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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Quakis
    • June 16, 2007 at 1:32 PM
    • #4,121

    I see *crate* dev textures there, I do hope you're not planning on having random crates in there. I guess not but if you were... I think some logical alternatives would be better since it's a mansion - bookcases?

  • Psy
    • June 16, 2007 at 1:42 PM
    • #4,122

    Pah. There will be no crates in this map whatsoever. They are simply there as placeholders.

  • Quakis
    • June 16, 2007 at 2:18 PM
    • #4,123

    Good, good. Just checking heh.

  • dux
    • June 16, 2007 at 2:28 PM
    • #4,124

    No crates? The universe will cease to function!

  • zeon
    • June 16, 2007 at 4:38 PM
    • #4,125

    come on. there are crates in every mansion!... from the second you enter the door, till you exit thru the window in the far tower...

    nah. looks like a good start.

  • Grinwhrl
    • June 16, 2007 at 5:52 PM
    • #4,126
    Quote from Quakis

    I have so many reasons for this but I'll mention some of the major ones. Firstly Duke3D with the port Eduke32 is easy to mod for either 8bit or 32bit based projects. Creating maps, importing, and coding aren't entirely difficult once you get the hang of it, and with 32bit I could make a mod look like Half Life (excluding dynamic lighting) if I wanted to. I can create what I have on mind, be it a map, mod or a simple scene without any difficulty. With newer engines I'm going to have to learn a new editor from the ground up, and be expected to make higher quality resources, this goes onto my second point.

    I have a choice of a few newer engines/editors. Most noticably - Source, ID Tech and Unreal Engine. I've messed around with Hammer 4 several times but the input/output system is different than what I did when working with Hammer 3.5 and require me to relearn gameplay editing. Gave d3radiant a go but wasn't interested in working on ID Tech 4 based engines. Hate UnrealED unfortunately since it's a good engine - but since we're speaking new tech then thats mapping for either UT2K4 or UT3. I have no interest in multiplayer based games. That leaves me with Source, but I find brush based editor a pain at times also.

    I have my engine picked out, but I can't exactly make something from my mind without new content. City and Combine based maps can be created, which is a step down from the variety of themes I could do with Half Life's textures. I've experimented with doing something new with the textures but no go. So that leaves me making new content, which would take longer to put together since the expected quality would be higher. I'm still no good at making high resolution textures, let alone stuff I'd like to make in my idea. Then there is HL2's really bland enemy selection to choose from. I've played several singleplayer mods and this kills them making them bland and boring for me. That now means I'd have to learn coding and character modelling / animation.

    Yeah it'd be worthwhile having all those skills at top notch but that'd take a few years to perfect. I've only recently managed to get as far I have with Duke3D, and I could do the same with Source / #insert engine here to find out I'm behind again? Thats what I love about modding with the Build Engine + Eduke32 port. Easy, fast and I know how to go about doing what I want. Sure it would be great to move to a newer engine since there's somethings I want to do not possible in Eduke32 without pieces in that engine being rewritten which TerminX doesn't really want to do.

    I don't have the time and patience to learn all the above some more to create some of my concepts and ideas. I've started using newer engines too late. I have no interest in multiplayer, and I don't work well in a team - I prefer to do things solo. Mapping, coding, graphics, modelling... too much for newer engine, but the stakes are lower for Duke modding.

    What's the point? I enjoy working with the Build engine + Eduke32 port. [/rant]

    Display More

    So this is like a hobby of yours I'm assuming?

  • Psy
    • June 16, 2007 at 5:58 PM
    • #4,127

    Come on. Someone play my map. I need some crits on the layout!

  • Minos
    • June 16, 2007 at 6:45 PM
    • #4,128
    Quote from Dark

    I have so many reasons for this but I'll mention some of the major ones. Firstly Duke3D with the port Eduke32 is easy to mod for either 8bit or 32bit based projects. Creating maps, importing, and coding aren't entirely difficult once you get the hang of it, and with 32bit I could make a mod look like Half Life (excluding dynamic lighting) if I wanted to. I can create what I have on mind, be it a map, mod or a simple scene without any difficulty. With newer engines I'm going to have to learn a new editor from the ground up, and be expected to make higher quality resources, this goes onto my second point.

    I have a choice of a few newer engines/editors. Most noticably - Source, ID Tech and Unreal Engine. I've messed around with Hammer 4 several times but the input/output system is different than what I did when working with Hammer 3.5 and require me to relearn gameplay editing. Gave d3radiant a go but wasn't interested in working on ID Tech 4 based engines. Hate UnrealED unfortunately since it's a good engine - but since we're speaking new tech then thats mapping for either UT2K4 or UT3. I have no interest in multiplayer based games. That leaves me with Source, but I find brush based editor a pain at times also.

    I have my engine picked out, but I can't exactly make something from my mind without new content. City and Combine based maps can be created, which is a step down from the variety of themes I could do with Half Life's textures. I've experimented with doing something new with the textures but no go. So that leaves me making new content, which would take longer to put together since the expected quality would be higher. I'm still no good at making high resolution textures, let alone stuff I'd like to make in my idea. Then there is HL2's really bland enemy selection to choose from. I've played several singleplayer mods and this kills them making them bland and boring for me. That now means I'd have to learn coding and character modelling / animation.

    Yeah it'd be worthwhile having all those skills at top notch but that'd take a few years to perfect. I've only recently managed to get as far I have with Duke3D, and I could do the same with Source / #insert engine here to find out I'm behind again? Thats what I love about modding with the Build Engine + Eduke32 port. Easy, fast and I know how to go about doing what I want. Sure it would be great to move to a newer engine since there's somethings I want to do not possible in Eduke32 without pieces in that engine being rewritten which TerminX doesn't really want to do.

    I don't have the time and patience to learn all the above some more to create some of my concepts and ideas. I've started using newer engines too late. I have no interest in multiplayer, and I don't work well in a team - I prefer to do things solo. Mapping, coding, graphics, modelling... too much for newer engine, but the stakes are lower for Duke modding.

    What's the point? I enjoy working with the Build engine + Eduke32 port. [/rant]

    Display More

    So this is like a hobby of yours I'm assuming?

    Isn't mapping a hobby to all of us ?

  • Buddy
    • June 16, 2007 at 6:45 PM
    • #4,129

    I guess Quakis work is just a hobby rather than attempt to get into industry, no need to argue about the fact he uses build rather than anything new.

  • Quakis
    • June 16, 2007 at 7:51 PM
    • #4,130

    Yeah it's a hobby, gaining the skills to use the newer engines right now will take too much time to do the things I enjoy. But I've decided to start learning these aspects for Source since as I mentioned in my rant, Build/Eduke32 does have limits to what it can produce. Its great for making a majority of my ideas though.

  • m8nkey
    • June 16, 2007 at 8:13 PM
    • #4,131

    As a mapping enthusiast, with no intent of working within professional game design (though I'd like to work on community based mods), I'd have to agree with several points Quakis has raised.

    If you want to produce your own content it's far tougher in new engines. Producing textures and models are jobs unto themselves and it's hard to achieve the standards of professionally produced content. Not only is a higher level of technical proficiency required, The time taken to produce these resources is greater.

    The cool thing about doing this shit as a hobby is you have complete creative control, you can produce whatever you want, and take as long as you want to do it.

  • m8nkey
    • June 16, 2007 at 8:40 PM
    • #4,132
    Quote from Psycho

    Come on. Someone play my map. I need some crits on the layout!

    Downloaded your map and played a few rounds. Couldn't find anything wrong with the layout. It's easy to navigate which is good. I've noticed that unless CS players can memorise the entire map within a few rounds, their highly unlikely to play it.

    Personally, I think it's too early to say though. It's impossible to really get a feel for the map without texturing and lighting that closer reflect what you intend to release.

  • sk3tch
    • June 17, 2007 at 12:30 AM
    • #4,133

    Updated shots of de_nighthawk:

    [Blocked Image: http://www.sk3maps.com/de_nighthawk_beta6c0016.jpg]

    [Blocked Image: http://www.sk3maps.com/de_nighthawk_beta6c0014.jpg]

    [Blocked Image: http://www.sk3maps.com/de_nighthawk_beta6c0017.jpg]

    [Blocked Image: http://www.sk3maps.com/de_nighthawk_beta6c0018.jpg]

    [Blocked Image: http://www.sk3maps.com/de_nighthawk_beta6c0025.jpg]

    [Blocked Image: http://www.sk3maps.com/de_nighthawk_beta6c0021.jpg]

    [Blocked Image: http://www.sk3maps.com/de_nighthawk_beta6c0023.jpg]

  • Bl1tz
    • June 17, 2007 at 12:42 AM
    • #4,134
    Quote from FMPONE

    [Blocked Image: http://www.uploadhouse.com/fileuploads/163/163396880bfa6067b50634ddec2731a6037114.jpg]ty james o'hare, kamjar fadai, warby, philk

    Is this gonna be for Dystopia?

  • FMPONE
    • June 17, 2007 at 12:56 AM
    • #4,135
    Quote from Bl1tz

    Is this gonna be for Dystopia?

    nah it was for a mod that died

    edit: ok its for a mod that can't decide wether its dead or alive

  • ShaDoW
    • June 17, 2007 at 12:56 AM
    • #4,136
    Quote from Bl1tz

    Is this gonna be for Dystopia?

    Not with 90% of the models and textures in that shot belonging to James O'Hare and Project Hull-Breach.

    Quote from FMPONE

    it was for a mod that died

    Funny.

    Quote from FMPONE

    edit: ok its for a mod that can't decide wether its dead or alive

  • e-freak
    • June 17, 2007 at 12:58 PM
    • #4,137

    FMPone - D.E.A.D?

    Nighthawk Maps looks sexy - keep it up but replace that plane!

  • Quakis
    • June 17, 2007 at 1:33 PM
    • #4,138
    Quote from Psycho

    Come on. Someone play my map. I need some crits on the layout!

    Had a game with bots, had some fun as the layout worked nicely but it seems the passage under the stairs in the dining might not be used too much. Had some trouble navigating due to the dev textures, but that'll change. I think it works well.

  • Skjalg
    • June 17, 2007 at 1:37 PM
    • #4,139

    sk3tch, really nice work... The only thing I can comment on is the lighting. Even though its realistic, it doesnt have the woah!-factor. You should try to mix in more colors there.. Right now its just white and yellow, and theres one scene with some red lighting in it Try some more orange (borderline red) and perhaps some blueish white? (computerscreen / spotlights).

  • sk3tch
    • June 17, 2007 at 3:46 PM
    • #4,140
    Quote from e-freak

    FMPone - D.E.A.D? Nighthawk Maps looks sexy - keep it up but replace that plane!

    ...If I had a decent model. For now I have to keep the jet.

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