available engine Valve's Source SDK toolset sucks. I know if I was shopping around for an engine I'd want a great toolset and Valve's would make me run a mile.

  • Defrag
    • May 1, 2007 at 11:01 PM
    • #3,707

    Yeah they're initially nice when you start using Source after being used to GoldSrc, but that's exactly why they seem nice -- they are familiar. Too familiar. Once you get past the fact that the tools are familiar to you, you realise what you're missing. Tinkering with Doom3 ed was an eye-opener to say the least.

    The only major advance in the mapping side of things (imho) is the entity I/O system which is far, far superior to the old way of doing things. While Valve has definitely improved the SDK and the engine, it's not adding up to huge leaps forward. The tools in particular haven't had much in the way of upgrades since the SDK was released. What's hammer had? All I can think of is model rendering in the viewports and new model viewer which itself has various bugs (can't navigate using mouse in certain areas) and design issues (doesn't cache results, can't open it as a child window for easy selection & placement etc). I remember learning to compile a prop for the first time... oh fun times. It's not so bad now that I've been making props for years, but it could be so much easier and intuitive. You can definitely make some great stuff with source, but I agree with Wunderboy. It could be so much better.

  • Quakis
    • May 1, 2007 at 11:37 PM
    • #3,708

    New art direction.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/m_final06.jpg]

  • KungFuSquirrel
    • May 2, 2007 at 12:19 AM
    • #3,709
    Quote from Defrag

    Yeah they're initially nice when you start using Source after being used to GoldSrc, but that's exactly why they seem nice -- they are familiar. Too familiar. Once you get past the fact that the tools are familiar to you, you realise what you're missing. Tinkering with Doom3 ed was an eye-opener to say the least.

    You run into that with every toolkit, though, and the grass is always greener. While working in Radiant, there were plenty of things I missed about Hammer, and now working in Unreal there's plenty of things I miss about both Radiant and Hammer - but when I go back to one of those, I miss things from UnrealEd. Some people swear by GTKRadiant over stock Q3/D3 Radiant, but to me I see an editor that's thrown out all the usefulness of the stock stuff in favor of a far clunkier interface.

    All 3 of these editors (Hammer, Radiant, UnrealEd) use variations of tools that are virtually unchanged in the last 10 years. Each company is so rooted in their respective toolkit, that radical change just isn't worth it, so you get incremental updates that they've built to improve their own workflow.

  • Albatros
    • May 2, 2007 at 4:58 PM
    • #3,710

    Well, I like Hammer... I guess after five years of working with a program you'll eventually get used to every aspect of it...

    [Blocked Image: http://www.albatros44.de/reloaded/nberg9k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberg8k.jpg]

  • ⌐■_■
    • May 2, 2007 at 5:12 PM
    • #3,711

    I think you have a great sense of athmosphere and scenery but your maps lack detail. You need to give the brush- and the texturework the attention they need.

    Then your maps will be awesome.

  • von*ferret
    • May 2, 2007 at 5:19 PM
    • #3,712
    Quote from killertomato

    I think you have a great sense of athmosphere and scenery but your maps lack detail. You need to give the brush- and the texturework the attention they need.Then your maps will be awesome.

    I agree, it looks rushed.

  • Nysuatro
    • May 2, 2007 at 5:59 PM
    • #3,713

    i am not a fan of the purple roof

  • Gorion
    • May 2, 2007 at 6:45 PM
    • #3,714
    Quote from Nysuatro

    i am not a fan of the purple roof

    actually i think thats a graphic card bug.. could be some AF screwing things over, if he has a nvidiacard, that could be the problem.

  • Rick_D
    • May 2, 2007 at 7:07 PM
    • #3,715

    the roof texture is letting it down

  • Albatros
    • May 2, 2007 at 9:37 PM
    • #3,716

    Heya,

    indeed, I've got a 7600 GT installed. Might be the problem.

    I'll replace the textur and ban it from my further work... didn't like it very much anyway, but I thought that would be just my opinion .

    Hm... yeah, it does lack detail, that's true... but it's a WIP, as I said before, there's nothing final about it yet.

    [Blocked Image: http://www.albatros44.de/emotzoid.gif]

    My way of working through a map is, after the paperwork stuff, to first make a rough version of the brushwork, add athmosphere, lighting and some eyecandy so the impression of the map isn't falsified and then give it the polish after the rest is done. That's why I agree it does look rushed in some places.

    On the other hand, it'd be a great help if you could be more specific and give me some hints on what you miss in the detail part. After all, I've always been profiting a lot from you expert people's criticism .

    - Albatros

  • ⌐■_■
    • May 2, 2007 at 10:37 PM
    • #3,717

    You're right. I hope this adds something to my feedback. Use it or lose it:

    [Blocked Image: http://img413.imageshack.us/img413/7514/image2ym1.jpg]

    [Blocked Image: http://img409.imageshack.us/img409/3718/image4dy1.jpg]

  • ⌐■_■
    • May 2, 2007 at 10:39 PM
    • #3,718

    Damn I see I forgot to add numbers to the fields and sentences.. I hope you see what I mean. If not, I'll upload some better shit tomorrow. I'm too fucking tired right now. Gotta sleep.

  • Albatros
    • May 2, 2007 at 10:45 PM
    • #3,719

    No problem,

    it's excellent, thanks a lot for the screeners.

    I'm certain I'll be able to make something out of that !

    Cheers & good night,

    Albatros

  • Dradz
    • May 2, 2007 at 11:05 PM
    • #3,720

    lamp posts mebbe should be on the sidewalk? look like they are in the road? personal pref....

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

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