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
  • dux
    • October 26, 2008 at 4:58 PM
    • #6,381

    No keep the PP or unreal 3 suddenly looks like shit.

  • AlexM
    • October 26, 2008 at 7:03 PM
    • #6,382

    we;; getting ready for release on these 2 maps tommorow

    [Blocked Image: http://team.firearms-source.com/Shinobi/oct20/ps_ghetto50700008.jpg]

    [Blocked Image: http://team.firearms-source.com/Shinobi/oct20/ps_crossfire10760016.jpg]

  • Psy
    • October 26, 2008 at 9:04 PM
    • #6,383

    All of the above!

    Fancy providing a screenshot at 1680 x 1050?

  • Sentura
    • October 26, 2008 at 9:42 PM
    • #6,384

    for the first shot, i think it'd look better if you went a bit closer to the rail, so that there isn't too much of it in the foreground.

  • Buddy
    • October 26, 2008 at 9:43 PM
    • #6,385

    Make it more EVIL!

  • tofu
    • October 26, 2008 at 11:58 PM
    • #6,386

    I like #1 and #4, I think the rafter in #3 looks a bit bizarre going into that curved wall

  • Buddy
    • October 27, 2008 at 9:21 AM
    • #6,387

    The sun shines, the grass is green and it looks like a great place to live. I believe that you need to seriously go in there and fuck it up by either growing grass, ivy and shit everywhere or by destroying/rustying/blowing it a bit more. Play around with ze lighting as well. It has to tell some kind of story

  • Minos
    • October 27, 2008 at 2:24 PM
    • #6,388

    Doesn't look very comfy to me Buddy I like the feeling of isolation, don't change that!

    Random ideas peris:

    - You can give the central building more importance by placing antennas and junk on top of it. Would improve the composition and focus imo.

    - Place some evil birds in the skies! Even though the sky is toxic some animals always manage to adapt themselves to hazardous environments.

    - Are you using specular maps? If so tone them up a bit so you can have nice hightights here and there.

    - Use more decals, specially ivy ones.

    - Post your diffuse maps when you are done with this =)

    What I like about this piece is that it does look evil without making use of obvious stuff like skulls, fire, thorns, demons etc... It's a different concept of evil, nice shit!

  • TeddyBear
    • October 27, 2008 at 6:00 PM
    • #6,389

    Looks fn awesome Peris! Very impressive direction you've been taking lately.

  • arhurt
    • October 27, 2008 at 6:25 PM
    • #6,390

    Very good as usual Peris, if I may say though, I'm not getting the "evil feeling", more of an abandoned place that could be considered neutral.

    I think you have to look at Silent Hill rust (the movie and 1st, 3rd game). Add some deep purple and evil colors to the plants as if they "suck the evil out of the ground", add small poisonous thorns at the leafs (I think shot#1 could show this amount of detail). Add more organic decay, more contrasted stains.

    I think some fumes/smoke could work well there as well. take a look at some of the *gasp* Diablo 3 screens and concepts for some inspiration on the not so obvious "evil" (hell, add a rainbow there )

    But I'm nitpicking here, it is truly amazong and has a great atmosphere, I'm just trying to bounce some ideas off so you can think on what to improve

  • JeanPaul
    • October 27, 2008 at 11:00 PM
    • #6,391

    I love it. But you really need to add some orange to the lighting

  • m8nkey
    • October 27, 2008 at 11:05 PM
    • #6,392

    Awesome stuff Pericolos0. Love the architecture and colour scheme.

  • Sentura
    • October 27, 2008 at 11:19 PM
    • #6,393

    the first shot is precisely how i pictured it in my mind. the sky and fog as dangerous elements are a dead giveaway that something went wrong there-- or just wasn't right in the first place.

    as for the second, it looks as if the place was a would-be industrial complex with a little bit too much emptiness on the walls, but then i am assuming that is the main theme as far as "terraforming gone wrong" goes. otherwise i think you captured the mood perfectly for desolate and abandoned.

  • El Moroes
    • October 27, 2008 at 11:36 PM
    • #6,394

    Nice nice nice and nice Pericolos0!! I love the nature wich is incrusted in this environment! Great work!

  • arhurt
    • October 27, 2008 at 11:41 PM
    • #6,395

    The first shot is pure win! The second one not that much, I think you lose the profile of the buildings from that angle.

  • aaron_da_killa
    • October 28, 2008 at 6:06 AM
    • #6,396

    Wow Pericolos0, you've just shown sex basically. I'm constantly blown away at the quality of work shown in this thread by everyone.

    Anyway, I don't know what Sentura and arhurt are on , but I think both of the screenshots are fabulous in their own way, they both show things from a different perspective.

    Great work man .

  • Sindwiller
    • October 28, 2008 at 12:01 PM
    • #6,397

    That's fucking ace mate

  • Punky
    • October 28, 2008 at 12:21 PM
    • #6,398

    More shots from DM_parkterminal, I'm getting closer to the finishing stage!

    [Blocked Image: http://www.cubeupload.com/files/b201f3dmparkterminalbeta10010..jpg]

    [Blocked Image: http://www.cubeupload.com/files/451ca0dmparkterminalbeta10011..jpg]

    [Blocked Image: http://www.cubeupload.com/files/438b6admparkterminalbeta10013..jpg]

    (zombies aren't supposed to be there since the map will be for DM, but I was just having some fun

    [Blocked Image: http://www.cubeupload.com/files/ddf852dmparkterminalbeta10012..jpg]

    the lighting is just temporary, it looks like shit right now...

  • Psy
    • October 28, 2008 at 12:52 PM
    • #6,399

    Those textures are far too sharp and make the map seem overall bland due to the yucky beige colour.

  • KoKo5oVaR
    • October 28, 2008 at 1:30 PM
    • #6,400

    Peris, my boy, this is just awesome and most original . I hope you'll win that competition.

    Don't change anything to the lighting, it's ace, at least the color scheme. What makes it evil is certainly the Red / Green color mix which is a good symbolization of Poison / Treachery . But i'm sure you already know that

    [Blocked Image: http://adrianjames.files.wordpress.com/2008/08/poisonivy011.jpg]

    [Blocked Image: http://whiskeyfire.typepad.com/photos/uncategorized/apocalypse_now1_1.jpg]

    Keep it up on that way, this is certainly the best work i've seen from you.

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. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

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