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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • AlexM
    • July 28, 2009 at 5:50 PM
    • #7,181

    been redoing a lot of content on my maps. We stopped mounting the CSS GCF so I had to remake a lot of props and textures.

    Anyways in these shots the main changes are teh new props, materials and the new skybox I did with max/vray. The HDR effect comes out much better when rendered then when I did it previously with HDRshop and painted exposure in photoshop. That said there's still some bugs and ugliness in the skybox (opacity has those ugly lines around the edges of the geometry etc.

    Anyways here's what I have so far.

    [Blocked Image: http://team.firearms-source.com/Shinobi/2009renders/ps_derailed0190016.jpg]

    [Blocked Image: http://team.firearms-source.com/Shinobi/2009renders/ps_derailed0190013.jpg]

    [Blocked Image: http://team.firearms-source.com/Shinobi/2009renders/ps_derailed0190021.jpg]

  • Minos
    • July 28, 2009 at 6:07 PM
    • #7,182

    Use simple geometry for the 3d skybox buildings and it will look a lot better!! Check Left 4 Dead maps for inspiration, they are pretty good at this.

    I also think you could use a lower pitch for the light_environment to have it cast more interesting shadows.

  • AlexM
    • July 28, 2009 at 6:17 PM
    • #7,183

    yeah I was trying to layer it, those destroyed buildings are in the 3d skybox, I was kind of hoping I could get the illusion of depth if I had layerd them right but obviously right now it looks like a bunch of low quality jpegs. I need to remember just how big a 512pixel face on a skybox looks ingame

    I've been doing a few re-compiles with different fog settings in an attempt to make some turbidity and slowly blend those skybox buildings into the background, hopefully make the transition less jarring. Maybe add a few more layers of 3dskybox buildings before hitting the back.

    Also thanks for giving me an excuse to play more L4D

  • Minos
    • July 28, 2009 at 6:19 PM
    • #7,184
    Quote from SpicyTanuki

    yeah I was trying to layer it, those destroyed buildings are in the 3d skybox, I was kind of hoping I could get the illusion of depth if I had layerd them right but obviously right now it looks like a bunch of low quality jpegs. I need to remember just how big a 512pixel face on a skybox looks ingame I've been doing a few re-compiles with different fog settings in an attempt to make some turbidity and slowly blend those skybox buildings into the background, hopefully make the transition less jarring. Maybe add a few more layers of 3dskybox buildings before hitting the back.

    Also thanks for giving me an excuse to play more L4D

    You can also check them directly in Hammer, valve released vmfs for all L4D maps a while ago =) Sweet stuff.

  • AlexM
    • July 28, 2009 at 10:05 PM
    • #7,185
    Quote from Minotauro

    You can also check them directly in Hammer, valve released vmfs for all L4D maps a while ago =) Sweet stuff.

    awesome, thanks for the tip

  • cdxx
    • July 29, 2009 at 12:13 AM
    • #7,186

    I haven't been to the core for a while but I started to map again so here I am. another css map. I don't even know why i bother, not like anyone will actually play it. meh.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20090718_e0001.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20090726_c0000.jpg]

  • JohnC
    • July 29, 2009 at 12:30 AM
    • #7,187

    You could totally NeoTokyo that shizz.

  • JeanPaul
    • July 29, 2009 at 3:23 AM
    • #7,188

    torustorustorustorustorus

    Should give it some supports or something, I hate it when people just slap lights on blank walls

  • cdxx
    • July 29, 2009 at 4:19 AM
    • #7,189

    i could make it for neotokyo, I'd have to make changes to layout as it's setup for a defuse atm; and with some relatively minor changes I should be able to make a hostage mode outta it too. we'll see...

    no doubt, I don't want to mess with the torus tool for a while, it took the better part of a day to get that right.

    I like the idea of supports. I used the lhc tunnels for ref but for the sake of making it interesting rather than spot on realistic, supports should cut the tunnel up nicely. i'm also contemplating taking down the lights at the top to add some duct work instead.

  • -HP-
    • July 29, 2009 at 1:47 PM
    • #7,190

    For some reason... I'm loving that tunnel! Keep up man!

  • AlexM
    • July 29, 2009 at 7:30 PM
    • #7,191

    well I had to update a lot of props on my other FAS map. A week or so ago I posted an update of the new area here :

    viewtopic.php?f=57&t=1552&st=0&sk=t&sd=a&start=7170#p240420

    Anyways here is the same shot from before with all the CSS assets removed and replaced by custom stuff I did. As you can see I mostly added detail in the higher areas and the street is still pretty barren, I guess the next step is to make some trash and debris composites. Also need to fix the shadows on those balconies, I'm surprised they actually turned out that well tbh.

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/ps_crossfire60120001.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/ps_crossfire60120002.jpg]

  • AlexM
    • July 29, 2009 at 7:32 PM
    • #7,192
    Quote from cdxx

    I haven't been to the core for a while but I started to map again so here I am. another css map. I don't even know why i bother, not like anyone will actually play it. meh.[Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20090718_e0001.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20090726_c0000.jpg]

    very nice lighting in the first shot. Kind of nice clear day, what skybox texture is that?

  • cdxx
    • July 30, 2009 at 6:28 AM
    • #7,193
    Quote

    ":291dfyky]For some reason... I'm loving that tunnel! Keep up man!

    thx hp, i'm pretty happy with how it's turned out so far.

    Quote from SpicyTanuki

    very nice lighting in the first shot. Kind of nice clear day, what skybox texture is that?

    militia with more or less the recommended lighting, so I can't take the credit. only thing I've really edited is hdr tonemap settings, and I still need to tweek the hdr as the washout on the left tank is driving me nuts.

  • 2d-chris
    • July 30, 2009 at 12:27 PM
    • #7,194

    I like the tunnel too for some reason, guess because it's curving and the ground textures spec map looks cool ;P

  • Tarky
    • August 1, 2009 at 3:59 AM
    • #7,195
    Quote from 2d-chris

    I like the tunnel too for some reason, guess because it's curving and the ground textures spec map looks cool ;P

    Same. Also really like how refreshing and clean it looks. Just needs some more detail imo, but no grunge.

  • ultradr3mer
    • August 1, 2009 at 10:31 AM
    • #7,196

    i think i has way to much lights in it i would remove the top ones completely and every second of the side ones.

    you could also try to make some lights broken so you have some difference in it.

    and you could ad more pipes or cables at the top, where now those lights are, and also vents at the exits.

  • JeanPaul
    • August 2, 2009 at 5:05 AM
    • #7,197

    It needs a nice thin and clean framing. Like in this tunnel I made a few years back

    [Blocked Image: http://i27.tinypic.com/2hda1hs.jpg]

    Or like in this old unused apprehension concept for black mesa

    [Blocked Image: http://i29.tinypic.com/2e2eyl4.jpg]

    Dont want to sound arrogant but I know A LOT about this shit, so if you have ANY trouble with the torus/arch tool or properly detailing a torus type area just hit me up on AIM or steam chat (steam chat would probably be better) and I would be glad to help

    EDIT - search on steam for [bMS Dev] JeanPaul (go ahead roll your eyes )

    EDIT AGAIN - This really makes me want to whip up another torus mini map deal again just for kicks

  • dissonance
    • August 2, 2009 at 6:02 AM
    • #7,198
    Quote from JeanPaul

    EDIT - search on steam for [bMS Dev] JeanPaul (go ahead roll your eyes )

    [Blocked Image: http://media.steampowered.com/steamcommunity/public/images/avatars/ba/ba4e5e47c263fde2c1951fb303b59c7658e6f071_full.jpg]

  • JeanPaul
    • August 2, 2009 at 6:13 AM
    • #7,199

    Yeah man, best image ever

  • Sentura
    • August 2, 2009 at 1:14 PM
    • #7,200

    fuck, aligning all those vertices must have taken at least a day.

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