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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • JeanPaul
    • July 4, 2009 at 9:04 AM
    • #7,121

    It'd be nice to see an insurgency map that isnt "OMG DUST BROWN DIRT TAN SAND DUST"

    I like the inferno style you have so far

  • Tarky
    • July 6, 2009 at 12:25 PM
    • #7,122
    Quote from JeanPaul

    It'd be nice to see an insurgency map that isnt "OMG DUST BROWN DIRT TAN SAND DUST"I like the inferno style you have so far

    Be nice if we'd ever be able to see the other campaigns for insurgency that were planned .

  • ultradr3mer
    • July 6, 2009 at 9:40 PM
    • #7,123

    sum little wip from me:

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/dm_btkf_pakrat0001.jpg]

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/dm_btkf_pakrat0000.jpg]

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/dm_btkf_pakrat0002.jpg]

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/dm_btkf_pakrat0005.jpg]

    its for hl2dm, but i used some custom content and ported the white combine textures from ep1, basicly this is illegal i think but i hope that valve dont cares about it.

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/dm_bio-teleport-kilbox-factory.jpg]

    this is a crapy concept i made.

  • acapulco
    • July 7, 2009 at 7:42 AM
    • #7,124

    As long as you don't want to do money with it, it is okay. I think as long it is private it is okay.

  • ⌐■_■
    • July 7, 2009 at 6:44 PM
    • #7,125
    Quote from ultradr3mer

    words

    maybe its me but i think those shots look totally random.

  • Carter
    • July 7, 2009 at 10:24 PM
    • #7,126

    [Blocked Image: http://img7.imageshack.us/img7/9315/empirewip3.jpg]

    Quick update on my Victorian themed map, layout is more or less blocked out concentrating on building a decent number of assets to populate around the place at the moment and seeing how they fit

    ultradr3mer:

    its all looking pretty nice, is it based off an underground bunker? Was wondering as this site might be useful for refs, http://%7boption%7d

    My biggest problem with it is there are several lights which don't seem to have a source for example the second image has a spotlight on the ceiling and floor but no visible light source, if there is a light source and i just can't see it don't mind me the lighting also seems to use the same colour, varying it a bit maybe using a light cold blue around the edges could make the lighting contrast with itself and push everything outwards

    This link should help http://%7boption%7d

    The other problem is the wall and floor textures all have roughly the same colour putting in a trim at floor and ceiling height of a nice rusty orange again will make everything pop out and not blend together

    Hope that all helps

  • Sentura
    • July 7, 2009 at 10:27 PM
    • #7,127

    looks good, but isn't that more a of a steam punk than a victorian look? looks sweet none the less.

  • Carter
    • July 7, 2009 at 10:56 PM
    • #7,128

    I don't really know to be honest I always thought steam punk just meant victorian trends and technologies in the current world but looking around the net I realise im wrong - not sure which way to push it yet

  • Vilham
    • July 8, 2009 at 12:00 AM
    • #7,129

    These are just some shots of my level accept I have switched it to a night lighting system, added some motars and airplanes/AA ambients, some search lights in the skybox (anyone know how to make them sort of sway like in RL?)

    [Blocked Image: http://photos-g.ak.fbcdn.net/hphotos-ak-snc1/hs150.snc1/5571_718784340258_199717085_43568934_312366_n.jpg]

    [Blocked Image: http://photos-a.ak.fbcdn.net/hphotos-ak-snc1/hs150.snc1/5571_718784350238_199717085_43568936_2400499_n.jpg]

    [Blocked Image: http://photos-f.ak.fbcdn.net/hphotos-ak-snc1/hs150.snc1/5571_718784375188_199717085_43568941_4141391_n.jpg]

    [Blocked Image: http://photos-h.ak.fbcdn.net/hphotos-ak-snc1/hs150.snc1/5571_718784385168_199717085_43568943_3018260_n.jpg]

    I think I might lower the light_env ambient and light a small amount, make the map darker so the lit areas stand out more. Thoughts?

  • Zyn
    • July 8, 2009 at 3:16 AM
    • #7,130

    Needs much more contrasted lightning to be illuminated by spotlights.

  • prototstar
    • July 8, 2009 at 6:03 PM
    • #7,131

    Latest futuristic scenery I've been working on. Hoping to use my own textures for it.

    [Blocked Image: http://img132.imageshack.us/img132/674/horror0012.jpg]

  • Campaignjunkie
    • July 8, 2009 at 6:11 PM
    • #7,132

    Assuming this isn't just a one-room portfolio piece, even though it looks like one to me: if you're going to actually develop a real level out of it, you should just keep the art style like that - the untextured flat-shadedness looks nice, and it'll be less work on your part to make a whole level out of it.

  • -HP-
    • July 9, 2009 at 9:14 AM
    • #7,133
    Quote from Campaignjunkie

    if you're going to actually develop a real level out of it, you should just keep the art style like that - the untextured flat-shadedness looks nice, and it'll be less work on your part to make a whole level out of it.

    lol, wut?!

    lighting is looking nice prototstar, good move getting the lighting in place before getting started on the texture. You have a better understanding of what you want to achieve like this.

  • Sentura
    • July 9, 2009 at 11:53 AM
    • #7,134
    Quote

    ":3950brab]

    lol, wut?!

    lighting is looking nice prototstar, good move getting the lighting in place before getting started on the texture. You have a better understanding of what you want to achieve like this.

    i actually agree with campaignjunkie. it could look interesting with the use of a few different colors instead of creating textures.

  • Jenn0_Bing
    • July 9, 2009 at 12:53 PM
    • #7,135

    Yeah, i actually like that idea too. Maybe try creating some ssbumps for the textures, would increase detail while retaining the look you have going currently.

  • penE
    • July 9, 2009 at 9:29 PM
    • #7,136

    Good evening,

    Some new screenshots of Mos Eisley, showing the progress since my last post.

    The first screenshot shows the interior of the Star Wars Cantina. Please note that this area is still heavy wip, there'll be a lot more details and eyecatchers in the final version:

    [Blocked Image: http://www.abload.de/thumb/cantinaxi0b.jpg]

    some more screenshots:

    [Blocked Image: http://www.abload.de/thumb/streets1qff1.jpg][Blocked Image: http://www.abload.de/thumb/dockingbay6cjr.jpg][Blocked Image: http://www.abload.de/thumb/streets2ydam.jpg][Blocked Image: http://www.abload.de/thumb/streets3oijy.jpg][Blocked Image: http://www.abload.de/thumb/streets4dcff.jpg]

    I'm currently working on bringing more life into the map, particle effects, more traffic in the sky, animated models and things like that.

    Thats it for the moment !

  • Nysuatro
    • July 9, 2009 at 10:54 PM
    • #7,137

    Very cool. Didnt noticed it was source immediatly.

    Looking forward for more.

  • penE
    • July 10, 2009 at 7:59 AM
    • #7,138
    Quote from Pericolos0

    that looks phenomenal penE! Would really love to know more on how you achieved these kind of visuals in source =)

    Basically with my fog_controller and the colorcorrection, but also with alot of blood, sweat and tears

  • Jenn0_Bing
    • July 10, 2009 at 9:11 AM
    • #7,139

    It certainly was worth the blood, sweat and tears, looks great.

  • FrieChamp
    • July 10, 2009 at 10:24 AM
    • #7,140

    Yea very cool!

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