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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • mjens
    • April 18, 2009 at 5:03 PM
    • #6,961

    Steppenwolf, can you show me some GUI shots of that editor?

  • Steppenwolf
    • April 18, 2009 at 10:55 PM
    • #6,962

    Here is the website for it: http://%7boption%7d

    There are pictures and videos on it.

  • aaron_da_killa
    • April 20, 2009 at 12:49 PM
    • #6,963

    Just a small space I'm working on for a collaboration project on another site, there are unfortunately strict rules on the use of custom content so I'm pretty limited to what's available.

    Anyway here it is (I hope MapCore automatically scales down large images):

    [Blocked Image: http://img10.imageshack.us/img10/8721/traindepot0000.jpg]

    [Blocked Image: http://img14.imageshack.us/img14/8227/traindepot0006.jpg]

    [Blocked Image: http://img25.imageshack.us/img25/2826/traindepot0007.jpg]

    [Blocked Image: http://img4.imageshack.us/img4/739/traindepot0003d.jpg]

    [Blocked Image: http://img5.imageshack.us/img5/163/traindepot0004.jpg]

    [Blocked Image: http://img22.imageshack.us/img22/3787/traindepot0005.jpg]

    As you may be able to tell, its a Source engine space (Half-Life 2 Deathmatch to be exact). It's sort of an underground/cave platform for a train setup that's going to be in the map. I don't know, I'm not unhappy with it but I don't exactly feel like I couldn't do more with it. Any ideas?

  • Freak
    • April 20, 2009 at 1:42 PM
    • #6,964
    Quote

    Any ideas?

    [Blocked Image: http://img8.imageshack.us/img8/3787/traindepot0005.th.jpg]

    Make a better transition there.

  • aaron_da_killa
    • April 20, 2009 at 1:56 PM
    • #6,965
    Quote from Freak

    [Blocked Image: http://img8.imageshack.us/img8/3787/traindepot0005.th.jpg]

    Make a better transition there.

    Ah, yeah, I don't even remember thinking about that at all, thanks

  • kmyr
    • April 20, 2009 at 2:05 PM
    • #6,966

    one of these has already been covered but:

    http://img24.imageshack.us/img24/1831/pointers.jpg

    Just noticed the bottom right one turned out well dark, but whatever..

    Also: I've been lurking for some time but this is my first post.. Hi everyone!

  • aaron_da_killa
    • April 20, 2009 at 2:48 PM
    • #6,967
    Quote from kmyr

    one of these has already been covered but:http://img24.imageshack.us/img24/1831/pointers.jpg

    Just noticed the bottom right one turned out well dark, but whatever..

    Also: I've been lurking for some time but this is my first post.. Hi everyone!

    Cheers mate.

    In response to your comments, this is the blurred thing. Its a horrible decal that I'm so ashamed to show. If anyone has any advice on it for me let me know, although it probably belongs in another thread . Also, one of your comments I couldn't understand and it was a question by the looks of it, so here is the thing it was pointing at.

    And welcome to MapCore, I myself am a frequent lurker.

  • kmyr
    • April 20, 2009 at 2:57 PM
    • #6,968

    i just wondered how the transition looked in terms of textures/brushwork, looked kind of odd from that angle is all.

    Also i think its supposed to say beveled not blurred (ironically blurred is what my writing got when i sized it down), but i can tell from the close-up that this was not the case, the black stroke on the outside was doing a jedi mind-trick

  • Rick_D
    • April 21, 2009 at 10:29 AM
    • #6,969
    Quote from hessi

    imo this is just fine. (nitpickers )

    I completely agree; ITT people have never worked on a building site and have no idea how shit actually works.

    If the gap was missing higher up, would the bricks above it fall down? No.

    Stop crying, I think it looks fine, it's realtistic and doesn't disturb the scene in the slightest, if anything it enhances it by not being the typical shape that newbies tend to build =)

  • Steppenwolf
    • April 22, 2009 at 9:51 PM
    • #6,970

    WIP video of my track for rFactor! Sorry no sound for whatever reason

    Most custom models are still missing, foliage is far from finished. The ugly red and white buildings are placeholders for the stands and other big structures. Not many details in the backdrop either yet. The geometry of the track itself is pretty much done however and i'm very happy with it! Only the curbs need to be redone and polished with better models. Most textures are custom except for the sky and the metal fence. Will be replaced later hopefully.

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  • -HP-
    • April 22, 2009 at 10:51 PM
    • #6,971

    ah ah, very refreshing seeing this kind of stuff in the core! keep up dude

  • Synthesizer
    • April 22, 2009 at 11:11 PM
    • #6,972

    A TF2 arena map I've been working on. I've been wanting to do something with just gameplay, not making any assets, like I do all day at work. I'm still working on the first art pass, so there's not all the smaller details I'd like in yet. The layout is mirrored, with the players starting in log cabins, going towards some sort of mining building in the middle. We did a playtest at work and no major problems were found yet.

    [Blocked Image: http://www.simonbarsky.com/arena_mountains/arena_mountains_130001.jpg]

    [Blocked Image: http://www.simonbarsky.com/arena_mountains/arena_mountains_130002.jpg]

    [Blocked Image: http://www.simonbarsky.com/arena_mountains/arena_mountains_130003.jpg]

  • popcornjake
    • April 22, 2009 at 11:25 PM
    • #6,973

    Synthesizer if i told you that did not look absolutely incredible in every way, especially the first shot, it would be one of the biggest lies i could have ever said. The lighting and architecture and setting are all so so awesome.

    Also, where is that you work?

  • Sentura
    • April 22, 2009 at 11:45 PM
    • #6,974

    looks really good. what game mode, 5 point cp?

    i do think something of this caliber deserves more than a mirrored layout; i.e. something like dustbowl.

  • dux
    • April 22, 2009 at 11:55 PM
    • #6,975
    Quote from Sentura

    dustbowl.

    Yeah, just make sure not to make it as annoying and cramped.

  • Synthesizer
    • April 22, 2009 at 11:59 PM
    • #6,976

    Thanks everyone. I work at Grin as an env artist.

    It's arena mode, so the mirrored layout works best I think. I'm wanting to make something a bit smaller and more manageable, I've never actually finished a map before

  • Sentura
    • April 23, 2009 at 1:30 AM
    • #6,977

    oh arena, nevermind then.

  • JeanPaul
    • April 23, 2009 at 2:39 AM
    • #6,978
    Quote from Synthesizer

    [Blocked Image: http://www.simonbarsky.com/arena_mountains/arena_mountains_130001.jpg]

    Holy FUCK

    Also, making this mirrored and arena is a complete waste of this

  • DvS
    • April 23, 2009 at 2:55 AM
    • #6,979

    On one hand there'd be a good chance of valve picking the map up if it's arena, on the other hand, nobody plays arena

    It's very good looking though.

    Images

    • Untitled-2 copy.webp
      • 43.1 kB
      • 600 × 600
  • Josch
    • April 23, 2009 at 6:03 AM
    • #6,980

    Synthesizer:

    Looks really cool I like the dispacement work!

    Although, the indoor area is a bit too empty in my opinion...

    I also would prefer a "real" map, not just an arena-type, but this is your decision.

    Stay tuned!

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