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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • JacK
    • June 24, 2007 at 6:16 PM
    • #4,221

    1 for the parts where shadows actually hits. elsewhere 16;) I guess it's kind of overkill, but it does look nice

  • dissonance
    • June 24, 2007 at 8:56 PM
    • #4,222

    damn, jp, what kind of monitor do you have?

  • NykO18
    • June 24, 2007 at 9:17 PM
    • #4,223
    Quote from JacK

    1 for the parts where shadows actually hits. elsewhere 16;) I guess it's kind of overkill, but it does look nice

    Lightmap 1 just multiply polycount by 16.

    You should look at your walls where you put a lightmap 1.

    It should look like that :

    [Blocked Image: http://tmp.logout.fr/bordelique/M-A/lightmap1.jpg]

  • JeanPaul
    • June 24, 2007 at 9:59 PM
    • #4,224

    Well here it is compile, I made the light_environment way to bright but really, I don't want to wait another hour and a half for a non HDR compile, so I will turn down the brightness and do an HDR compile overnight and post updates sometime later (maybe tomorrow)

    But for now.....

    [Blocked Image: http://img262.imageshack.us/img262/876/hooverdrainage0000iu0.th.jpg]

    [Blocked Image: http://img522.imageshack.us/img522/9965/hooverdrainage0001vb4.th.jpg]

    [Blocked Image: http://img126.imageshack.us/img126/7595/hooverdrainage0002pa5.th.jpg]

    [Blocked Image: http://img148.imageshack.us/img148/5450/hooverdrainage0003ts3.th.jpg]

    [Blocked Image: http://img505.imageshack.us/img505/3998/hooverdrainage0004ee4.th.jpg]

    [Blocked Image: http://img527.imageshack.us/img527/3977/hooverdrainage0005if4.th.jpg]

    [Blocked Image: http://img502.imageshack.us/img502/4473/hooverdrainage0006an2.th.jpg]

  • PS_Mouse
    • June 24, 2007 at 10:36 PM
    • #4,225

    That does look rather sexy jeanpaul. The lighting is completely wrong for the skybox, but apart from that, very nice. I'm vaguely amazed at how good it looks with just the one light.

  • JeanPaul
    • June 24, 2007 at 10:56 PM
    • #4,226
    Quote from PS_Mouse

    That does look rather sexy jeanpaul. The lighting is completely wrong for the skybox, but apart from that, very nice. I'm vaguely amazed at how good it looks with just the one light.

    yeah, it was just a quick (or NOT SO FUCKING QUICK) cordon compile, and I forgot to change the skybox, so yeah.

    Quote from dissonance

    damn, jp, what kind of monitor do you have?

    Dell 30 inch

  • hessi
    • June 24, 2007 at 11:29 PM
    • #4,227
    Quote from NykO18

    Lightmap 1 just multiply polycount by 16.

    You should look at your walls where you put a lightmap 1.

    It should look like that :

    [Blocked Image: http://tmp.logout.fr/bordelique/M-A/lightmap1.jpg]

    yaycks. this looks horrible. i didnt use the lightmapscale thing yet, but now i will think twice about if i think about it

  • dissonance
    • June 24, 2007 at 11:42 PM
    • #4,228
    Quote from JeanPaul

    [Blocked Image: http://img502.imageshack.us/img502/4473/hooverdrainage0006an2.th.jpg]

    looks very nice geometry-wise, but i sure do wish source had some sort of procedural grunge.

    also, congrats on the monitor. =D

  • Sa74n
    • June 25, 2007 at 10:04 AM
    • #4,229

    modeling (and later on texturing) exercise. mostly built after a ref photo

    i'm almost half way through unwrapping the scene. no estimate for the next wip image though :]

    edit: what you see in the viewport is about 18k tris. the whole scene is about 25k atm.

    [Blocked Image: http://www.sa74n-design.de/temp/staircase_wip20.jpg]

  • Bic-B@ll
    • June 25, 2007 at 10:21 AM
    • #4,230

    cool but why is the render so noisy?

  • Sentura
    • June 25, 2007 at 10:42 AM
    • #4,231
    Quote from Bic-B@ll

    cool but why is the render so noisy?

    guess the same reason it's sepia toned... for overall ambience. for a second you actually got me fooled that it was a photo.

  • Sa74n
    • June 25, 2007 at 10:53 AM
    • #4,232
    Quote from Bic-B@ll

    cool but why is the render so noisy?

    because i'm a noob at render settings. and its sepia because of the material+light colour.

    if anyone knows how i can reduce the amoint of noise and speed up the render process without losing quality please tell me. this was rendered in max and took about 7 HOURS to render :X can that really be?

    edit: this is the exact render output. no post-processing

    i put the pic on the new page too

    [Blocked Image: http://www.sa74n-design.de/temp/staircase_wip20.jpg]

  • Rick_D
    • June 25, 2007 at 1:16 PM
    • #4,233

    25k, my god D:

  • D3ads
    • June 25, 2007 at 2:25 PM
    • #4,234

    That looks fantastic, can't wait to see it textured

  • Buddy
    • June 25, 2007 at 4:57 PM
    • #4,235

    Nice Sa74n, it's simmilar to what i'm doing now on x-ray (tri amount wise )

  • dissonance
    • June 25, 2007 at 9:28 PM
    • #4,236
    Quote from Sentura

    guess the same reason it's sepia toned... for overall ambience. for a second you actually got me fooled that it was a photo.

    same here.

  • the0rthopaedicsurgeon
    • June 26, 2007 at 2:28 AM
    • #4,237

    i've been working on my L4D map again, adding some more tunnels inspired by my recent urbex trips and testing some colour correction settings. i've also tested the map with my 8800gts for the first time which means these screens have got the 8 series fog bug, but i can't get rid of it without losing the colour correction.

    [Blocked Image: http://img187.imageshack.us/img187/2686/l4dyama20005xm3.jpg]

    [Blocked Image: http://img514.imageshack.us/img514/7425/l4dyama20011vi1.jpg]

    [Blocked Image: http://img152.imageshack.us/img152/3408/l4dyama20010do9.jpg]

    [Blocked Image: http://img130.imageshack.us/img130/1121/l4dyama20015mn1.jpg]

    [Blocked Image: http://img156.imageshack.us/img156/5085/l4dyama20008ys2.jpg]

    [Blocked Image: http://img171.imageshack.us/img171/5055/l4dyama20012oq6.jpg]

    [Blocked Image: http://img171.imageshack.us/img171/2876/l4dyama20016le2.jpg]

  • Method
    • June 26, 2007 at 4:15 AM
    • #4,238

    the0rthopaedicsurgeon: Nice atmospehere. Are those stock textures?

    -Method

  • the0rthopaedicsurgeon
    • June 26, 2007 at 4:28 AM
    • #4,239

    most of them are stock cs:s textures, a couple of the interior wall textures and the green wood are custom though, along with multiple textures on some walls for more variety. i'm waiting until the game is released though before making too many more specific materials and props and to cut down on cs:s content, so it'll hopefully end up with a more unique look.

  • Method
    • June 26, 2007 at 5:47 AM
    • #4,240

    the0rthopaedicsurgeon: Good work on the textures. Nice atmopshere. Although I feel like it needs more stuff laying around. Broken wooden planks, worn out paint decals on the floors, maybe paint buckets, etc. Looks promising, nice work.

    Check out this site for some inspiration:

    http://www.urbanatrophy.com/

    -Method

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