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
  • -HP-
    • October 28, 2008 at 10:16 PM
    • #6,401

    Are the god rays faked? Or this feature comes with the engine?!

    Love the specular work on the textures man, awesome piece of art!

  • e-freak
    • October 28, 2008 at 10:21 PM
    • #6,402

    The god-rays are very subtle yet great! I just think it's getting more of a good-sided enviroment (gameartisans in this comp i suppose) with the effects and the evil is mainly the anonymity of the place and the kind of dark-labs and left-city look. An idea I'd try out would be to lower the most foreground pit in the mid as if done by an earthquake or as an entrance point to all evil. Allthough the "evilish" part of that would need to be subtle as well to not destroy the overall feel of the scene. (not sure if I could make the point clear :S )

  • Sentura
    • October 28, 2008 at 10:34 PM
    • #6,403

    i think it's about as good as it gets, however i'm too sure about the god rays... i mean the sky looks cloudy, so i dont think it really fits. smoke looks sweet, and you should add some under the bridge so the transition to the fog looks more complete. or do something else about the transition, i dont know, think of something ;p

  • arhurt
    • October 28, 2008 at 10:41 PM
    • #6,404

    Wow that fog really touches things up man, keep it up you are doing an awesome job there.

  • aaron_da_killa
    • October 28, 2008 at 10:55 PM
    • #6,405

    @ Punky:

    It feels a little bit too linear. I'm not sure what direction your wanting to head to in regards to theme, but I'd love to see more wires/piping perhaps in the lower sections of the map and a hint or industrial/sewer.

    Here are some more suggestions that I think would look nice:

    -Needs more age! Like a variation of brick/concrete/metal textures to give the feel of a city being built ontop of itself.

    -You can do more with the sky, perhaps more buildings, a distant mountain etc

    -Needs more non playable spaces to give the feeling of "more out there"

    -I know your not finished with the lighting, but it could be tweaked to look really sexy. Perhaps less white light and more crisp shadows where it can be done

    -More decals and props!

    -Not sure about those 3 green weapon/ammo creates stacked like that in the last shot, your messing with the consistency that Valve setup (there where none of those used for decorative purposes in the game). You should use some other green/military/metal prop there instead.

    Do you have a download link so I can run around the map and check it out?

  • Minos
    • October 29, 2008 at 12:39 AM
    • #6,406
    Quote from Sentura

    i think it's about as good as it gets, however i'm too sure about the god rays... i mean the sky looks cloudy, so i dont think it really fits.

    I disagree. God rays give the feeling the sun is shining through a hole in the clouds, which makes sense considering we don't have overcast lighting in the map

  • El Moroes
    • October 29, 2008 at 3:23 AM
    • #6,407

    Yep, these rays are a nice touch in this atmosphere. Often we saw rays when the wheather is cloudy so they have their place here IMO.

    Also, you should listen the suggestions of aaron_da_killa, I love his ideas and indeed it could be add a "plus" in your map wich is already amazing!

    Continue like this!!

  • Sentura
    • October 29, 2008 at 8:12 PM
    • #6,408
    Quote from Pericolos0

    god rays can only exist if sunlight shines through something, like clouds in this case =). And yes they are "faked" (like in pretty much every game that's not crysis). Its basically juts a plane with an additive texture on it, which works pretty well even from other angles =).I'll try to do some more work on the fog and paint a new sky =).

    man if only i was half as productive as you. i envy how you put so much effort and passion into this one scene to make it look flawless. i'm looking forward to see how a real game looks with the things you have implemented.

  • aevirex
    • October 29, 2008 at 8:30 PM
    • #6,409

    Awesome but there HAS to be some orange glowing stuff in some of the shady areas.

  • omega322
    • October 30, 2008 at 8:39 AM
    • #6,410

    Just wanted to throw this in Pericolos0.

    I don't know if it's just me but throughout the whole process of you making this, the texture for the dirt ground irks me, I know it's trying to be 3d but at the same time the way the hill curves it doesn't feel "natural" you know what I mean?

  • BJA
    • October 30, 2008 at 3:21 PM
    • #6,411

    Finished my little cartoon environment. Rendered in 3ds max with an ink 'n' paint material.

    [Blocked Image: http://www.bja-design.de/different/comi…_01_640x375.jpg]

    bigger Screen:

    http://www.bja-design.de/different/comi ... nal_01.jpg

    viewport overview:

    http://www.bja-design.de/different/comi ... iew_01.jpg

    And yeah I know, the terrain needs to be more optimized

  • Minos
    • October 30, 2008 at 3:32 PM
    • #6,412

    Hell man, now thats cool!

  • KoKo5oVaR
    • October 30, 2008 at 3:54 PM
    • #6,413

    Yeah man that's really cool, i just love what you done with that house your lighting, and the sky.

    My piece of critic tho : The trees in the background don't follow the same style than the house, i would have make something more angular and energetic than those round trees, same thing for the mountains, make them straight and angular . Also you could try make a serie of mountains with different colors to add more depth to your composition ! but that's really cool

    edit : i didn't find any refs for the pine trees so i draw it myself

    [Blocked Image: http://kokosovar.free.fr/sapin.jpg]

  • -HP-
    • October 30, 2008 at 5:22 PM
    • #6,414

    Pretty cool BJA, although I'd rather see it properly textured, maybe TF2 style. I guess it kinda loose It's magic with ink'n paint!

  • BJA
    • October 30, 2008 at 8:37 PM
    • #6,415

    @Mino: thanks

    @Koko: hey thanks a lot for that little pine tree painting! will try to replace the ones I got right now and see how things look.

    @HP: Actually it is "properly" textured...here's an example of the house texture: http://www.bja-design.de/different/comi ... iffuse.jpg

    I think the lighting or maybe the dof I'm using blurs the textures a bit. But I kind of liked it, so I didn't try to change it.

  • Buddy
    • October 30, 2008 at 11:00 PM
    • #6,416

    You forgot the part about the thread name change

    J/K. I really like it, it stands out from the rest because its not as busy which is really good. If you consider having a close up shot like this then work on the foreground elements, i would pimp some awesome looking foliage models since these are perfect for mid/far but not as a foreground element. Make it more evil!!!!

  • Quakis
    • October 31, 2008 at 12:07 AM
    • #6,417
    Quote from Pericolos0

    really considering going for a close up shot like this for the 2nd beauty shot now :s.

    Seriously, do it. It looks great at that angle.

  • dux
    • October 31, 2008 at 1:34 AM
    • #6,418

    I preferred the other shots personally.

  • -HP-
    • October 31, 2008 at 11:38 AM
    • #6,419

    It's fine, I love that kind of screenshot. Although, I'd avoid having the vegetation so close to the camera, (I'm talking specifically about the bush on the lower right, grass is OK)

  • arhurt
    • October 31, 2008 at 1:18 PM
    • #6,420

    That angle is sweet and I think it works very well as your second option.

    I'd tweak the bush closer to the camera to be more detailed and evil. Red thorns etc... And is there a reason thw shadow on that scaffolding going between the buildings is solid? Looks weird even if there is a reason (another "connection" that is hidden) so if that's the case consider moving it down or up.

    But damn, you keep bringing better and better stuff each time!

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

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