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
  • aaron_da_killa
    • February 18, 2009 at 1:29 AM
    • #6,761

    Greyfrog Design, that looks cool. The cave architecture is quite nice. Some of those screenshots look a little bland though. Perhaps you could add a bit more depth and character to the level such as some signs/billabords/posters etc, perhaps you could use a spotlight or two in the map to create dramatic shadows (rather then the fairly evenly lit level you have), have some pipes or wires dangling around, ability planks of wood, crates, drums etc.

    Make sure you have some sweet non playable spaces that the player can see but not get to to create curiosity and make the player feel like he is in a small part of a larger world (rather than feeling boxed inside a Counter-Strike source map).

  • Greyfrog Design
    • February 18, 2009 at 1:36 AM
    • #6,762
    Quote from aaron_da_killa

    Greyfrog Design, that looks cool. The cave architecture is quite nice. Make sure you have some sweet non playable spaces that the player can see but not get to to create curiosity and make the player feel like he is in a small part of a larger world (rather than feeling boxed inside a Counter-Strike source map).

    That is something I have forgotten to do with this one... funny. It makes all the difference to have areas not accessible to the player. it helps to border the maps and as you've said create curiosity. good comment thank you.

  • Nurb
    • February 20, 2009 at 5:07 PM
    • #6,763

    A couple of early wip screens of my current UT3 project. All assets (except the smokesprites atm >_<) are custom made and I will do new iterations on all of it before the environment is finished.

    [Blocked Image: http://www.claeng.com/__forumpublish/exjobbbajsbana07.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/exjobbbajsbana08.jpg]

  • Hipshot
    • February 20, 2009 at 5:13 PM
    • #6,764

    I think the glow around the lamp looks too strong... and what's up with the sky?

    Else, I think it looks good, what game mode is this for?

  • Nurb
    • February 20, 2009 at 5:29 PM
    • #6,765
    Quote from Hipshot

    I think the glow around the lamp looks too strong... and what's up with the sky?Else, I think it looks good, what game mode is this for?

    Thanks. It's a deathmatch map. Regarding the lamp, atm it only has an in editor created material on there. It will hopefully look better with some textures and a mask for the selfillum. I always try to mockup models and materials in the engine before I finalize anything. Is there anything specific that you don't think looks right with the sky?

  • Hipshot
    • February 20, 2009 at 5:41 PM
    • #6,766

    Well... maybe it's not the sky, but there's a very prominent gradient line up in the sky on this shot: http://www.claeng.com/__forumpublish/ex ... bana08.jpg

  • Nurb
    • February 20, 2009 at 6:59 PM
    • #6,767

    Ah hehe, thats just a very basic mockup of a huge machine-tank-thing that will sit ontop of a building over there. It wont be quite that shiny in the final level, but I'm thinking of having it in stainless steel to get a strong landmark/focuspoint in the level.

  • michi.be
    • February 22, 2009 at 7:42 PM
    • #6,768

    theese sepia kind of style stuff looks very moody.

  • Bl1tz
    • February 23, 2009 at 4:35 AM
    • #6,769

    Nurb that stuff looks good. I do think it's a bit odd that you're doing custom assets that look so close to assets they have in UT3 already. Is it required that you have to make your own textures for the project or something? Because otherwise I'd say save some time and use the stock brick/concrete stuff they have.

  • Nurb
    • February 23, 2009 at 9:09 AM
    • #6,770
    Quote from Bl1tz

    Nurb that stuff looks good. I do think it's a bit odd that you're doing custom assets that look so close to assets they have in UT3 already. Is it required that you have to make your own textures for the project or something? Because otherwise I'd say save some time and use the stock brick/concrete stuff they have.

    Thanks, yes you are right. However, I'm trying to become a professional environment artist so I always make my own assets for my levels. This time I choose a theme that is in a large part already present among the retail assets, but to me that doesn't matter, I still want to make my own. The alternative to this would sort of be to just make the textures and models and do renders in Maya without putting them into a game engine. I like to be able to show that the assets can be used together in a game environment and that they are visually coherent. Hope that makes sence X(

  • Hipshot
    • February 23, 2009 at 9:45 AM
    • #6,771

    I think it's good you're doing your own assets, a lot of the shipped assets for UT3 looks pretty bad...

    Don't know that much about the engine though, but I guess the textures and shaders can be tweaked...

  • AlexM
    • March 2, 2009 at 2:25 AM
    • #6,772

    Going for a high end polycount with a texture mem usage

    somewhere in the 256-512 range. I'm doing it entirely in max with vray since I just want to show off environment art rather than show how good I can work with an engine.

    Anyways it's insipred by the island of miyashima I went to on a recent trip to japan.

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/008.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/010.jpg]

  • Sentura
    • March 2, 2009 at 3:20 AM
    • #6,773

    miyajima is an awesome place, i went there myself 2 years ago. looking forward to see how it has inspired you.

  • Zeta
    • March 2, 2009 at 11:59 PM
    • #6,774

    lovely looking buildings so far

  • FrieChamp
    • March 3, 2009 at 8:37 AM
    • #6,775

    Ohhh I see great potential, very nice!

  • m8nkey
    • March 3, 2009 at 9:29 AM
    • #6,776

    Great stuff SpicyTanuki.

  • Freak
    • March 3, 2009 at 12:52 PM
    • #6,777

    nice job as always

  • AlexM
    • March 3, 2009 at 5:29 PM
    • #6,778

    thanks for the kind words got some more work done yesterday but not as much as I hopeed, hopefully have some more architetchture hammered out in a few hours

  • Tron
    • March 4, 2009 at 11:19 AM
    • #6,779

    That's nice, any chance of a wireframe?

  • AlexM
    • March 4, 2009 at 4:44 PM
    • #6,780
    Quote from Tron

    That's nice, any chance of a wireframe?

    no problem, I've updated it since those shots, I'll post the new renders and wireframe tomorrow.

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

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