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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • General Vivi
    • April 30, 2008 at 10:35 PM
    • #5,641
    Quote from Psycho

    It looks like the mountains have a completely different light source. D:

    I actually found that to be a nice contrast.

    Keep up the good work dude!maps are looking awesome

  • Meotwister
    • April 30, 2008 at 11:21 PM
    • #5,642
    Quote from generalvivi

    I actually found that to be a nice contrast.

    Keep up the good work dude!maps are looking awesome

    Which is nice in screenshots, It's pretty possible that if you played around in there you'd be like 'wtf is up with the mountains?'

    Everything else is looking fantabulous

  • Sector-Effector
    • May 3, 2008 at 2:19 PM
    • #5,643

    Hi all,

    here´s some wippey screen from DoD_Gassenhauer.

    [Blocked Image: http://www.uploadking.de/090503/GGxogTN.jpg]

    Not much detail added yet but some kaputtness.

    Cheers, Michael

  • NightWolf
    • May 4, 2008 at 5:09 AM
    • #5,644

    Here are a couple of screenshots of a TF2 CP level I have been working on.

    [Blocked Image: http://i201.photobucket.com/albums/aa126/NightWolf_91/cp_plot0000.jpg]

    [Blocked Image: http://i201.photobucket.com/albums/aa126/NightWolf_91/cp_plot0001.jpg]

  • Tarky
    • May 4, 2008 at 4:54 PM
    • #5,645

    Nice work I really like that.

    Great work on a bunkerish level.

    My only suggestion is to have the displacements in the first shot be inset behind the concrete. What I mean is they look wierd with the concrete underneath them along the bottom, because unless the rock is fake, techinically the concrete should be on top.

  • NightWolf
    • May 4, 2008 at 8:41 PM
    • #5,646
    Quote from Tarky

    Nice work I really like that.Great work on a bunkerish level.

    My only suggestion is to have the displacements in the first shot be inset behind the concrete. What I mean is they look wierd with the concrete underneath them along the bottom, because unless the rock is fake, techinically the concrete should be on top.

    You mean like this?

    [Blocked Image: http://inevmaps.hl2files.com/media/images/cp_plot0000.jpg]

  • Tarky
    • May 5, 2008 at 1:16 AM
    • #5,647

    Maybe just bring in the displacements in a little on the bottom, I think maybe that is the problem. Obviously not a major thing.. Heh.

  • BJA
    • May 5, 2008 at 11:24 AM
    • #5,648

    NightWolf: I don't like how the top of the concrete and the bottom of the rocks create such a perfect straight line. Maybe add some extra geometry to the concrete wall/the pillars or put a fence in front of the rocks, I don't know. Other than that I really like the rest

  • -rt-
    • May 5, 2008 at 8:16 PM
    • #5,649

    my experement vs textures

    loock like paper?

  • Zeta
    • May 5, 2008 at 8:57 PM
    • #5,650

    Looking great wolf.

    Images

    • di_bv_demo_10003.webp
      • 216.1 kB
      • 1,280 × 1,024
  • Tarky
    • May 6, 2008 at 1:29 PM
    • #5,651
    Quote from BJA

    NightWolf: I don't like how the top of the concrete and the bottom of the rocks create such a perfect straight line. Maybe add some extra geometry to the concrete wall/the pillars or put a fence in front of the rocks, I don't know. Other than that I really like the rest

    Basically what I was saying but much better explained - thanks BJA

  • D3ads
    • May 6, 2008 at 3:17 PM
    • #5,652

    The intro location to The Forgotten, still have to add a few bits and pieces to it:

    [Blocked Image: http://img.photobucket.com/albums/v221/de…/intro_wip2.jpg]

    No comments about the background being blurry please, it's 1024x512 and has to be scaled up to look effective enough

    Older screen:

    http://img.photobucket.com/albums/v221/ ... o_wip1.jpg

  • ⌐■_■
    • May 6, 2008 at 3:29 PM
    • #5,653

    awesome man.. seriously, i like your style a LOT

  • -HP-
    • May 6, 2008 at 3:59 PM
    • #5,654

    yeah, awesome stuff! Feels very SH2'ish!

  • yubnub
    • May 6, 2008 at 7:15 PM
    • #5,655

    Some more progress on a UT3 map, this time the interior of a Palladian basilica that will form the main hub of the map. Ive been playing around with the lighting trying to get a very bright and airy feel. All comments welcome

    [Blocked Image: http://img.photobucket.com/albums/v31/blushing/basilica_interior_01.jpg]

  • skdr
    • May 6, 2008 at 11:39 PM
    • #5,656
    Quote from D3ads

    The intro location to The Forgotten, still have to add a few bits and pieces to it:

    Where are the light and shadows?

  • D3ads
    • May 7, 2008 at 1:39 AM
    • #5,657

    Most of that scene is modelled so there aren't any shadows, I'll add a shadow to the bottom of the car eventually but that's about it. As for light, well it's there it might just need a bit of tweaking.

  • Tarky
    • May 7, 2008 at 4:02 AM
    • #5,658

    This is for HL right D3?

    I know you said not to comment about it - but for the background, instead of using a photo as the texture, why not recreate it as a texture? Or several? That way it will look 100x better and not look pasted into the screen.

  • Thrik
    • May 7, 2008 at 9:38 AM
    • #5,659

    I think your game might look a bit too dark for a lot of people to enjoy d3, forcing them to turn their brightness up or just not see a lot of your details. I may have a well-configured monitor, but many people don't. Even one of my work monitors kind of obscures a lot of the detail I saw in that shot at home (hence why I'm mentioning it).

    I suggest experimenting with using stronger lighting a bit more, kind of like how Valve does. If you look at their dark areas they're generally not actually dark, but textures and shadows are used cleverly to give that impression. For example in your picture above you could give it more definition by having moonlight illuminating it more, but having enough shadowed areas to still feel like it's a night scene. For your indoor areas you could have moonlight coming in through windows, or some shitty flickering lights, etc.

    In short, you need more contrast. Contrast is one of the best ways of immediately spicing up any art, and will make your scenes look so much better. Some clever lighting may even help hide the game's engine more.

  • D3ads
    • May 7, 2008 at 3:27 PM
    • #5,660
    Quote from Tarky

    This is for HL right D3?I know you said not to comment about it - but for the background, instead of using a photo as the texture, why not recreate it as a texture? Or several? That way it will look 100x better and not look pasted into the screen.

    It's a texture in itself, the photosource used has been heavily edited, I'll post the original thing later when I get back from work. I could experiment with some masked textures over the top I guess, I'll see what I can do. The idea for the background scene is obviously taken from Silent Hill 2's intro.

    Quote from Thrik

    I think your game might look a bit too dark for a lot of people to enjoy d3, forcing them to turn their brightness up or just not see a lot of your details. I may have a well-configured monitor, but many people don't. Even one of my work monitors kind of obscures a lot of the detail I saw in that shot at home (hence why I'm mentioning it).I suggest experimenting with using stronger lighting a bit more, kind of like how Valve does. If you look at their dark areas they're generally not actually dark, but textures and shadows are used cleverly to give that impression. For example in your picture above you could give it more definition by having moonlight illuminating it more, but having enough shadowed areas to still feel like it's a night scene. For your indoor areas you could have moonlight coming in through windows, or some shitty flickering lights, etc.

    In short, you need more contrast. Contrast is one of the best ways of immediately spicing up any art, and will make your scenes look so much better. Some clever lighting may even help hide the game's engine more.

    The game begins during the day, it's only later on that night falls and that scene is right at the beginning of the game, so it's a day scene. I still have to work on lighting obviously but it's meant to look dull on purpose. Interior locations will tend to be more dark, with lights that aren't working etc.

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