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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • JeanPaul
    • June 12, 2007 at 1:17 AM
    • #4,061

    I really like the building in the second shot, but really, where are those sliding doors going to slide too?

  • ifO
    • June 12, 2007 at 2:00 AM
    • #4,062

    sharpen? but looks pretty nice!

  • Psy
    • June 12, 2007 at 8:25 AM
    • #4,063
    Quote from Zombie

    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.

    Well I just did a search for any file with the .vmf extension and I only found the standard files you get with the SourceSDK.

  • MrBaracuda
    • June 12, 2007 at 8:32 AM
    • #4,064
    Quote from JeanPaul

    I really like the building in the second shot, but really, where are those sliding doors going to slide too?

    Maybe they're normal double doors?

    Invert the direction of the wooden door though, so it opens inwards.

  • Psy
    • June 12, 2007 at 12:17 PM
    • #4,065

    I've finally blocked out the layout in Hammer.

    [Blocked Image: http://img406.imageshack.us/img406/1534/hammerlayoutfq1.png]

    Light Gray = 2nd Floor

    Dark Gray = Dark Area

    Blue = Lower Floor

    Slightly different from the drawn layout as I expected. I might add that kitchen area as you suggested if the play test is a bit iffy.

    Just got to add all the walls and ceilings in, a couple of lights, some placeholder cover and then I shall test it out.

    I'll upload the playable version once I'm happy with it.

  • Quakis
    • June 12, 2007 at 12:41 PM
    • #4,066

    I like how the left corridors aren't blocky and have some angled walls. I really should take hints from blocking out ideas first since I tend to get stuck into the structure and come across issues to redoing walls because I need a doorway or something. Or maybe I should just stick with mapster32... and finish my damn project off.

  • Psy
    • June 12, 2007 at 12:47 PM
    • #4,067

    Thanks.

    I thought that adding angled walls would make the general flow of the map more interesting and that it would help improve the adding of architect later in the process.

  • TermInator525
    • June 12, 2007 at 1:08 PM
    • #4,068
    Quote from MrBaracuda

    Maybe they're normal double doors?

    Invert the direction of the wooden door though, so it opens inwards.

    Fixed, thanks

    Quote from ifO

    sharpen? but looks pretty nice!

    Right cause I'm playing @ 1280 * 1024 so the scaled image was very "soft".

  • Quakis
    • June 12, 2007 at 4:52 PM
    • #4,069

    Concept/Basic design

    Thinking about some major additions to the dining rooms, an arched ceiling would work nicely, with the right textures made for it. However I'm not sure which arch would look best, the first looks nicer, but the second is more understandable considering its angle with the main hall. I think another major problem with the dining hall is that it resembles the main hall too much thus looking bland. Going to be extending on it some more. In the second shot, those black squares are just location ideas for upper windows.

    There's a lot of stuff I'm not happy with the dining, I wanted to make the balcony area a way to get into other 1st floor locations along with the main hall. Second I wanted to give it a grand-modern-detailed look... might start this area from scratch and do some intense graphic creation specific for the room. Some long red, rich curtains/banners would look nice - change the colour theme possibly to fit this. Can't decide. Just take a look at the shots to see how bland it is, sure paintings and simple furniture/item deco could help but it still misses things.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/m_arch01.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/m_arch02.jpg]

  • Minos
    • June 12, 2007 at 6:55 PM
    • #4,070

    Why is one of the chairs rows not facing the table ??

  • Psy
    • June 12, 2007 at 6:57 PM
    • #4,071

    It could do with some yellow/orange lights to bring out the colours of the textures. The richer colours would certainly make the place look more inhabitable.

    -------------------------------------------------------------------------------------

    Finally got the basic layout down and compiled.

    [Blocked Image: http://img126.imageshack.us/img126/9421/gamelayoutzk7.th.jpg]

    Download

    Obviously it's lacking in pretty much anything but I would like feedback on the the timings please.

    From about 20 minutes of play I've come to the decision that the T's need to be able to get to the middle faster so they can spread out a little and not get sniped as they come round the corner one by one.

  • von*ferret
    • June 12, 2007 at 7:08 PM
    • #4,072

    There ya go, get solid play testing. 3d is better the paper.

  • Quakis
    • June 12, 2007 at 9:05 PM
    • #4,073
    Quote from Minotauro

    Why is one of the chairs rows not facing the table ??

    I think that's the table leg. Or an 8bit rendering thing.. but they all face the right way.

    Quote

    It could do with some yellow/orange lights to bring out the colours of the textures. The richer colours would certainly make the place look more inhabitable.

    Oh why didn't it come to me. In the very first versions of this project I added lighting effects on the 8bit textures to simulate dynamic lighting. I haven't even done that once on this new version which explains everything. Those stood out in the last version - cheers for the reminder!

    Edit; Here's an example of what I mean

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_010.jpg]

  • Bic-B@ll
    • June 13, 2007 at 5:10 AM
    • #4,074

    those two pics of the table remind me on the resident evil in the mansion game where at the very beginning you go to the left to a room just like that, but with a mantle at the end i think. it's been a long time

  • OrnateBaboon
    • June 13, 2007 at 2:15 PM
    • #4,075

    Psycho - At the moment, it is quite difficult to properly get a feel for the map, since there is a lack of things to hide behind. Without the cover, getting an accurate grasp of the balance, flow and timing is quite hard.

    Any chance we can see a build with lots of provisional cover, blocked out in dev textures?

  • Psy
    • June 13, 2007 at 2:17 PM
    • #4,076

    Ya. I'm working on it now.

  • Mazy
    • June 13, 2007 at 3:10 PM
    • #4,077

    Looks really good Term!nator525, really like the 2nd and 3rd shots.

    Also looks good Psycho. At first it looked like A and B were a bit too close and like the lower right corner was slightly disconnected, but the stairs around B look like they're placed quite nicely. Its a good start anyway.

  • FMPONE
    • June 14, 2007 at 2:21 AM
    • #4,078

    [Blocked Image: http://www.uploadhouse.com/fileuploads/163/163396880bfa6067b50634ddec2731a6037114.jpg]

    ty james o'hare, kamjar fadai, warby, philk

  • Sentura
    • June 14, 2007 at 2:43 AM
    • #4,079

    nice atmosphere fmpone, the blue tint is really fitting

  • Sa74n
    • June 14, 2007 at 9:15 AM
    • #4,080

    nice one fmpone

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