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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • dux
    • August 22, 2007 at 4:58 AM
    • #4,641

    Be nice, rick.

  • Buddy
    • August 22, 2007 at 5:51 AM
    • #4,642

    I was into MaxEd2 but this shoots don't look too good, get some references.

  • JohnC
    • August 22, 2007 at 6:47 AM
    • #4,643

    Oh.... kay. Could you specify some things you think need improvement?

    Might as well take all the criticism at once, so here's some more.....

    [Blocked Image: http://img187.imageshack.us/img187/34/slumfloor2uc8.jpg]

    [Blocked Image: http://img222.imageshack.us/img222/3675/slumfloorxg7.jpg]

    [Blocked Image: http://img222.imageshack.us/img222/1839/corridor2pv7.jpg]

  • hessi
    • August 22, 2007 at 7:21 AM
    • #4,644
    Quote from Term!nator525

    Hi,this is my next & ldd project (Over 1 year old). Everyone knows de_bahrain(v2) made by Warbeast for Counter-Strike? This will be an 1 to 1 port. (With the permission.)

    The Textures are ported. So i need someone who can make some high quality textures from the original ones.

    [Blocked Image: http://michael-z.info/images/cssmaps…n_css_80001.jpg]

    [Blocked Image: http://michael-z.info/images/cssmaps…n_css_80002.jpg]

    [Blocked Image: http://michael-z.info/images/cssmaps…n_css_80003.jpg]

    [Blocked Image: http://michael-z.info/images/cssmaps…n_css_80004.jpg]

    http://michael-z.info/images/cssmaps/ba ... _80005.jpg

    http://michael-z.info/images/cssmaps/ba ... _80006.jpg

    http://michael-z.info/images/cssmaps/ba ... _80007.jpg

    Display More

    you even keep the brushed guns/generators? you could least boost the graphics by more detail and better use of source engines features like displacements and 3d sky.

  • KoKo5oVaR
    • August 22, 2007 at 7:31 AM
    • #4,645

    Johnc the problem is that we don't have really much to criticize, it's corridors ok, and it seems like well done corridors right. But they are just plain as fuck, i dunno, try adding some fire extinguishers, destroyed wood planks and tiles add card boxes, crates ... The stairs, make them more interesting than that with more fitting textures, and add some variation to the floor textures. You could take example on the hotel level in maxpayne2 it seems to fit what you want to do very well. Just put more work on it goddammit

  • JohnC
    • August 22, 2007 at 7:35 AM
    • #4,646

    Oh, yeah, I've got plenty of prefabs to add in, I'm just trying to focus on geometry for now, as well as lighting. Maybe I'll add some handrails and banisters to the stairs. Thanks for the feedback.

  • FrieChamp
    • August 22, 2007 at 9:50 AM
    • #4,647

    Hey Darth_Brush - that looks f'kin stellar!

    Looking at it, I can't help but be reminded of Bioshock, which is weird because the setting is completely different. I think this is a) because the game is omnipresent these days or b) because of the choice of colours and the way the scene is lit, with hazy lightbeams shining at big structures in front of a dark/blueish background. Either way, looks really great

  • -HP-
    • August 22, 2007 at 10:19 AM
    • #4,648
    Quote from JohnC

    Okay, I don't know if anyone was ever into Max Payne 2 or MaxED2 (other than HP), so it might be difficult to give input, but I wanted to contribute something. So here's a level I'm working on. I'm still new at this, so be gentle......

    Your doing fine so far. But keep on adding details to you'r interiors, they look a bit empty, boxes, planks, whatever, use you'r imagination and/or search for references!

    Also you'r GI is a bit low, try to make you'r lights to "spread" more around the rooms.

    Keep on going.

  • Rick_D
    • August 22, 2007 at 10:45 AM
    • #4,649

    fuck no! I couldn't notice anything dull about those shots because the lighting is so nice. Leave the lighting and add lots of damage, tiles coming off the floor, wallpaper streaking off etc

    doors with broken parts, shattered etc

  • -HP-
    • August 22, 2007 at 11:14 AM
    • #4,650

    Yeah, I agree... Beauty is in the details!

    Here's an inspiration for you, from one of the maps I made for M:I - New dawn.

    [Blocked Image: http://www.helderpinto.com/gallery/conten…w%20Dawn/10.jpg]

    See more pics of MaxEd2 maps @

    http://www.helderpinto.com/gallery/

    or

    http://newdawn.paynereactor.com/shots.html

  • JohnSmith
    • August 22, 2007 at 1:11 PM
    • #4,651
    Quote from Darth_brush

    [Blocked Image: http://www.cubius-design.de/tube/x1.jpg][Blocked Image: http://www.cubius-design.de/tube/x2.jpg]

    That looks....hot

    Only thing I dont like is the Cops-car model - It lacks shaders or something

  • KoKo5oVaR
    • August 22, 2007 at 1:44 PM
    • #4,652

    [Blocked Image: http://www.helderpinto.com/gallery/content/Level%20Design/Mission%20Impossible%20-%20New%20Dawn/10.jpg]

    This is exactly what i expect of a maxpayne level , details !!!!

  • Darth_brush
    • August 22, 2007 at 5:30 PM
    • #4,653

    i know the police car is too undetailed but i havent found a better one :roll:

    i would require a swat car...

    update:

    [Blocked Image: http://www.cubius-design.de/tube/x3.jpg]

    [Blocked Image: http://www.cubius-design.de/tube/x4.jpg]

    [Blocked Image: http://www.cubius-design.de/tube/x5.jpg]

  • Vinny Testaverde
    • August 23, 2007 at 3:52 AM
    • #4,654

    absolutely wonderful, keep going...

    Maybe get a better road texture? one with some kind of grating or something on the sides?

    also light those buildings in the skybox, maybe make them tiered and light the top part (ala empire state building at night)

    I'd like to see that effect in the level too more, focus on the lighting at the tops buildings and such, will give the map and much better sense of depth

  • Minos
    • August 23, 2007 at 4:28 AM
    • #4,655

    Reminds me of that huge TS city map (ts_urbannights)

  • Skjalg
    • August 23, 2007 at 6:46 AM
    • #4,656

    I think its looking very awesome, might be just a tad too much purple, but might not too

    oh and, two more pictures of pvk_town at http://www.skjalgmap.com/?p=39

    need critics

  • Rick_D
    • August 23, 2007 at 8:09 AM
    • #4,657

    who made the stone corner-blocks?

  • Skjalg
    • August 23, 2007 at 8:33 AM
    • #4,658

    hessi, they are from de_corse..

  • Darth_brush
    • August 23, 2007 at 9:50 AM
    • #4,659

    [Blocked Image: http://www.cubius-design.de/tube/z1.jpg]

    east

    [Blocked Image: http://www.cubius-design.de/tube/z2.jpg]

    south

    [Blocked Image: http://www.cubius-design.de/tube/z3.jpg]

    west

    [Blocked Image: http://www.cubius-design.de/tube/z4.jpg]

    new cinema complex

    [Blocked Image: http://www.cubius-design.de/tube/z5.jpg]

    new cinema complex

    dont care about the police cars and the skybox, i will replace it later.

  • PhilipK
    • August 23, 2007 at 10:42 AM
    • #4,660

    woh that map really starts to shape up nicely.

    really like the lighting and detail level. the windows might be a bit too bright? it does fit the kinda theme you have there some tho so i don't mind them being like that.

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