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
  • popcornjake
    • January 5, 2009 at 11:48 AM
    • #6,661
    Quote from Freak

    nice work popcornjake, what is it for?

    That was just a randomn scene for poops and giggles, though i decided i'd make a deathmatch map with the same art style. However i can't keep working on it until i get a new computer as my current one has bummed out and the one im running now doesnt even have a agp slot. Seems like i've been having a really nice lucky streak lately haha.

  • hessi
    • January 5, 2009 at 11:49 AM
    • #6,662

    it just simply looks wrong/faked. i better pull my eyes out of my head and throw them to the garbage.

  • dux
    • January 5, 2009 at 11:53 AM
    • #6,663

    I'm not talking about how it looks. I'm talking about your poor use of words to criticise his work.

  • Tarky
    • January 5, 2009 at 12:15 PM
    • #6,664
    Quote from hessi

    it just simply looks wrong/faked. i better pull my eyes out of my head and throw them to the garbage.

    Hessi - as obvious by the HL2 Dev texture set, he was just playing with the technique. I am assuming because he posted it in the WIP screenshots thread that he was asking for constructive feedback, and not negative. In all honesty, he did a pretty good job, if the map was more developed, I believe that the technique that he used would look really cool.

    So here is constructive feedback for Psy:

    Nice work, but definitely need to have more of the level complete, which is obvious by the dev textures. One thing that could improve the tilt shifting is the use of more NPC's and objects in the scene. Maybe even making the scene larger, instead of constraining it to a room, maybe something like a warehouse floor? Or a large open air area, for example a car wreckers yard etc.. That is the only things missing from the screenshots, completion and a better use of objects/npc in a slightly larger scene.

  • Psy
    • January 5, 2009 at 12:19 PM
    • #6,665

    I only took screenshots of that particular map to try out a tilt-shifting tutorial. It's nothing serious.

  • Tarky
    • January 5, 2009 at 1:28 PM
    • #6,666
    Quote from Psy

    I only took screenshots of that particular map to try out a tilt-shifting tutorial. It's nothing serious.

    Heh and everyone here is having a nice ol' arguement about it.

    I think its cool man, i'd definitely like to see it applied to what I said above though.

  • Skjalg
    • January 5, 2009 at 1:31 PM
    • #6,667

    In some weird way, which is probably fucked up, then Hessi is actually one of the nice guys here. I'd rather have someone tell me something I made look like shit (with a valid reason like Hessi provided), than have people say its just ok. It's that kind of "elitism" if you want to call it that which I like about mapcore and the mapcorians in general. There are a few unique individuals here who really know how to give decent criticism and isnt shy about telling others when their work sucks.

    my 2c

  • hessi
    • January 5, 2009 at 1:56 PM
    • #6,668

    well i would never call myself elite. the point is: i have seen DOF/blur/"cheezy Photoshopping" in so many forums and each time the person seemed to shift the attention away from basic mistakes in content and scene creation.

    i don't see a point in posting orange map screenshots in a forum. if you want critics to a concept, then the deal that matters is a playtest and not stupid screenshots. if he wanted to test some effect then this would be better sorted into 2d forum and not 3d/level design.

    no intention to say that anybody is a loser here!

  • Minos
    • January 5, 2009 at 2:04 PM
    • #6,669
    Quote from Skjalg

    In some weird way, which is probably fucked up, then Hessi is actually one of the nice guys here. I'd rather have someone tell me something I made look like shit (with a valid reason like Hessi provided), than have people say its just ok. It's that kind of "elitism" if you want to call it that which I like about mapcore and the mapcorians in general. There are a few unique individuals here who really know how to give decent criticism and isnt shy about telling others when their work sucks.my 2c

    When people post their work there are feelings involved. There´s always a nice way to give criticism and starting by telling you your work sucks is not really the best. It´s not elitism, it´s just common sense. Who do we think we are to judge other people´s work? It may look like shit to you but saying that out loudly is not constructive feedback. Just point out what you don´t like and that should be improved and cut the "your work sucks, you should do things the way I wants!!!" crap. That´s elitist, disrespectful and breaks the forum rules:

    Quote

    2b. Criticism (WIP Sections)In contrary to some people's beliefs, MapCore (and this board in special) has not been created to serve as hell hole which only purpose is to eat hearts and crush souls.

    Users that post their work here come for constructive criticism, advice and the opportunity to showcase what they have created. Not to be demoralized or laughed at.

    Nobody knows everything from day 1 and everybody has to start from the bottom. Even if the work is miles off your quality standard, wouldn't you be the best to know how hard and painful it is to learn how to make a fun level? Or a good looking one, which is also well optimized? Or an asset which you modeled and textured that actually resembles the reference picture you were looking at? Why make it more painful for the person who is still learning?

    Instead - help them! You can still tell them you do not like their work. Yet, instead of dropping a useless comment like "That level is completely horrible", rather explain what aspects of their work stand out specifically for you and need improvement. Give them advice on how to improve, by posting reference pictures, tutorials, and other helpful information. You will see the novice improve and the community grow as a whole. Who knows? Maybe someday they will even contribute to a project you will be involved in yourself and you will be glad you made the decision to help that person out!

    If you cannot be bothered and still have nothing constructive to say, do everyone a favor, keep it to yourself by not saying anything at all.

    Members who violate these rules, depending on the severity of the violation, will either: first receive a warning or be temporarily banned with an accompanying email to explain why and for how long. Repeated violation will be punished with a permanent ban.

    Display More
    Quote from hessi

    well i would never call myself elite. the point is: i have seen DOF/blur/"cheezy Photoshopping" in so many forums and each time the person seemed to shift the attention away from basic mistakes in content and scene creation.

    i don't see a point in posting orange map screenshots in a forum. if you want critics to a concept, then the deal that matters is a playtest and not stupid screenshots. if he wanted to test some effect then this would be better sorted into 2d forum and not 3d/level design.

    no intention to say that anybody is a loser here!

    The whole point of this thread is exactly to act as a playground where people can post rough tests and ideas and that includes orange maps. If his idea turns into a serious project he will probably start his own thread.

    Don´t be so hard on yourself Hessi...

  • FrieChamp
    • January 5, 2009 at 2:41 PM
    • #6,670

    Hessi, I understand where you are coming from. I also think that DOF is used too often as a cheap trick to make weak scenes look more flashy, but please be more careful with your choice of words. As mino already said, lines like "this looks ass/shit/etc." are frowned upon and you could ask first for more information behind the shots. As it turns out this was merely a first test of the effect, not a tool to pimp the scene. At the same time Psy, you could add some more info to what you post in the future, just to avoid confusion

    Thanks!

  • hessi
    • January 5, 2009 at 2:44 PM
    • #6,671

    so now we are all friends again.

  • FrieChamp
    • January 5, 2009 at 3:01 PM
    • #6,672

    Yes and next time I'll kick your ass.

    :monocle:

  • Psy
    • January 5, 2009 at 6:36 PM
    • #6,673

    I promise that I will never post Photoshop'd screenshots or dev-textured maps ever again. <3

  • KoKo5oVaR
    • January 5, 2009 at 6:39 PM
    • #6,674

    Don't you dare psy

  • Ewok
    • January 5, 2009 at 8:04 PM
    • #6,675

    The point is, it wasn't DOF but tilt-shifting. So Hessi was off base to start with. Let's keep this argument going forever XD No, really, I'm just kidding.

    Pretty cool experiment Psy, I didn't even know you can do that in a game engine. Ignorance would probably be why. Mind you, that technique freaks me out on photos, looks cool though.

    popcornjake, cool scene, kind of has a Stalker aesthetic / vibe to it.

  • Warby
    • January 5, 2009 at 8:22 PM
    • #6,676
    Quote from Tarky

    Hessi he isn't attempting DOF, he is attempting tilt shifting (http://%7boption%7d).

    i fail to see how "tilt-shifting" blur is not DOF ? and the article you are linking seams to agree with me that tilt shifting is in fact dof

    quote: ... By distorting the focus of the photo, the artist simulates the shallow depth of field normally encountered with macro lenses making...

    really i still have to figure out what that word tilt-shift actually means at all.

  • KoKo5oVaR
    • January 5, 2009 at 8:29 PM
    • #6,677

    hahahahahahahaha haa ha aha ah ha

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

    But indeed i don't really see the difference between DOF and tiltshifting either

    blur the foreground and the background ?

    [Blocked Image: http://www.hypergurl.com/blog/blurbackground2.jpg]

    Maybe that's just because it's applied to miniatures ?

  • -HP-
    • January 6, 2009 at 12:45 AM
    • #6,678

    Yes, it only works on certain pics

    [Blocked Image: http://www.tiltshiftphotography.net/images/london.jpg]

  • insta
    • January 6, 2009 at 10:18 AM
    • #6,679

    Tilt shifting is the new sharpen filter.

  • Skjalg
    • January 6, 2009 at 11:11 PM
    • #6,680
    Quote from insta

    Tilt shifting is the new sharpen filter.

    ^^

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

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