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
  • e-freak
    • August 24, 2008 at 4:26 PM
    • #6,121

    absolutely awesome (apart from the untexturized flak-canon ^^)

  • D3ads
    • August 24, 2008 at 4:28 PM
    • #6,122

    Looks awesome.. why haven't you textured the cannon though?

  • ⌐■_■
    • August 24, 2008 at 5:33 PM
    • #6,123

    nice! how did you make that screenshot?

  • Psy
    • August 24, 2008 at 6:48 PM
    • #6,124

    Thanks for the comments, guys. Much appreciated.

    Quote from Erratic

    Wow, looks great. Awesome setting. Snow looks a little untouched though, no tracks or dirt :monocle:

    Thanks. In response to the lack of tracks, the area hasn't been used for many months and I still have to add some snow in some places cause it's a little odd that everything else is blanketed in snow whilst somethings have no snow at all.

    Quote from KungFuSquirrel

    Psycho, that third shot is the real deal. Good stuff all around, but that one totally won me over.I think something missing for the zombie-infested area is some red-splattered snow and a little more chaos. You've got bits of it here and there but I think in particular red on the white snow would give you a really cool look and help break up the natural grey that comes with a snowy concrete level.

    MANY THANKS! I still need to add some detail to the ground and the level does look a little grey , so I decided to have a little play around in Photoshop with the Saturation...

    [Blocked Image: http://s290.photobucket.com/albums/ll263/Psycho-LD/th_trainyard-sat-1.jpg]

    [Blocked Image: http://i290.photobucket.com/albums/ll263/Psycho-LD/th_trainyard-sat-2.jpg]

    Hopefully I'll be able to achieve the same effect in-game using Color Correction.

  • Pampers
    • August 25, 2008 at 12:57 PM
    • #6,125

    those saturation changes makes it look more warmer, dunno if its that you want to achieve in a snowy place

  • m8nkey
    • August 25, 2008 at 1:30 PM
    • #6,126
    Quote from n8braker

    nice! how did you make that screenshot?

  • TermInator525
    • August 25, 2008 at 6:14 PM
    • #6,127
    Quote from n8braker

    nice! how did you make that screenshot?

    i made 40 screenshots ingame without the hur (sv_cheats 1; r_drawviewhud 0 (or something like that). after this step is used a very small but good program called autostitch.

    http://www.cs.ubc.ca/%7Embrown/autostit ... titch.html

    Quote from e-freak

    absolutely awesome (apart from the untexturized flak-canon ^^)

    cause the uv of the falk is horrible (not made by me) i need to uvwarp the whole thing again...

  • ⌐■_■
    • August 26, 2008 at 3:39 PM
    • #6,128

    thanks!

    *trying it out*

  • tofu
    • August 26, 2008 at 3:43 PM
    • #6,129

    Early days, lots of back and forth with displacements cause they're a bit foreign to me Height based CP map, this area is round 1 with only 1 CP to cap (up the top)

  • e-freak
    • August 26, 2008 at 3:58 PM
    • #6,130

    looks cool - i wonder how you install the next CPs (as you said it's heigthbased I assume they would be ontop or something?)

  • -HP-
    • August 26, 2008 at 6:13 PM
    • #6,131

    Looking good tofu

  • tofu
    • August 27, 2008 at 4:19 AM
    • #6,132

    Cheers guys!

    Quote from e-freak

    looks cool - i wonder how you install the next CPs (as you said it's heigthbased I assume they would be ontop or something?)

    There's only one CP in this area, up top. Round 2 will have 2 and round 3 will have 3. I thought of making the last round similar to Gravel Pit but I think I'll stick with straight CP

  • arhurt
    • August 28, 2008 at 4:37 PM
    • #6,133

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/Random%20Stuff/arena_jungle040000.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/Random%20Stuff/arena_jungle040001.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/Random%20Stuff/arena_jungle040002.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/Random%20Stuff/arena_jungle040003.jpg]

  • Nexus
    • August 28, 2008 at 4:59 PM
    • #6,134

    where did you get that blue texture? did u make it?

    and what game is that? it looks like something for half life 2 dm.

  • Tarky
    • August 28, 2008 at 6:13 PM
    • #6,135

    Um Nexus, that is just the standard grey dev texture for HL2.

    The lighting is making it look blue.

  • Scinbed
    • August 28, 2008 at 6:25 PM
    • #6,136

    Looks like a fun kids bouncy castle.

  • Sentura
    • August 28, 2008 at 7:35 PM
    • #6,137

    disps look too square to be natural.

  • Pampers
    • August 29, 2008 at 12:41 AM
    • #6,138

    subdivision and noise fuck yeah!

  • arhurt
    • August 29, 2008 at 4:55 AM
    • #6,139

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040000.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040001.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040002.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040003.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040004.jpg]

    Just some Idea I thought would be cool, a major cave, since one of the best parts of ctf_aerospace was the cave on the early alphas.

    The rock material needs a lot more work, and these quick render lights hurt the eyes, but hey, this is what this thread is all about right?

  • arhurt
    • August 29, 2008 at 5:05 PM
    • #6,140

    Anyway, here's the last update on this side project. I'll only come back to it after I'm done with ctf_aerospace or I may not complete any of them.

    The idea is that the Blue team has a base on the mountains and is constructing a giant laser to melt the ice on the top of the mountains and flood the red team's base.

    In response, the red team manufactures a tree-sawing tank and storm into the mountain to destroy the blue team's giant laser!

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040005.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040006.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040007.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040008.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040009.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040000.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040012.jpg]

    Level design-wise, the great challenge I'm going to have is that I have rotated the cave area by 45º to add a nice variation of shapes to the base. The inner base itself will be aligned to the hammer grid, but the cave and ouside areas will be rotated.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040013.jpg]

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

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