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
  • aevirex
    • September 1, 2007 at 10:00 PM
    • #4,761

    Mh dunno... I asume fighting will happen also on top of the buildings, right? Still, I think this is not enough height variation. Such an even ground is boring imo. :

  • Gorion
    • September 2, 2007 at 2:10 PM
    • #4,762

    yeah fightning on the roofs, ground, i prolly need an enter able house which is like 2 stories high.. or maybe 3..

  • hessi
    • September 2, 2007 at 4:05 PM
    • #4,763

    [Blocked Image: http://www.thomashess.net/sindi_tune.jpg]

    maybe this will work out better for the ground stones. yours seem to be from a wall due to they where met in concrete. these are on a more sandlike surface and are much rounder.

  • aevirex
    • September 2, 2007 at 5:06 PM
    • #4,764

    It is well done but don't you think it is too strong lit? I mean, you are supposed to use reference pics with diffuse lighting unless you want the lighting to be fucked (especially if you are using normal maps)...

  • Sentura
    • September 2, 2007 at 5:17 PM
    • #4,765

    i think it's a photo. or well, it looks like a photo... if it is indeed a texture, then good job

  • hamst3r
    • September 2, 2007 at 5:30 PM
    • #4,766

    looks like it tiles to me, unless im on crack.. which i may be because i dont know anything about texturing~

  • the0rthopaedicsurgeon
    • September 2, 2007 at 5:48 PM
    • #4,767

    i started a new dod:s map a few days ago, based on the v2 mission from company of heroes. allies start in a forest with an objective to cap, after which they move up and have to blow stuff up in the fortress. these screens are only a few days work, and the lighting will change, but here's what i've done so far:

    [Blocked Image: http://www.scorchingcraniums.com/images/5/002.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/5/003.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/5/004.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/5/005.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/5/006.jpg]

  • KungFuSquirrel
    • September 2, 2007 at 7:34 PM
    • #4,768

    Looks like a decent start, interested to see what you do with the lighting to balance nighttime with gameplay.

    Only real nitpick right now would be the 45 bevels in the last shot. Use a 2:1 where the 45 pieces meet up, man!

  • ultranew_b
    • September 2, 2007 at 7:37 PM
    • #4,769

    Looks cool Surgeon!

    Night maps are tough to do. People tend to not like them. My level dod_pier is at night and I got endless complaints about the darkness.

  • JeanPaul
    • September 2, 2007 at 10:11 PM
    • #4,770

    I really like that. That map could use some realllllllly high constant spotlights (1 or 2) at a nice light orange color and it would be super awesome

  • dissonance
    • September 2, 2007 at 10:25 PM
    • #4,771
    Quote from seir

    if you need some textures or photos just wain. I will release a photo-reference-pack soon... here is one photo of architecture:[Blocked Image: http://img169.imageshack.us/img169/5399/img6926so1.jpg]

    that's a damn nice photo in its own right.

    ...have any larger res? this would make a good wallpaper.

  • mjens
    • September 3, 2007 at 10:00 AM
    • #4,772
    Quote from dissonance

    that's a damn nice photo in its own right.

    ...have any larger res? this would make a good wallpaper.

    what res do you prefer?

    http://level-design.org/IMG_6926.jpg

  • dux
    • September 4, 2007 at 12:17 PM
    • #4,773

    I like philips textures~~~

    [Blocked Image: http://aycu19.webshots.com/image/25058/2006027465953447848_rs.jpg]

  • insta
    • September 4, 2007 at 1:29 PM
    • #4,774

    Curved computer monitors?

    Also, I think its too busy without any focal points which draws the player eyes anywhere. Of course, its hard to tell without lighting.

  • GregBoffins
    • September 4, 2007 at 1:31 PM
    • #4,775

    Yeah I agree with the Norway man, curves just don't go with these textures, and the textures repeat too much along with the geometry, kinda feels like "this is my first map".

  • Skjalg
    • September 4, 2007 at 1:33 PM
    • #4,776

    Sorry mate, but I honestly think you just raped those textures there

  • Sindwiller
    • September 4, 2007 at 1:35 PM
    • #4,777

    Some textures look indeed out of place... you could replace them with own, though Looks cool, otherwise

  • Psy
    • September 4, 2007 at 1:36 PM
    • #4,778

    Copy and paste plus vertical flip?

  • spine
    • September 4, 2007 at 1:36 PM
    • #4,779

    Nice work surgeon, remember not to put tree's right infront of the flak guns though, just looks strange.

  • Mr. Happy
    • September 4, 2007 at 5:08 PM
    • #4,780

    Too symmetrical and too pointy on the top!

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
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™