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
  • Supernorn
    • August 19, 2007 at 7:17 PM
    • #4,601

    A little something I'm experimenting with as Natural-Selection 2 draws closer:

    [Blocked Image: http://blackmage.org/supernorn/SA/rdy1.jpg]

    [Blocked Image: http://blackmage.org/supernorn/SA/rdy2.jpg]

    [Blocked Image: http://blackmage.org/supernorn/SA/rdy3.jpg]

  • Skjalg
    • August 19, 2007 at 7:24 PM
    • #4,602

    looks very nice.. should probably insert a few more point_spotlights at the small white ones...

    Great use of philipks textures

  • dux
    • August 19, 2007 at 7:29 PM
    • #4,603

    Very simple brushwork but I like the lighting.

  • Scinbed
    • August 19, 2007 at 11:06 PM
    • #4,604

    From my seriously neglected warsow mapping attempt

    These are the only two half-decent looking areas..

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/wsw00012.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/wsw00013.jpg]

  • SnipaMasta
    • August 20, 2007 at 12:05 AM
    • #4,605

    I think the textures could do some work (i.e making them look a bit less low-resolution and actually being made of material) - but otherwise it looks alright. Not sure what limitations Warsow has, so that could just be due to the engine.

  • Rick_D
    • August 20, 2007 at 8:24 AM
    • #4,606

    it's in fitting with the art style of the game and I imagine he probably used the 'stock' textures

  • Scinbed
    • August 20, 2007 at 8:59 AM
    • #4,607

    Yeah, what Rick said.

    Though I might make some new textures anyway...

  • Coen
    • August 20, 2007 at 10:01 AM
    • #4,608
    Quote from Supernorn

    A little something I'm experimenting with as Natural-Selection 2 draws closer:[Blocked Image: http://blackmage.org/supernorn/SA/rdy1.jpg]

    [Blocked Image: http://blackmage.org/supernorn/SA/rdy2.jpg]

    [Blocked Image: http://blackmage.org/supernorn/SA/rdy3.jpg]

    I would personally say, that it could use some more alternate light colors. All I can see is this (too) dark-toned yellow

  • Supernorn
    • August 20, 2007 at 11:58 AM
    • #4,609

    It's mostly orange and yellow lighting, with a few red/blue lights where appropriate. But i agree that there needs to be some contrasting colours. I'm not sure what would go well together though.

  • hessi
    • August 20, 2007 at 12:16 PM
    • #4,610

    i wasted a few minutes on a sketch for a maplayout on a DOD:S map.

    [Blocked Image: http://www.thomashess.net/rough_layout.gif]

    though there are lots of normandie maps and even more beach maps i'd like to go for it anyway

    there the i'd like the bridge to be a way for the allies but after 4 bombs the axis forces can block this way so allies can only attack from two sides. i like the idea of a changing layout during gameplay. the radar should become a ramp after it got bombed (like in my video from freya model).

    the main goal would be allied froces should bomb all axis objectives (big gun, radar, ammunition camp, 88 battery). i should actually brush that thing and check out if that is possible. wide range fights would be appreciated

  • KoKo5oVaR
    • August 20, 2007 at 12:46 PM
    • #4,611

    Coen : Really cool map, it has some potential, especially with blaz textures ! To improve the lighting i think you could try to add more darker areas and have a contrast on light/dark rather than on the colors, and especially on a natural selection map, it has to be a bit creepy in some way

    Hessi : don't you have another dod map to do ?

    I like the idea of changing landscape, i really liked that in the omaha beach like map in call of duty 2 : basically you start on the beach, then you climb a cliff, next you got all the trenches part and finally you get into a little village.

    I'm not sure if it's possible with dod, but you could actually do a sort of push map, like when the allies have captured the bunkers you move the allies respawn points up to the bunkers.

  • Coen
    • August 20, 2007 at 1:40 PM
    • #4,612
    Quote from KoKo5oVaR

    Coen : Really cool map, it has some potential, especially with blaz textures ! To improve the lighting i think you could try to add more darker areas and have a contrast on light/dark rather than on the colors, and especially on a natural selection map, it has to be a bit creepy in some way

    it's not mine, sorry for giving the wrong impression by quoting the images too

  • KoKo5oVaR
    • August 20, 2007 at 1:56 PM
    • #4,613

    Woah my bad

  • dux
    • August 20, 2007 at 2:17 PM
    • #4,614

    koko noob

  • Seldoon182
    • August 20, 2007 at 2:19 PM
    • #4,615

    Nice though Hessi. I like how the gameplay will change compared to the player.

    Quote from hessi

    the radar should become a ramp after it got bombed (like in my video from freya model).

    Even if you're on the way to enhance the dods' gameplay, that physic ramp should embarrass the player's movement... How will you fix that ?

  • KoKo5oVaR
    • August 20, 2007 at 2:21 PM
    • #4,616
    Quote from dux

    koko noob

    Actually, i think that more because I've stayed awake for now more than 24 hours

  • dux
    • August 20, 2007 at 2:26 PM
    • #4,617

    Noob insomnia koko

    High fiiiiive.

  • hessi
    • August 20, 2007 at 3:04 PM
    • #4,618
    Quote from Seldoon182

    Nice though Hessi. I like how the gameplay will change compared to the player.

    Even if you're on the way to enhance the dods' gameplay, that physic ramp should embarrass the player's movement... How will you fix that ?

    onAlliesCap -> disableMotion

    you can trigger the explosion. let everything fall down which would take like 5 seconds. then freeze all physics by disabling motion.

  • Psy
    • August 20, 2007 at 3:07 PM
    • #4,619

    Yep. The greatest use for disableMotion. It's helped me many a times when it comes to physic objects.

  • Seldoon182
    • August 20, 2007 at 3:17 PM
    • #4,620

    [Blocked Image: http://www.uploadhouse.com/fileuploads/381/381827b54683b84c107bc6d8cd1c798322554c.jpg]

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. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  5. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  6. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  7. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  8. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  9. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM

Users Viewing This Thread

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