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
  • the0rthopaedicsurgeon
    • December 15, 2007 at 4:14 PM
    • #5,221
    Quote from Erratic

    Architectural peculiarities are whatever you wan to call them are not uncommon. I've seen far worse than windows not being built in places with the best of views. If anything, it adds to the realism factor.

    With these sort of medieval towns you also have a lot of the original buildings that have just had extensions built on top of them over the centuries, so you have a lot of weird looking buildings with different materials and shapes everywhere. It does look strange but I agree that it's more realistic for this type of setting.

  • insta
    • December 16, 2007 at 1:20 PM
    • #5,222

    Oh man I miss Build so much.

  • D3ads
    • December 16, 2007 at 3:00 PM
    • #5,223

    Nice Quakis

  • KoKo5oVaR
    • December 19, 2007 at 12:48 AM
    • #5,224

    Quakis I swear i can't understand what motivates you to keep doing stuff for duke, i think you can make somekind of analogy with some elder people.

    Perhaps you could increase a bit the resolution of the texture ? ohwai!!

  • ⌐■_■
    • December 19, 2007 at 12:52 AM
    • #5,225

    lol there we go again.. :megaman:

  • KoKo5oVaR
    • December 19, 2007 at 12:55 AM
    • #5,226

    No but i know, i do pixelart and i should shut the fuck up. But i just can't conceive it for 3D.

  • Quakis
    • December 19, 2007 at 3:34 PM
    • #5,227

    But it's fun!

  • Thrik
    • December 19, 2007 at 4:25 PM
    • #5,228

    Is there some kind of pattern with UK guys and refusing to let go of old, shit technology? I thought D3adlode was bad!

  • D3ads
    • December 19, 2007 at 6:14 PM
    • #5,229

    Heh.. here we go again...

  • Quakis
    • December 20, 2007 at 12:52 AM
    • #5,230

    Testing out some textures I've been working on for a different mod, though some tweaks are needed as well as many more to be included into the texture set. I might make the wooden trim thinner - just a test map. Light model needs to be done from scratch (and the fact it has a 1/5th completed texture)

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/ma_textures3.jpg]

  • dissonance
    • December 20, 2007 at 4:49 AM
    • #5,231

    Damn, dude, that looks amazingly not bad.

    I mean, considering the engine and all.

  • ⌐■_■
    • December 20, 2007 at 11:19 AM
    • #5,232

    heh.. yeah. pretty clean and detailed for duke3d plus, the window on the left side looks bumpmapped! way to go!

  • Hourences
    • December 21, 2007 at 8:19 PM
    • #5,233

    [Blocked Image: http://phalanx.planetunreal.gamespy.com/hourences/riddick.jpg]

    Trying to get a grip on the Starbreeze tech and editor to prepare for my new job with them. Learned editor and made that corridor all in like four hours. Haven't figured out lighting yet though

    I tried to go beyond the regular cubes and all, and work with curves as an added difficulty on trying to learn the tech.

    Pure BSP.

    Will give lighting and stuff a go another time.

  • Freak
    • December 21, 2007 at 9:28 PM
    • #5,234

    hell that looks great..

  • D3ads
    • December 21, 2007 at 10:10 PM
    • #5,235

    That's really good for just bsp alone

  • Minos
    • December 21, 2007 at 10:20 PM
    • #5,236

    Yeah nice curves hourences

  • KungFuSquirrel
    • December 22, 2007 at 3:35 AM
    • #5,237

    Even though I had the xbox version already I picked up the PC version of Riddick to take a crack at that editor... Ogier, is/was it? Seemed like a cool mix of Worldcraft and Radiant, but I never had much time to get good with it. Nice geometry, now sort out that lighting!

  • BJA
    • December 23, 2007 at 12:15 AM
    • #5,238

    A little bit of something for Quake4. I used some dirt decals from the game but the rest is all custom content.

    [Blocked Image: http://www.bja-design.de/different/q4map_screen1.jpg]

    [Blocked Image: http://www.bja-design.de/different/q4map_screen2.jpg]

    [Blocked Image: http://www.bja-design.de/different/q4map_screen3.jpg]

    Any suggestions for improvement?

  • Quakis
    • December 23, 2007 at 1:27 AM
    • #5,239

    I have no complaints, looks just as good - if not better - than your prey map.

  • Deh0lise
    • December 23, 2007 at 12:57 PM
    • #5,240
    Quote from BJA

    A little bit of something for Quake4. I used some dirt decals from the game but the rest is all custom content.[Blocked Image: http://www.bja-design.de/different/q4map_screen1.jpg]

    Any suggestions for improvement?

    Wood on windows is not casting shadows on the ground but the rest looks superb ^_-

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. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM

Users Viewing This Thread

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