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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Josch
    • April 8, 2009 at 8:47 PM
    • #6,941

    Looks cool. But what about this:

    [Blocked Image: http://www.abload.de/img/wtfxyg4.jpg]

    Do you think this would worl in real world? No, dont worry, I`m just kidding

    If I could`ve imagined what a discussion I started.... Whohoo

    Go on with your map as you want and like.

    I trust your researches and I won`t complain any further unnecessary details

  • Bic-B@ll
    • April 9, 2009 at 10:20 AM
    • #6,942

    i dont find the rubble nearly annoying as the fact that there are like 4 distinct different colors/textures to make up one exterior and they dont flow together at all. on top of that the narrow vertical pillars are perfectly fine while surrounded by carnage, they look very out of place.

  • VoodooBenshee
    • April 9, 2009 at 10:55 AM
    • #6,943
    Quote

    Albatros":1frr1l2c][Blocked Image: http://www.albatros44.de/wieh.gif][Blocked Image: http://www.albatros44.de/aachen/aachen_040809ak.jpg]

    No new compile yet, just another screener.

    yeah shit thats awesome. which part of aachen are you building =)

  • Albatros
    • April 9, 2009 at 11:04 AM
    • #6,944

    @ Bic-B@ll:

    Oh well.

    Different colours for the same building's exterior are a common thing for buildings of that period:

    http://www.schwarzaufweiss.de/belgien/i ... dstil9.jpg

    http://www.acfbi.ch/images/Riga/Riga%20 ... il%201.JPG

    http://www.designladen.com/metz/source/ ... l-4267.jpg

    http://www.guenter-gusek.de/assets/imag ... ndstil.jpg

    http://www.wokalamps.com/bilder/info/wagnerwienz3.jpg

    http://i1.trekearth.com/photos/7949/trekbonnsnow12.jpg

    http://www.imhof-multimedia-consulting. ... _ganz2.jpg

    http://www.imhof-multimedia-consulting. ... hnitt4.jpg

    http://www.rackmann.de/1996-Dateien/image008.jpg

    http://cdn.fotocommunity.com/photos/16210292.jpg

    http://www.baukunst-nuernberg.de/aeu_bayr_70.jpg

    http://zeitungsviertel.de/img/aldo-ross ... mbnail.jpg

    They're creating contrast, no constantly uniform colour schemes, which is intended, too, I believe.

    Also, a building of that size has many different and independent structural components - I don't

    think it's that odd to let the walls collapse while the pillars and columns still are intact.

    Some of my references:

    http://germanhistorydocs.ghi-dc.org/ima ... 2665-p.jpg

    http://images.google.com/hosted/life/f? ... 1c965f227f

    http://tbn0.google.com/hosted/images/c? ... cd_landing

    http://gsb.download.bva.bund.de/BR/scha ... g/40-2.jpg

    Cheers.

    P.S.:

    VoodooBenshee:

    I'm trying to map an area around the Stadttheater and the Hotel Quellenhof.

    I'd have loved to get the Dome or the main square into the setting, but that'd have

    meant overkill both model- and vis-wise .

  • hessi
    • April 9, 2009 at 11:44 AM
    • #6,945

    don't stick too close to the real world! try to rearrange elements of the real world in a gameplay compliant manner.

  • VoodooBenshee
    • April 9, 2009 at 12:58 PM
    • #6,946
    Quote

    Albatros":209iv97y] VoodooBenshee:

    I'm trying to map an area around the Stadttheater and the Hotel Quellenhof.

    I'd have loved to get the Dome or the main square into the setting, but that'd have

    meant overkill both model- and vis-wise .

    uh that will be a lot of work u know that?

  • Albatros
    • April 9, 2009 at 2:06 PM
    • #6,947

    I've been working on that scene for 5 months now ;) it's a crazy amount of work.

    hessi:

    Sure thing, I've used that method for DoD_Nuernberg, too. Larger portions of big cities completely rebuilt 1 : 1 in source...

    still a no go, I'm afraid. So yeah, reception and creativity are the tools I need to make this work :/.

    I already exchanged the huge Quellenhof for Berlin's Kaiserhof (called "Hotel Kaiser" in RnL_Aachen), and the walking

    distances shouldn't exceed 20% of the real distances. Makes the Tram take some unusually tight corners along it's way,

    but once again the good old trade-off between playability, historical accuracy and technical practicability. In other words:

    it what sucks.

  • Youme
    • April 10, 2009 at 1:59 AM
    • #6,948

    Have many many pictures of an upcoming map, only stitched cleverly together into some sort of moving image

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  • DvS
    • April 10, 2009 at 3:00 AM
    • #6,949
    Quote from Youme

    Have many many pictures of an upcoming map, only stitched cleverly together into some sort of moving image

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    Very nice, but could seriously use 3 or 4 more detail passes, looks like a ghost town.

  • Youme
    • April 11, 2009 at 1:01 AM
    • #6,950

    Yeah it's getting the major detail passes now, all the details that had been done up until yesterday were all key structural details. The next few days will be pretty much soley spend on the little things.

  • Jenn0_Bing
    • April 14, 2009 at 7:22 PM
    • #6,951

    Some stuff I've been doing for Uni. We were told to make a game demo in groups of 5 this semester, my group is doing a sort of platformer with a Steampunk style.

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/INTROG10/level2_city_cranes40015.jpg]

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/INTROG10/level2_city_cranes40014.jpg]

    All the custom assets are my own.

  • acapulco
    • April 14, 2009 at 11:01 PM
    • #6,952

    The assets look cool but the whole scene really falls apart. Background does not really match with any of the assets. They are dark and creepy and the rest is bright and light an normal. Would make a real nicer scene with just one style. So chose creepy and dark or the other things...

  • mjens
    • April 15, 2009 at 8:57 AM
    • #6,953

    That chimneys looks funny, it's thick but not so tall. I suggest making taller buildings and chimneys (use some references to get proper scale of similiar scene), remove light from windows or modify them. Also the props looks like not finished...

    Some refs:

    [Blocked Image: http://mylifestream.net/photostream/uploaded_images/Old-factory-near-Newburgh-19Aug07--772187.JPG]

    [Blocked Image: http://www.brada.katowice.opoka.org.pl/image/kopalnia.jpg]

    [Blocked Image: http://www.kghm.pl/_files/Image/szybL_b.jpg]

  • Jenn0_Bing
    • April 15, 2009 at 11:09 AM
    • #6,954

    Hey, thanks for the comments guys. I can see what acapulco means about the clash of styles, i hadn't really thought about that before. I'm not sure which way i would fix that, id probably make the background creepier but that would probably make it a little too dark overall.

    @ Seir: I would include some taller structures, but I'm really pushed for time with this. As such that might be why the props look a little unfinished, I've been rushing the assets through a little more than i usually would. I like the reference of the mine head, i would have made some structures similar if i had time, I've got a few similar refs already. Ive saved these as well now .

    If i had my way i wouldn't be doing the LD myself, i find it quite frustrating generally. but circumstances in my group mean I've unfortunately found myself doing both assets and level design so i have to split my time between both. I might put some more work into it over the summer, after I've done my presentation with it at uni.

  • Steppenwolf
    • April 15, 2009 at 10:20 PM
    • #6,955

    A little something i started to work on 4 days ago. A race track for rFactor!

    It's the Sachsenring in germany, only 30 km away from my hometown. I have been there to a lot of MotoGP and Touring car races. A lot of fun to work on this for me. The track editor that i use is also a very nice little program with lots of neat features. It feels like a mix between traditional level design and 3D modeling.

    Close up shots in the future when its a little more detailed and polished.

    [Blocked Image: http://i43.tinypic.com/29m3o7k.jpg]

  • Minos
    • April 15, 2009 at 11:01 PM
    • #6,956

    Cool start Stepp!

    I've been meaning to model some f-zero-esque tracks within DS specs for quite a long time =)

  • the0rthopaedicsurgeon
    • April 16, 2009 at 12:35 AM
    • #6,957

    Are you using Bob's Track Builder? I downloaded the trial and tried to make Mika Hakkinen's ideal circuit from an old Mclaren magazine I inexplicably own but I got the scale wrong and made it about 50 miles long with no way to fix it.

  • Steppenwolf
    • April 16, 2009 at 8:36 AM
    • #6,958

    Yes i use Bob's track builder. For my track i created a path of it in google.earth and then imported it into the track builder as the base for it. I also took a screenshot in google earth and placed it under the track as reference to get all scales, walls etc right. The lenght is almost perfect (only around 35 m shorter then the real thing, thats less then 1% difference).

  • Schmung
    • April 16, 2009 at 10:59 AM
    • #6,959

    DAmm, that track builder app looks awesome. I think I'm gonna have to give that a go.

  • Ginger Lord
    • April 18, 2009 at 4:05 PM
    • #6,960

    Regardless of what Albatros does to his map, the people at RnL will still hate it

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