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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • -rt-
    • October 19, 2008 at 11:01 AM
    • #6,321

    My litle world

    [Blocked Image: http://img505.imageshack.us/img505/7444/noname51tb7.th.jpg]

  • dux
    • October 19, 2008 at 11:42 AM
    • #6,322
    Quote from Warby

    hands of that terrible ut3 dof post filter ! just saying !

    I like the ut3 dof

  • Warby
    • October 19, 2008 at 1:58 PM
    • #6,323

    nah ut3 s dof is all wrong it looks like you lost your glassed cod 4 has good dof

    http://images.bit-tech.net/content_imag ... /bdfon.jpg subtle in the far distance strong in the unimportant forground a little bit on the edges of the screen and everythign you directly look at is allways super crisp thats dof done right

    the ut3 post filter only has a setting for the background/distance none for forground or the edges of the screen ! ... also peopel tend to over use the distance one alot as well ....it doesn't adjust itself automaticaly if you move your cross hair over somethign in the distance either...

    i cant stand it

  • PogoP
    • October 19, 2008 at 4:24 PM
    • #6,324

    Yeah, that depth of field is waaaay too strong! Looks unrealistic.

  • KungFuSquirrel
    • October 19, 2008 at 8:10 PM
    • #6,325

    yeah, you guys are right... I've spent enough time looking at the lower stuff that i wasn't focusing up there and didn't realize i left it THAT strong, heh...

    I suppose I could always crank it up a bit more for a new breed of rats map

  • Campaignjunkie
    • October 20, 2008 at 9:43 AM
    • #6,326

    Still plugging away at my abstract Wild West single player thing. This is the Pit level where you have to rescue your love from being hanged in an abandoned quarry. Trying desperately to finish it in time to enter it into the IGF Student Compo.

    EDIT: err, attachments don't work anymore?... hold on, imageshacking it...

    [Blocked Image: http://img49.imageshack.us/img49/7018/hn4pit0003oq5.jpg]

  • ⌐■_■
    • October 20, 2008 at 3:33 PM
    • #6,327

    i can see that looking pretty cool further down the road

  • dux
    • October 20, 2008 at 3:38 PM
    • #6,328

    Is that made with inhouse engine junkie

  • arhurt
    • October 20, 2008 at 4:00 PM
    • #6,329

    It looks like source. And I'm sure that when not viewed from a birds-eye perspective, but the actual player view, it looks 100% better. I remember the older screens you showed, they where amazing. Nice job man!

  • AlexM
    • October 20, 2008 at 6:43 PM
    • #6,330

    Another map I'm working on. Similar theme to the other map posted a couple shots back but totally different otherwise

    [Blocked Image: http://team.firearms-source.com/Shinobi/oct20/ps_ghetto50600011.jpg]

    [Blocked Image: http://team.firearms-source.com/Shinobi/oct05/ps_ghetto50510021.jpg]

    [Blocked Image: http://team.firearms-source.com/Shinobi/aug18/ps_ghetto50410017.jpg]

  • Freak
    • October 20, 2008 at 8:45 PM
    • #6,331

    lol looks like stalker on the first view

  • Psy
    • October 21, 2008 at 1:19 PM
    • #6,332

    [Blocked Image: http://www.cubeupload.com/files/cd0550media1.jpg]

    [Blocked Image: http://www.cubeupload.com/files/488fb4media3.jpg]

    I've been working on this arena map over the past few days and hope to have an Alpha out sometime in the next couple of weeks.

    It's set on a small island which is a little unusual for a TF2 map but I kinda like how it's turned out so far. Just imagine being able to see the ocean for miles and you'll see what I'm going for.

  • Minos
    • October 21, 2008 at 1:54 PM
    • #6,333

    I think it's time for TF2 mappers to start trying new lighting settings? This one is getting old...

  • the0rthopaedicsurgeon
    • October 21, 2008 at 3:24 PM
    • #6,334

    Update on l4d_yama, I've been working on a small, derelict village for the final map. Not sure on the layout for this area yet but I need to come up with something to try and draw it out for a few minutes.

    [Blocked Image: http://img161.imageshack.us/img161/9154/ropeway0011yj1.jpg]

    [Blocked Image: http://img135.imageshack.us/img135/2102/ropeway0012ya6.jpg]

    [Blocked Image: http://img135.imageshack.us/img135/294/ropeway0013fd9.jpg]

    [Blocked Image: http://img520.imageshack.us/img520/4686/ropeway0014mq3.jpg]

  • Psy
    • October 21, 2008 at 6:44 PM
    • #6,335
    Quote from Minotauro

    I think it's time for TF2 mappers to start trying new lighting settings? This one is getting old...

    True! I just threw in a light_env using settings from Valve's wiki.

  • Satyre
    • October 21, 2008 at 6:55 PM
    • #6,336

    I like this gloomy atmosphere you have rendered in that house!

    Do you use a light for the lighting?

    I think you should have a spot_light, it make a better lighting coming from a lamp than a simply light. And use the falloff distance settings, that's great for this kind of ambiance.

    Also, add a glow sprite to the lamp .

  • arhurt
    • October 21, 2008 at 8:09 PM
    • #6,337
    Quote from Minotauro

    I think it's time for TF2 mappers to start trying new lighting settings? This one is getting old...

    Ohhhhh and what do you know about TF2

    But seriously, many times when we try different settings the players complain that TF2 is supposed to have a "clean" look to easily distinguish between classes, spot enemies from afar bla, bla,bla.

    Also, many people stick to the standard skyboxes because it takes a little more skill to produce a cartoony sky texture than to take a few background pictures and make a composite in PS, so we usually stick to the standard light settings so they match with the sky color and background lightning.

    But I agree with you

  • Quakis
    • October 21, 2008 at 8:54 PM
    • #6,338

    Three different maps, though somewhat related - Depends really. Most white in last two shots are placeholders.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/random02.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/qdm01.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/qdm02.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/qdm03.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/qdm04.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/techbase_01.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/techbase_02.jpg]

  • VoodooBenshee
    • October 21, 2008 at 10:24 PM
    • #6,339

    oh shit thats really cool looks like everything is custom?

  • AlexM
    • October 22, 2008 at 2:33 AM
    • #6,340
    Quote from the0rthopaedicsurgeon

    Update on l4d_yama, I've been working on a small, derelict village for the final map. Not sure on the layout for this area yet but I need to come up with something to try and draw it out for a few minutes.[Blocked Image: http://img135.imageshack.us/img135/294/ropeway0013fd9.jpg]

    [Blocked Image: http://img135.imageshack.us/img135/2102/ropeway0012ya6.jpg]

    I love the way you detailed the interiors. It's great to see such a non-repetitive floor.

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