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
  • Skacky
    • June 1, 2008 at 4:14 PM
    • #5,761

    Some screenies of a Synergy map I'm making, set in an abandoned asylum near City 17, used as a remote Combine outpost and lab for testing some nasty things on captured citizen.

    The map will be divided in two parts, the first is a spooky part set in the building, and the second one is located in the Combine outpost itself.

    [Blocked Image: http://pix.nofrag.com/5/6/c/375bac8a95def3b29a1f9f4b3e0c7tt.jpg]

    [Blocked Image: http://pix.nofrag.com/3/f/c/99785eb13a9f93771e7cce694fa86tt.jpg]

    [Blocked Image: http://pix.nofrag.com/2/1/9/f85111e1ae38c2cfb6416e564db2ftt.jpg]

    [Blocked Image: http://pix.nofrag.com/f/0/3/5cb543ad8de5df967ce7c3ab18502tt.jpg]

    [Blocked Image: http://pix.nofrag.com/3/8/f/34590e048297a8db99b56bff3feb0tt.jpg]

  • Freak
    • June 1, 2008 at 5:15 PM
    • #5,762

    its a very sunny day in your map, isn´t it

    the window lightglow is too bright

  • PogoP
    • June 1, 2008 at 6:08 PM
    • #5,763
    Quote from Freak

    its a very sunny day in your map, isn´t it the window lightglow is too bright

    Apart from that though, it looks awesome! Love the atmosphere.

  • Quakis
    • June 1, 2008 at 11:15 PM
    • #5,764

    Just did an experiment for Payload using a bigger train model. Now to make it possible to build stuff on it.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/payload0000.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/payload0002.jpg]

  • e-freak
    • June 2, 2008 at 11:15 AM
    • #5,765

    i don't think it works building stuff on the train because the item position of buildabales within tf2 is constant and not variable after it has been set up once. that's why you can build in midair in well (jumping on the train and building there)

  • Psy
    • June 2, 2008 at 12:18 PM
    • #5,766

    I remember reading an interview where Robin was thinking of a map with a moving cart that you could sentries on.

  • Albatros
    • June 3, 2008 at 1:14 AM
    • #5,767

    Skacky:

    Other than the windows, I think it looks great.

    [Blocked Image: http://www.albatros44.de/stuttgart/stga8k.jpg]

    [Blocked Image: http://www.albatros44.de/stuttgart/stga10k.jpg]

    Got a new monitor and changed the CC somewhat. I'll have to brighten it up, but I think the sepia goes in the right direction.

    And yeah, the sp-mini-mod developing itself around this and other maps is in fact going to be a mixture between DeusEx, COD, Crimson Skies..

    and movies like League of the extraordinary Gentlemen, Indiana Jones, Batman... it's going to be a historically much more serious approach though .

    I love the period between the 1890s and the 1930s and I think it's got a lot of potential for a thrilling story, especially with all the incredibly futuristic

    ideas realized between the wars.

  • neotic
    • June 3, 2008 at 8:05 AM
    • #5,768

    Just a little update on this forever work in progress lol.

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/villa130000.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/villa130001.jpg]

  • -rt-
    • June 3, 2008 at 8:20 AM
    • #5,769

    2 neotic

    WOW loock nice , it is island in the sky ?!

  • -HP-
    • June 3, 2008 at 10:39 AM
    • #5,770

    Albatros, as usual, those screens looks great dude! Why don't you go ahead and create your own thread for that kick ass map, it surely deserves it?

    Anyways, are those screens photoshoped, or one can have that kind of color control in the engine itself? oh, and the screens looks way too dark buddy, you gotta calibrate that monitor of yours!

  • Zeta
    • June 3, 2008 at 1:35 PM
    • #5,771

    neo - first pic - left side

    nodraw textured side of the tower is showing.

    interesting setting for the map.

  • Jetsetlemming
    • June 3, 2008 at 1:37 PM
    • #5,772
    Quote

    ":9paqfgvi]Anyways, are those screens photoshoped, or one can have that kind of color control in the engine itself? oh, and the screens looks way too dark buddy, you gotta calibrate that monitor of yours!

    I believe he's working in Source (his page mentions DoD), and Source has a color correction feature (though it's SM2.0 only).

  • Skacky
    • June 3, 2008 at 3:22 PM
    • #5,773

    Some new screenies. It took me an entire night to do the cave, still not finished as you can see (some texture and lighting troubles)

    Added some foliage by the way.

    [Blocked Image: http://pix.nofrag.com/4/5/a/c8e8a1415454181e80e84da7c6e1dtt.jpg]

    [Blocked Image: http://pix.nofrag.com/8/d/a/f4562e3c266095aea96a141be3430tt.jpg]

    [Blocked Image: http://pix.nofrag.com/a/d/1/21b01d01a57792e110146af6b94eatt.jpg]

    [Blocked Image: http://pix.nofrag.com/f/a/4/2c73db44a8dcb50fa678b69305066tt.jpg]

    [Blocked Image: http://pix.nofrag.com/2/1/8/7b09ee7f4f9e6508d078bcf4abb03tt.jpg]

  • neotic
    • June 3, 2008 at 4:42 PM
    • #5,774

    Love the blue skaky. Gang walks for the win.

    Thank zeta, proof i shouldn't post late late at night lol. I just noticed in the second picture too that one of the window frames models is lit irregularly too.

    Thanks rt, it started out as a Mediterranean villa... it still has water below the cliffs.. but now I'm toying with the idea.

  • -rt-
    • June 4, 2008 at 1:10 PM
    • #5,775

    ....

  • Skacky
    • June 4, 2008 at 2:10 PM
    • #5,776

    Looking good -rt-!

    Okay, I decreased the HDR scale of the glows, and I deleted the platform shit things in the cave, it's now jumping sequences with headcrabs.

    Still got some lighting troubles in the cave, will be fixed in no time.

    [Blocked Image: http://pix.nofrag.com/0/0/1/fa75822ead4e1c74f7d8dd1f10c58tt.jpg]

    [Blocked Image: http://pix.nofrag.com/3/a/d/b8bd79314a6b5cac8623357cff75att.jpg]

    [Blocked Image: http://pix.nofrag.com/d/2/0/070aebcb99b3b1fe9fd7d457fd6f8tt.jpg]

    [Blocked Image: http://pix.nofrag.com/a/a/2/2690dadaff7e157fb08bf95620525tt.jpg]

  • arhurt
    • June 4, 2008 at 3:07 PM
    • #5,777

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/ctf_aerospace_a3_010000.jpg]

  • Zeta
    • June 4, 2008 at 5:43 PM
    • #5,778

    Stick in some overhead lighting arhurt, or maybe have an nice big open sky light.

  • Freak
    • June 4, 2008 at 7:09 PM
    • #5,779

    Skacky that looks really cool

  • Inveramsay
    • June 4, 2008 at 8:09 PM
    • #5,780

    noticed that I forgot to remove the netgraph but it is only wip

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