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
  • DvS
    • May 26, 2008 at 8:44 PM
    • #5,741

    I started out accepting that I would probably not be able to visblock with complex geometry like that and it works fine ingame, my computer blows and I still get upwards of 200fps.

    I know you're trying to help, but my problem doesn't lie with performance or optimization, but with arbitrary limits on how many brushes I can use.

    If I ever get the brushcount down I'll be using occluders and hints as well as I can, but it's not like the map would slow to a crawl for anyone without such optimizations.

  • Zeta
    • May 26, 2008 at 9:53 PM
    • #5,742

    Displacement brush limit can go get beaten up with a sack of doorknobs.

  • Seldoon182
    • May 26, 2008 at 9:53 PM
    • #5,743
    Quote from DvS

    If I ever get the brushcount down I'll be using occluders and hints as well as I can, but it's not like the map would slow to a crawl for anyone without such optimizations.

    I've found a tutorial a while ago which explain you how to convert a brush to a model using XSI but I can't find it...

  • Jetsetlemming
    • May 26, 2008 at 10:12 PM
    • #5,744

    [Blocked Image: http://img59.imageshack.us/img59/7852/zmblockparty0000rr2.jpg]

    The humble beginnings of what will hopefully be an epic map for Zombie Master. Things left to do:

    I need to darken the skybox lighting, add nodegraphs, texture and detail the surrounding buildings, make a basic 3d skybox, flesh out the three survivor stronghold buildings, add props and decorations and decals, add player and zombie spawns, traps, buildable barricades, surround the rest of the buildings with sidewalks, add signs, cars, bus stops, tables, bodies, etc. to the streets, add killing fields in the air between the first and second floors of the survivor buildings, and player clip barriers on the side streets and rooftops close to the play area, and add win logic.

    I've been working a whole two hours so far!

    Edit: Oh, and find some good public domain'd city textures, the ones that come with Source don't fit the look I'm wanting.

  • dissonance
    • May 26, 2008 at 10:14 PM
    • #5,745

    Are all buildings going to have interiors?

  • Jetsetlemming
    • May 26, 2008 at 10:17 PM
    • #5,746

    The three center buildings (the ones with the player height marking dev textures) will have full interiors. The nearby surrounding buildings will have extremely basic bottom floors and areas that can be broken open via traps and trap spawns by the ZM. The outer edge buildings will be solid.

  • dissonance
    • May 26, 2008 at 10:24 PM
    • #5,747
    Quote from Jetsetlemming

    The three center buildings (the ones with the player height marking dev textures) will have full interiors. The nearby surrounding buildings will have extremely basic bottom floors and areas that can be broken open via traps and trap spawns by the ZM. The outer edge buildings will be solid.

    Ah-ha, I see.Still, sounds like a fuuun time for VIS.

  • Sentura
    • May 26, 2008 at 10:53 PM
    • #5,748
    Quote from Seldoon182

    I've found a tutorial a while ago which explain you how to convert a brush to a model using XSI but I can't find it...

    i could use this as well. any chance you remember the site?

  • m8nkey
    • May 27, 2008 at 11:30 AM
    • #5,749
    Quote from Sentura

    I've found a tutorial a while ago which explain you how to convert a brush to a model using XSI but I can't find it...

    i could use this as well. any chance you remember the site?

    I don't know of any tutorials for it, but I'm guessing it envolves exporting a DXF from hammer then converting that into an SMD using XSI. If this is the case the resulting models probably aren't very efficient. I find exporting DXFs from hammer a useful scale reference though.

  • DvS
    • May 27, 2008 at 12:16 PM
    • #5,750
    Quote from m8nkey

    I don't know of any tutorials for it, but I'm guessing it envolves exporting a DXF from hammer then converting that into an SMD using XSI. If this is the case the resulting models probably aren't very efficient. I find exporting DXFs from hammer a useful scale reference though.

    Enough for me, I would've guessed .map or some other weird format, thanks!

  • Deathy
    • May 27, 2008 at 2:03 PM
    • #5,751

    You even don't have to export to .dxf.

    You can export/import .vmf directly in XSI with the Valve/Source-Addon.

  • Albatros
    • May 27, 2008 at 11:36 PM
    • #5,752

    [Blocked Image: http://www.albatros44.de/stuttgart/stga1k.jpg]

    [Blocked Image: http://www.albatros44.de/stuttgart/stga4k.jpg]

    [Blocked Image: http://www.albatros44.de/stuttgart/stga7k.jpg]

    Something I've been working on since early in 2007.

    Originally started out as a DoD project and will very likely be released for that game, too, but more than this it's a first

    design bit for a single player modification I've had in my head for a very, very long time now.

    It will play in the New York, London, Moscow, Berlin and some other towns around the 1930s of an alternative time line

    and feature a sepia/film noir athmosphere.

    As soon as there's more to show I'll ask around for some support on the coding and modeling part, not sure when that'll be tho.

  • ifO
    • May 28, 2008 at 7:05 AM
    • #5,753

    Now if that isn't the coolest thing I've seen in Source in a long time. Looks fantastic!

  • m8nkey
    • May 28, 2008 at 8:16 AM
    • #5,754

    Really original looking style Albatros, nice one.

  • Thrik
    • May 28, 2008 at 10:06 AM
    • #5,755

    That looks amazing! I love the contrast the desaturated colours have with the neon green stuff — works beautifully.

  • -HP-
    • May 28, 2008 at 10:53 AM
    • #5,756

    Holy shit, I loved how you mixed the contemporary style with WW2, pure awesomeness!

  • R_Yell
    • May 28, 2008 at 3:08 PM
    • #5,757

    The modern stuff looks like Bauhaus style, isn't it? Very nice Albatros!

  • Albatros
    • May 28, 2008 at 10:28 PM
    • #5,758

    Hit the bullseye ...

    The building in the rear is one of the first examples of Bauhaus in my city - it's from 1928 and still can be seen today.

    It also had those neon lights on it from 1928 to 52. I'm really excited to see how this idea will work out in the end..

  • D3ads
    • May 30, 2008 at 3:38 PM
    • #5,759

    That looks so fucking awesome

  • arhurt
    • May 30, 2008 at 3:49 PM
    • #5,760

    I love it, it's like a twisted mix of DeusEx and Call of Duty!

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

Users Viewing This Thread

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