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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Freak
    • May 23, 2008 at 12:29 AM
    • #5,721

    damn dude that stair rocks

  • Josch
    • May 24, 2008 at 7:31 AM
    • #5,722

    crazy design!

    Keep us up to date with the progress

  • the0rthopaedicsurgeon
    • May 24, 2008 at 4:28 PM
    • #5,723

    i've decided to finish this dod:s map i started a while ago, i've got an idea for an objective that's being made inside the complex which should be interesting. the only problem is that the lighting looks too flat outside the forest area, and i don't know what to do with it since it's supposed to be at night. does anyone have any suggestions of some settings to use? i think these are based on the colmar settings but i don't think there are enough things about to cast shadows.

    [Blocked Image: http://img263.imageshack.us/img263/2978/001ej5.th.jpg][Blocked Image: http://img385.imageshack.us/img385/1357/002aw4.th.jpg]

    [Blocked Image: http://img385.imageshack.us/img385/3226/003qb0.th.jpg][Blocked Image: http://img408.imageshack.us/img408/9702/004qm8.th.jpg]

  • Buddy
    • May 24, 2008 at 4:31 PM
    • #5,724

    I would add some high contrast light spots to fix it.

  • Marcos
    • May 24, 2008 at 4:45 PM
    • #5,725

    Agree with Buddy, place some strong lightsources around to brake it up.

    Looks good btw

  • DvS
    • May 25, 2008 at 7:38 AM
    • #5,726

    [Blocked Image: http://img4.uploadhouse.com/fileuploads/1923/1923924079abdd2721c93f3f8c9317fe9439465.jpg]

    Seems I've hit an impasse of sorts.

    MAX_MAP_BRUSHSIDES

    In before "over 9000".

  • Meotwister
    • May 25, 2008 at 8:30 AM
    • #5,727

    use models

  • bruno_hk
    • May 25, 2008 at 12:13 PM
    • #5,728

    You could try to nodraw the unseen brushfaces, I remember something like that from the old hl1 times.

  • Sentura
    • May 25, 2008 at 4:26 PM
    • #5,729

    some crazy shit right there. i want to see ingame screens!

  • dux
    • May 25, 2008 at 5:05 PM
    • #5,730
    Quote from Sentura

    some crazy shit right there. i want to see ingame screens!

    Quote from DvS

    [Blocked Image: http://img222.imagevenue.com/loc168/th_72536_inkan0027_122_168lo.jpg][Blocked Image: http://img137.imagevenue.com/loc1161/th_72539_inkan0026_122_1161lo.jpg][Blocked Image: http://img213.imagevenue.com/loc411/th_72573_inkan0025_122_411lo.jpg][Blocked Image: http://img195.imagevenue.com/loc61/th_72585_inkan0024_122_61lo.jpg]Just for kicks, nothing too serious. Planning to change the texture set and make a more realistic skybox.

  • DvS
    • May 25, 2008 at 5:46 PM
    • #5,731
    Quote from Meotwister

    use models

    Don't got time to learn a new tool :S

    Quote from Sentura

    some crazy shit right there. i want to see ingame screens!

    My anisotropic filtering is stuck to bilinear so it looks like ass

    Quote from bruno_hk

    You could try to nodraw the unseen brushfaces, I remember something like that from the old hl1 times.

    Do faces that get stripped out count towards the MAX_MAP_BRUSHFACES?

    An overwhelming majority of the faces in the map sit flush against another face and thus get stripped out during compile, haven't bothered to paint it all with nodraw.

  • Freak
    • May 25, 2008 at 7:29 PM
    • #5,732

    make the whole thing a bit smaller

  • dissonance
    • May 25, 2008 at 8:29 PM
    • #5,733
    Quote from DvS

    Do faces that get stripped out count towards the MAX_MAP_BRUSHFACES?An overwhelming majority of the faces in the map sit flush against another face and thus get stripped out during compile, haven't bothered to paint it all with nodraw.

    You could always try using skip.

  • Nexus
    • May 25, 2008 at 9:01 PM
    • #5,734

    it looks nothing special, but you can add some more steps here and there haha

  • the0rthopaedicsurgeon
    • May 26, 2008 at 12:19 AM
    • #5,735

    is there any point in the brush limit? i mapped for CoD before HL2 and everything in that was brush-based. i remember making some prefabs for dods in codradiant before HL2 was even released and once i ported them to source and built the rest of the layout i was already over the limit. i haven't hit it again since i started using models but i don't see why it's there in the first place.

    you could've increased the height of the steps by 150% (looks like they're 8 units so you could scale them to 12) which would keep most of the smoothness, but it's probably advanced too far to replace every single step by now.

  • DvS
    • May 26, 2008 at 1:15 AM
    • #5,736
    Quote from the0rthopaedicsurgeon

    is there any point in the brush limit? i mapped for CoD before HL2 and everything in that was brush-based. i remember making some prefabs for dods in codradiant before HL2 was even released and once i ported them to source and built the rest of the layout i was already over the limit. i haven't hit it again since i started using models but i don't see why it's there in the first place.you could've increased the height of the steps by 150% (looks like they're 8 units so you could scale them to 12) which would keep most of the smoothness, but it's probably advanced too far to replace every single step by now.

    Actually, sweeping changes aren't that hard to implement, all the steps are segmented into groups and at most I'd have to retexture one of four arms of the pyramid.

    The problem with that though is that then I'd have to get rid of a lot of detail that is in between.

    I'll find a solution and then start my own thread, don't want to hog this one

  • Deathy
    • May 26, 2008 at 12:24 PM
    • #5,737

    You exceeded the source brush limit, which is 8192.

    Interesting building btw.

  • Seldoon182
    • May 26, 2008 at 4:14 PM
    • #5,738
    Quote from DvS

    [Blocked Image: http://img4.uploadhouse.com/fileuploads/1923/1923924079abdd2721c93f3f8c9317fe9439465.jpg]Seems I've hit an impasse of sorts.

    MAX_MAP_BRUSHSIDES

    In before "over 9000".

    - Learn to model quickly

    - Btw you should learn how Vis.exe compile yours .vmf

  • DvS
    • May 26, 2008 at 6:22 PM
    • #5,739
    Quote from Seldoon182

    - Btw you should learn how Vis.exe compile yours .vmf

    I know how vis works, but that has nothing to do with brush limits or what affects those.

  • Seldoon182
    • May 26, 2008 at 8:24 PM
    • #5,740

    Sorry but I don't understand the aim of your work...

    Quote from DvS

    I know how vis works, ...

    I Hope you will release this only for Sp coz I can't imagine how you're going to optimize this big room for Mp...

    [Blocked Image: http://pix.nofrag.com/6/b/e/82731a0c53b0412254505a4059358.jpg]

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