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
  • Rick_D
    • May 31, 2007 at 7:10 PM
    • #3,941

    the lighting colours are great

  • El Moroes
    • May 31, 2007 at 7:40 PM
    • #3,942
    Quote from Mazy

    JohnSmith....you rock!

    +1 It reminds me Dark Messia! I like !!!

  • hessi
    • May 31, 2007 at 8:07 PM
    • #3,943
    Quote from moroes

    +1 It reminds me Dark Messia! I like !!!

    i second that!

  • FMPONE
    • May 31, 2007 at 8:09 PM
    • #3,944
    Quote from Mazy

    JohnSmith....you rock!

  • JeanPaul
    • May 31, 2007 at 8:24 PM
    • #3,945

    That looks really awesome, I love the epic feel it gives off.

  • MrBaracuda
    • May 31, 2007 at 8:25 PM
    • #3,946

    get rid of the crate D:

  • Zacker
    • May 31, 2007 at 8:39 PM
    • #3,947

    I really like the looks of that!

  • MrBaracuda
    • May 31, 2007 at 8:54 PM
    • #3,948

    What I don't like so much is this hole in the ceiling, it looks so pointy:

    [Blocked Image: http://pix.nofrag.com/a5/64/6d5dfea13e7ee377a735aea8cc02.jpg]

    But overall it's pretty awesome and makes HL2 look good heh

  • Sa74n
    • May 31, 2007 at 8:57 PM
    • #3,949

    bloody hell thats awesome

  • JohnSmith
    • May 31, 2007 at 10:30 PM
    • #3,950

    Ah well, thank you all..I didn't expect such a good response..

    For the hole, i'll keep it cause it adds a nice lighting touch on the wall (and by the way, the screen is old and the hole's texturing was redone to be a bit more "accurate").

    And for the crates, I agree they are kinda out of place...If I found some better ones, i'll replace them for sure.

    Thanks again for the compliments!

  • Grinwhrl
    • May 31, 2007 at 11:36 PM
    • #3,951

    very nice, love the lighting.

  • ifO
    • June 1, 2007 at 5:29 PM
    • #3,952

    Sooo nice. And yeah it really does make Source look great. It's hard to describe why but it looks oodles better than some of the Source stuff I normally look up to which is crammed with custom content.

    Mainly I guess it just looks consistent (brushwork/texturing/lighting) to the point of looking 'perfect'. gj.

  • TermInator525
    • June 1, 2007 at 7:26 PM
    • #3,953

    It's a little CS:S Map with standard half-life 2 textures & Models. Still Wip, but i hope you all can give me some feedback

    (2 MB to load)

    [Blocked Image: http://www.michael-z.info/images/cssmaps/morescreens.jpg]

  • SnipaMasta
    • June 1, 2007 at 8:07 PM
    • #3,954

    You're going to get "be more original" comments.

    It looks very nice, although what type of map is it? (DE or CS?), and I guess depending which one I think it should be corrected. If it's DE it needs very obvious bomb sites (stuff of importance), and if it's CS I think it could be quite easy to get lost in it.

  • uNsaiN
    • June 1, 2007 at 8:35 PM
    • #3,955
    Quote from Term!nator525

    Time: 28.06.2007 (dd.MM.JJJJ)

    I've never met anyone who could map in the future! :wink:

    May is the 5th month of the year and June is the 6th. Sadly all your images are the same way too.

  • TermInator525
    • June 1, 2007 at 8:54 PM
    • #3,956
    Quote from uNsaiN

    I've never met anyone who could map in the future! :wink:

    May is the 5th month of the year and June is the 6th. Sadly all your images are the same way too.

    doohhh my fault. Thanks

  • Method
    • June 1, 2007 at 10:03 PM
    • #3,957

    Term!nator525: You have a nice sense of form and space. Also wise choice of textures. Looks like a promising level.

    I know that it's a WIP, but adding floor decals, such as garbage and sand/dust will drastically improve the visual aspect of your level.

    Analyzing Valve's design process I noticed that the brush work is quiet simple (good things are simple). The way they create a nice visual look is by having a fairly basic geometry, very solid lighting and small details balanced out in the rooms. Some rooms are literally boxes, but using that technique they look quiet nice.

    -Method

  • GregBoffins
    • June 1, 2007 at 10:24 PM
    • #3,958

    That doesn't look too bad at all.

    To be honest you don't have to use decals. It'd be nice to see something clean/dirty for a change and not dirty dirty dirty dirty.. Everyone does dirty and not clean

  • Method
    • June 1, 2007 at 11:43 PM
    • #3,959

    Clean is a very generic and fake looking. Real world is a dirty place.

    Zombie: How's life Zombie? I hear you're leaving SD to go to Sweden. What's new with you? Maybe it's better if you PM me.

    -Method

  • ⌐■_■
    • June 2, 2007 at 12:06 AM
    • #3,960

    I like it.

    Like Method said: you have a nice sense of form and space.

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

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