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
  • TermInator525
    • August 10, 2007 at 7:49 PM
    • #4,581
    Quote from Minotauro

    Brushwork/texturing looks solid Terminator. I'm not a fan of the ambient lighting, it looks too unrealistic. In real life you only get such an orange'ish hue when the sun is on the horizon line... yet, the light_env pitch in your map is like -45.

    Keep in mind that strong hues may cause some discomfort to the eyes. Players will get tired of your map rather quickly if you keep the current lighting.

    thanks, i will see what i can do.

  • mjens
    • August 11, 2007 at 12:24 PM
    • #4,582

    It's dark and 90* edgeful but looks moody

  • TermInator525
    • August 11, 2007 at 4:16 PM
    • #4,583

    [Blocked Image: http://bildupload.sro.at/a/thumbs/efever_10_080005.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/efever_10_080003.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/efever_10_080004.jpg]

    better?

  • D3ads
    • August 11, 2007 at 7:39 PM
    • #4,584

    Much better, looking good

  • Skjalg
    • August 11, 2007 at 10:34 PM
    • #4,585
    Quote from D3ads

    Much better, looking good

    Agreed!

    You still need to work on making it look not so boxy tho More curvesss~

  • Minos
    • August 12, 2007 at 8:51 AM
    • #4,586

    You forgot to change the skybox The lighting is better now indeed. There's a misaligned texture in this shot btw

    http://bildupload.sro.at/a/images/efever_10_080003.jpg (shop display thingies)

  • dux
    • August 12, 2007 at 9:46 AM
    • #4,587

    I preferred the old lighting. This one has an annoying tint of green to it which I dislike. Hmm! Hmm!

  • M0ppeN
    • August 12, 2007 at 11:06 AM
    • #4,588

    wip wip wip ^^

    http://www.beffo.se/M0ppeN/upnorth/map0010022.jpg

    http://www.beffo.se/M0ppeN/upnorth/map0010023.jpg

    http://www.beffo.se/M0ppeN/upnorth/map0010024.jpg

    the brushwork i rather flat, and the textures are sort of wip

  • Bic-B@ll
    • August 12, 2007 at 11:20 AM
    • #4,589

    very nice, you should remove things like awnings from the textures and add them in as models once and a while.

  • Psy
    • August 12, 2007 at 11:41 AM
    • #4,590

    Is that a 1.6 map? I'm being serious. The light_environment needs work.

  • M0ppeN
    • August 12, 2007 at 1:30 PM
    • #4,591
    Quote from Psycho

    Is that a 1.6 map? I'm being serious. The light_environment needs work.

    fast rad

  • hessi
    • August 12, 2007 at 2:04 PM
    • #4,592

    it is also those colors you have chosen. low ambient value and grey sunlight :X

    you'd better spend some minutes on comparing with your photo references' lighting.

    though your textures need lots of polishing, because there is lot's of perspective left in them, which kind of makes it weird while looking at it from the wrong position. in any way i appreciate the use of custom material

  • Skjalg
    • August 12, 2007 at 2:13 PM
    • #4,593

    I think its looking really nice, the lighting really nailed the "big city, not great weather" kind of feel..

  • PS_Mouse
    • August 12, 2007 at 10:18 PM
    • #4,594

    Those combine barricades look completely out of place and I think you need a bit more blue in your light_env.

  • Darth_brush
    • August 14, 2007 at 9:03 PM
    • #4,595

    [Blocked Image: http://www.cubius-design.de/tube/t41.jpg]

    [Blocked Image: http://www.cubius-design.de/tube/t42.jpg]

    Cubemaps turned down to 16x16. Now it doesn't look so cleaned up.

    [Blocked Image: http://www.cubius-design.de/tube/t40.jpg]

    Needs a better lighting.

  • dux
    • August 15, 2007 at 3:10 AM
    • #4,596

    I'm glad the wetness is gone but the lighting I still think lacks. There's just no real contrast to it that makes you think oooh cool. It just looks kinda mellow.

  • FMPONE
    • August 15, 2007 at 3:23 AM
    • #4,597

    You're not choosing a color, you're not committing to anything. I imagine you've kept your light_env a shade of white which means, generic lighting but not only that as dux mentioned no really noticeable and worthwhile contrast.

    Make your light_env based on a single color or a shade between colors, orange, red, blue, green, whatever.

  • dux
    • August 15, 2007 at 4:13 AM
    • #4,598

    This is what I'd be aiming for :

    [Blocked Image: http://aycu07.webshots.com/image/25206/2003707923152793753_rs.jpg]

    Subtle but very noticeable.

  • Psy
    • August 15, 2007 at 9:36 AM
    • #4,599

    You should of really use the same half of the image and put them side by side.

  • dux
    • August 15, 2007 at 4:21 PM
    • #4,600

    Yeah but I'm lazy.

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

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