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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • PhilipK
    • May 4, 2007 at 9:33 PM
    • #3,761
    Quote from NykO18

    Looks like de_nuke or cs_militia's one..

    ops

    i've played too little cs i see

  • NykO18
    • May 4, 2007 at 9:42 PM
    • #3,762

    No no, I just wanted to say that it looks like the same.

    In fact, I don't really know if it's the case or not.

    And de facto, it's not that important, the map looks good.

  • Rick_D
    • May 4, 2007 at 9:44 PM
    • #3,763

    it's neither nuke, militia, nor inferno if I recall correctly. It may look like it but it isn't - nuke and militia use a cylinder with a translucent texture to give the effect of mountains/hills etc, which is the only similarity I guess.

    This texture you have used needs less warping tbh.

    Get your facts straight!@

    Also - map looks very WIP.

  • Quakis
    • May 5, 2007 at 6:55 PM
    • #3,764

    Yet another shot showing off a work in progress enemy. Needs some details on its body.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/m_spider3-1.jpg]

  • insta
    • May 5, 2007 at 6:59 PM
    • #3,765

    Hard to make out much since everything is so dark/brown. Is it a spider?

  • Albatros
    • May 6, 2007 at 12:04 AM
    • #3,766

    Okay, this is what I can come up with... do you like it better?

    [Blocked Image: http://www.albatros44.de/reloaded/nbergb1k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nbergb2k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nbergb3k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nbergb4k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nbergb5k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nbergb6k.jpg]

    Cheers again,

    Albatros

    @Killertomato:

    Thanks I'm working very hard to become one, preferably a decent one, some day. Thanks again for the hints, I'll correct the other stuff asap.

  • El Moroes
    • May 6, 2007 at 12:38 AM
    • #3,767

    Wow it's better [AoS]Albatros !!! But you must be careful at your windows, on the first screen, the woods are not real! I think it's better to make that with brush and not with displacement!

  • SnipaMasta
    • May 6, 2007 at 12:51 AM
    • #3,768

    I think the only thing letting it down now is the brightness of the lamp-posts, they seem a bit over-the-top. Otherwise I love the lighting now!

  • FMPONE
    • May 6, 2007 at 3:31 AM
    • #3,769

    [Blocked Image: http://www.uploadhouse.com/fileuploads/88/880066b30f6f15f2179126cbe60aac53a742d.jpg]

    this screenshot ruined my fucking life i should have been SAT-ing

    im going to kill mysefl

  • JeanPaul
    • May 6, 2007 at 4:31 AM
    • #3,770

    I like it, but I am not sure what it is.

    It also needs some more color too it. Is it only for a screenshot or is it going to be playable?

  • FMPONE
    • May 6, 2007 at 4:50 AM
    • #3,771

    i basically just threw a bunch of shit together so no to playable

  • Dodger
    • May 6, 2007 at 10:15 AM
    • #3,772

    looks like some solar reflector.. but I cant understand what this is supposed to be fmpone.

  • Quakis
    • May 6, 2007 at 10:43 AM
    • #3,773

    @ [AoS]Albatros - Is that going to be a day time or nigh time map? Considering the lighting in the streets it would be very atmospheric if it was set at night. I quite like it actually, deffinitely getting better.

  • Psy
    • May 6, 2007 at 5:08 PM
    • #3,774

    Thanks. Now I'm blind.

  • von*ferret
    • May 6, 2007 at 7:01 PM
    • #3,775

    Albatross might be a little bit odd that you have a war torn blasted city with street lights full functional. Just a thought.

  • ⌐■_■
    • May 6, 2007 at 7:17 PM
    • #3,776
    Quote from von*ferret

    Albatross might be a little bit odd that you have a war torn blasted city with street lights full functional. Just a thought.

    Suggestion: make fires the lightsources.

    PONE:

    Your screenshot looks cool but like others allready said, it's not clear what it is to me tbqh..

  • mabufo
    • May 6, 2007 at 9:52 PM
    • #3,777

    My goodness it's been quite a while since I've seriously dropped any screens in this thread. Too long I've decided. I'm finally going to get around releasing this second map that I've been sitting on for a long while... dm_BreakFree I've just got the infamous 'finishing touches' left to go (more models, decals, items, lightmaps...). Also, I think I've fixed my texturing problem - though my solution results in minor misalignments, they pretty much go unnoticed see below:

    http://img408.imageshack.us/img408/4300 ... 000vt4.jpg

    As you can see, the textures don't align perfectly, but it is better than abruptly switching between a green and white texture. Anyway, onto the real shots. I'm sure most of you will remember this map.

    http://img408.imageshack.us/img408/7629 ... 001ln1.jpg

    http://img155.imageshack.us/img155/2377 ... 002tw7.jpg

    http://img301.imageshack.us/img301/1386 ... 003ng4.jpg

    http://img301.imageshack.us/img301/6598 ... 004xr2.jpg

    http://img100.imageshack.us/img100/12/d ... 005zo8.jpg

    http://img362.imageshack.us/img362/8013 ... 006gb3.jpg

    http://img411.imageshack.us/img411/5811 ... 008rv6.jpg

    The whole idea is that the well lit areas should draw more gameplay (with the help of clever spawn placement). Don't worry about the huge room, half of the object will break when damage is received, so there shouldn't be too much clutter. Let me know what you think.

    Also, in the shot with the arched ceiling, the pipes will probably be removed, because I have to use multiple models, and they get lit sort of funny.

  • Sentura
    • May 6, 2007 at 10:12 PM
    • #3,778

    Looks alright in some places, but the glass railing thing in the first few shots doesn't look like it belongs there. You have crumbling textures on one side along with pipelines and them BAM this new improved bulletproof railing in the middle of it. I dunno, it just doesn't make sense. Also, there might be too much of a rail prop usage in the long hallway shot...

  • Method
    • May 6, 2007 at 11:46 PM
    • #3,779

    Been busy lately, but found some time to make a new area and few new textures.

    [Blocked Image: http://www.methodonline.com/temp/meth_test10a.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test10b.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test10c.jpg]

    Feedback is welcome.

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

    -Method

  • von*ferret
    • May 7, 2007 at 12:24 AM
    • #3,780

    absolutely stunning, a new atmosphere for q4. I love it.

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