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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Psy
    • June 9, 2007 at 10:30 AM
    • #4,041

    Or I could just stick a ruler on the screen.

    It might work!

  • Coen
    • June 9, 2007 at 11:20 AM
    • #4,042
    Quote from Psycho

    Or I could just stick a ruler on the screen.It might work!

    You know how retarded that sounds...

  • Albatros
    • June 9, 2007 at 12:37 PM
    • #4,043

    [Blocked Image: http://www.albatros44.de/reloaded/nbg17k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nbg18k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nbg19k.jpg]

    Another set of screens - will probably have to pause this baby though until real life allows me to continue .

  • OrnateBaboon
    • June 9, 2007 at 12:58 PM
    • #4,044

    [Blocked Image: http://aycu11.webshots.com/image/19330/2005924656929781702_rs.jpg]

    From the picture, one of the things that stands out as being a potential problem is the Terrorist route when rushing left to site A. It is very head on, and for the CT's to cover it, they only need to move a few units to their right, and will be able to snipe from quite a distance.

    I would suggest that you either dogleg the route, so that it is more difficult for the CT's to snipe from, or make the route run further to the left of the bombsite. Possibly even a combination of the two. An example of the kind of site entrance I am talking about can be found in de_cpl_clan_mill.

    Obviously it is quite hard to properly guess how the map will play from an overview alone, so when it's blocked out, and has all provisional cover, it could be worth sending it to a few people to see what they reckon. I don't think the timing of the map should be a problem, because the spawn areas are reasonably big. This will allow you to move the players forward/back as needed. First contact points can easily be found by playing against bots on the hard setting, where they seem less inclined to dawdle.

  • hessi
    • June 9, 2007 at 1:41 PM
    • #4,045

    albatros: you got to work on your texturing. it looks that much thrown together that i was close to puke on my macbook :X

    the overall compositing is nice but you really need to change those textures. the setting you are trying to create needs custom content. the standard valve stuff is not fitting in there. for example you take a brick wall covered with moss and grass and make a complete house side textured with it. then you have house edges cutting out of the rows and those edges dont got any detail.

    you better look on other WW2 city themed maps.

    http://ve3dmedia.ign.com/ve3d/image/art ... 006653.jpg

    http://www.after-hourz.com/ro/modules.p ... _photo.php

    http://www.after-hourz.com/ro/modules.p ... _photo.php

  • ifO
    • June 9, 2007 at 2:02 PM
    • #4,046

    Hate to be a ball-breaker but if you're making a CS custom map with lots of custom content (which therefore no-one is going to play) does game balance really matter?

    I really don't get why people waste their time making sexy custom maps for DoD or CS unless it's just for their folios. Where is the satisfaction in having your map never played.. or if played at all only by about 5 people..? :S

    Why not find a worthy mod team and make the map for that?

  • Albatros
    • June 9, 2007 at 2:50 PM
    • #4,047

    Hi again,

    I think I know pretty much what things are supposed to look like - might even go as far as to say I should know best considering the abnormal amount of hours I've spent in archives collecting reference material for that one.

    Concerning that one texture though, you're right. I'm going to work on the textures and edges, hopefully going for a result that will leave your macbook in a nicer condition .

    Thanks for the links, I guess I've seen those somewhere else... maybe DoD Forums, but I'm not all certain.

    Cheers,

    Albatros

  • Quakis
    • June 9, 2007 at 3:53 PM
    • #4,048

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/layoutv50.jpg]

    Don't kill me, it's just an idea.

  • Psy
    • June 9, 2007 at 4:49 PM
    • #4,049

    Good idea. It makes sense too.

  • von*ferret
    • June 9, 2007 at 7:01 PM
    • #4,050

    A drawn layout is nice, but a blocked out version of what you're thinking will go miles beyond what a drawn picture can do.

  • fonfa
    • June 10, 2007 at 12:48 AM
    • #4,051
    Quote from Rick_D

    I think at the moment (if you stuck rigidly to the dimensions - make your layout into a texture and load it into hammer and enlarge it and use it as a blueprint

    dude thats so freaking smart! why havent i thought of that before?

    you just gotta draw your map on photoshop with the grid on!

  • GregBoffins
    • June 10, 2007 at 1:54 AM
    • #4,052
    Quote from fonfa

    dude thats so freaking smart! why havent i thought of that before?

    you just gotta draw your map on photoshop with the grid on!

    GtkRadiant had this feature quite a few years a go now. It's a bit useless.

    In saying that, when doing terrain meshes in maya or something, it's good to rough out a quick texture of the layout and slap it on the mesh, then get on with the sculpting.

  • Rick_D
    • June 10, 2007 at 9:28 AM
    • #4,053

    Yeah, I wouldn't use it all the time but if you have a design that you've painstakingly designed then it can be helpful to replicate it as closely as you can - and _then_ make changes, rather than trying to make everything the same and failing and wondering why your map failed :S

    I never used radiant, but did it do that thing where you import it in and whenever you scroll or zoom in the viewport that plane follows you, coz that'd be pretty useless

  • Rick_D
    • June 10, 2007 at 9:33 AM
    • #4,054
    Quote from ifO

    Hate to be a ball-breaker but if you're making a CS custom map with lots of custom content (which therefore no-one is going to play) does game balance really matter?I really don't get why people waste their time making sexy custom maps for DoD or CS unless it's just for their folios. Where is the satisfaction in having your map never played.. or if played at all only by about 5 people..? :S

    Why not find a worthy mod team and make the map for that?

    ;D

  • Psy
    • June 10, 2007 at 10:53 AM
    • #4,055
    Quote from ifO

    Hate to be a ball-breaker but if you're making a CS custom map with lots of custom content (which therefore no-one is going to play) does game balance really matter?I really don't get why people waste their time making sexy custom maps for DoD or CS unless it's just for their folios. Where is the satisfaction in having your map never played.. or if played at all only by about 5 people..? :S

    Why not find a worthy mod team and make the map for that?

    Qft. Take Warby's map for instance. (The French one)

    I have never played that map on a UK server. Nobody seems to host it because it's a 70mb map. D:

    A few textures and models is fine as long as the person on the other end doesn't have to wait 10 minutes for the map to download.

  • GregBoffins
    • June 10, 2007 at 11:10 AM
    • #4,056
    Quote from Rick_D

    Yeah, I wouldn't use it all the time but if you have a design that you've painstakingly designed then it can be helpful to replicate it as closely as you can - and _then_ make changes, rather than trying to make everything the same and failing and wondering why your map failed :SI never used radiant, but did it do that thing where you import it in and whenever you scroll or zoom in the viewport that plane follows you, coz that'd be pretty useless

    Iirc you drew out a brush and then imported the image on to that (could really wrong, been a few years).

    The best way to go with planning out maps is to use grid paper. I've been using it a long time now and it's great, I can quickly draw out a layout of a certain area of a map, then throw it into Radiant with the same scale.

  • Psy
    • June 11, 2007 at 6:22 PM
    • #4,057

    Wow. I really am a noob. Steam wouldn't start up and gave me this application error so I decided to uninstall Steam and install it again.

    BIG MISTAKE!

    Now I have to re download all my games again and the little work I did on the map has to be started again.

    In the Windows Add/Remove Window it said Steam was 1.98MB which I assumed that it was just talking about the program and not the games included.

    I phailed.

  • MrBaracuda
    • June 11, 2007 at 6:34 PM
    • #4,058

    If anything, delete everything in your steam main folder except for the steam.exe and all the other folders in it next time.

  • GregBoffins
    • June 11, 2007 at 8:26 PM
    • #4,059
    Quote from Psycho

    Wow. I really am a noob. Steam wouldn't start up and gave me this application error so I decided to uninstall Steam and install it again.BIG MISTAKE!

    Now I have to re download all my games again and the little work I did on the map has to be started again.

    In the Windows Add/Remove Window it said Steam was 1.98MB which I assumed that it was just talking about the program and not the games included.

    I phailed.

    I wouldn't think custom files would be registered to be uninstalled? I know in the past when I've uinstalled games I've made stuff for, it's left it all intact.

  • TermInator525
    • June 12, 2007 at 1:10 AM
    • #4,060

    Ok lets test how good i am (in english).

    This are some new screenshots from the internal release. I would say 98% of this map are done. I know, i know. No custom Textures and Models.

    Why? Cause I'm sooo bad to make textures. (horrible)

    My idea was: Use standard textures and edit them. (building_template)(add bumpmap, clear the Shadow, change the color) but the result was, u know,

    Feel free to say: "this is ugly", "change this", "n1" or something like that.

    [Blocked Image: http://bildupload.sro.at/a/images/css_1.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/css_2.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/css_3.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/css_4.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/css_5.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/css_6.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/css_7.jpg]

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