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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ReFlex
    • October 5, 2007 at 11:57 AM
    • #4,921

    HAHA WC 1.6 for ever!!

    Nice brushwork...

  • dux
    • October 5, 2007 at 1:42 PM
    • #4,922

    Now that's brown stylin'

  • mjens
    • October 5, 2007 at 3:56 PM
    • #4,923
    Quote from ReFlex

    HAHA WC 1.6 for ever!! Nice brushwork...

    I'm using Valve Hammer Editor 3.4 ("toggle texture aplication" works a lot better than in 4.0) with map converter

    Yeah it's brown, but it will chande after adding lights, new textures, water etc... Ok, I know it's too brown but I like it

  • Sindwiller
    • October 5, 2007 at 5:07 PM
    • #4,924

    @ seir

    Check Darkplaces out It would look awesome

  • Quakis
    • October 5, 2007 at 9:09 PM
    • #4,925

    PogoP: That's pretty good stuff considering you're sticking to the original resources available, when compared to most released maps. The kitchen area especially as it makes use of the props better and the ceiling has some nice detail. Keep it up - there's just too much stuff for SP these days that are generic square rooms with 500 physic props placed in the middle.

    @seir: Pretty nice for Quake, is it an actual project you're going to keep at? Will it be a singleplayer map, because I'll be looking forward to it. Try to add some contrast from the brown though - orange works well.

  • mjens
    • October 6, 2007 at 7:45 AM
    • #4,926
    Quote from Quakis

    @seir: Pretty nice for Quake, is it an actual project you're going to keep at? Will it be a singleplayer map, because I'll be looking forward to it. Try to add some contrast from the brown though - orange works well.

    Yes, Q1SP I'm forced to make my own texture cuz I have a lot of ideas but the actual SpeedBaze Texture Set haven't got that type of textures (only brown). I added rocks from Vanilla Quake 1 and a water :> Orange hmmm... Maybe a rust will be good?

    Screenies:

    [Blocked Image: http://level-design.org/1.jpg]

    [Blocked Image: http://level-design.org/2.jpg]

    [Blocked Image: http://level-design.org/3.jpg]

  • GregBoffins
    • October 6, 2007 at 8:47 AM
    • #4,927

    Just be aware you may struggle and run in to limitations with standard engines if you whole map is that detailed.

    And depending on compilers, you could run in to problems as well.

    But you haven't even built the map yet, how do you know how the gameplay is? But you're detailing O_o

  • mjens
    • October 6, 2007 at 11:11 AM
    • #4,928
    Quote from Zombie

    Just be aware you may struggle and run in to limitations with standard engines if you whole map is that detailed.And depending on compilers, you could run in to problems as well.

    But you haven't even built the map yet, how do you know how the gameplay is? But you're detailing O_o

    I'm making Q1 maps for albut 8 years so don't tell me about limits - I'll just use TyrBSP and everything will be fine. I have different way to make a map. I'm not making a layout and then add details. I'm making complete atriums from scratch to finish and go to the next part... All idea is in my head...

  • Quakis
    • October 6, 2007 at 11:42 AM
    • #4,929

    Orange lava and lighting could help contrast from the brown, but so could some blue to make some other areas feel "colder" which could look nice. And ofcourse an orange sky, or even mint-green (great colour) clouds. Either way I'll look forward to it, Quake is never too old for me.

  • GregBoffins
    • October 6, 2007 at 12:03 PM
    • #4,930
    Quote from seir

    I'm making Q1 maps for albut 8 years so don't tell me about limits - I'll just use TyrBSP and everything will be fine. I have different way to make a map. I'm not making a layout and then add details. I'm making complete atriums from scratch to finish and go to the next part... All idea is in my head...

    Excuse me.

  • TeddyBear
    • October 6, 2007 at 1:30 PM
    • #4,931

    Albatros, that's fantastic! Excellent job! Geometry, texturing, lighting... it's all very realistic.

  • I3yG-MaK
    • October 6, 2007 at 2:48 PM
    • #4,932

    A map for tf2, its a trainstation ( one for blue, one for red ) i'll post the concept ( top view ) of the map when i get a scanner. C&C are welcome always. ( ita a hammer shot, i did not compiled yet )

    [Blocked Image: http://img102.imageshack.us/img102/6745/sinttulo3la1.jpg]

  • TermInator525
    • October 7, 2007 at 1:11 AM
    • #4,933

    New bahrain screenshots, i hope you like it

    [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_200009.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_200010.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/de_bahrain_css_200011.jpg]

  • Jenn0_Bing
    • October 7, 2007 at 12:30 PM
    • #4,934

    This is looking better and better. Im liking the first 2 screens, not so sure about the brush lights in the second.

  • MJ
    • October 7, 2007 at 12:47 PM
    • #4,935
    Quote from Zombie

    I'm making Q1 maps for albut 8 years so don't tell me about limits - I'll just use TyrBSP and everything will be fine. I have different way to make a map. I'm not making a layout and then add details. I'm making complete atriums from scratch to finish and go to the next part... All idea is in my head...

    Excuse me.

    u got told, buddeh

  • PhilipK
    • October 7, 2007 at 12:56 PM
    • #4,936
    Quote from Jenn0_Bing

    This is looking better and better. Im liking the first 2 screens, not so sure about the brush lights in the second.

    Agreed. I don't know how much stock textures and props you're using but it looks like there's some new stuff in there right?

  • GregBoffins
    • October 7, 2007 at 2:34 PM
    • #4,937
    Quote from MJ

    I'm making Q1 maps for albut 8 years so don't tell me about limits - I'll just use TyrBSP and everything will be fine. I have different way to make a map. I'm not making a layout and then add details. I'm making complete atriums from scratch to finish and go to the next part... All idea is in my head...

    Excuse me.

    u got told, buddeh

    I aint got told shit! Just arogance.

  • JohnSmith
    • October 7, 2007 at 2:44 PM
    • #4,938

    Me having fun tweaking a map I've made some time ago

    Day:

    [Blocked Image: http://pix.nofrag.com/b/7/a/59ffeb970a1c736102a97e7658e2b.jpg]

    Night:

    [Blocked Image: http://pix.nofrag.com/3/7/2/0f6a0690ed78332e4812fec00572d.jpg]

    Night version was for Zombie master mod, and day version could be for CS or HL2dm - but dunno if this project will end up somewhere though.

  • GregBoffins
    • October 7, 2007 at 2:45 PM
    • #4,939

    Doesn't look half bad. I like the underground logo

  • TermInator525
    • October 7, 2007 at 5:37 PM
    • #4,940
    Quote from PhilipK

    Agreed. I don't know how much stock textures and props you're using but it looks like there's some new stuff in there right?

    60% Custom Textures

    I added color correction, but i don't know if you like it or not. I was trying to make something that looks like a apocalyptic sentiment...

    [Blocked Image: http://bildupload.sro.at/a/images/bahrain_cc_vergleich1.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/bahrain_cc_vergleich2.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/bahrain_cc_vergleich3.jpg]

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