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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • cdxx
    • August 3, 2009 at 1:49 AM
    • #7,221

    but I'm subdividing; what does wall width have to do with it when all i'm going to use are the inside faces from the displacement? and it's 14 sided because I needed a flat piece for the upper most face (see attachement) so that's why it's 7..er 14 sided. I removed the bottom half as I didn;t need it. Make sense now?

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/03.jpg]

  • JeanPaul
    • August 3, 2009 at 2:33 AM
    • #7,222

    Well using displacements may increase performance, but file size and load time will be astronomical (displacements are very bloated)

    Valve only gets away with it because all users are forced to download and play their maps

    Anywhoo, this is what I came up with. The size is the same, and the number of top down sides is too. The only thing I changed was the number of sides in the arch from 7 to 8 as 7 should never be used it causes a lot of alignment problems. (unless you dont really care when using displacements, I see what you were doing)

    [Blocked Image: http://i25.tinypic.com/vfa4r7.png]

    [Blocked Image: http://i26.tinypic.com/2r3ldz6.png]

    This is with damn near perfect alignment and a perfect sealant of all the seams.

    I DID NOT use the vertex tool once in these shots, its 100% standard arches, toruses, clip tool, and automated rotation at 5 degree increments (360/72 = 5)

    My favorite part now is you know those pipe supports in your torus screenshots? Well you can place those on each of these supports and it looks great. Granted you would probably have to make these supports into a prop because of how many there are, its still a great concept.

    http://jeanpaul.conception-design.net/M ... Tunnel.rar

  • cdxx
    • August 3, 2009 at 5:23 AM
    • #7,223

    JeanPaul, that was really cool of you to put that all together; thank you. I now have to think about which way i want to go about this; do I stick with my original design method using the displacements, subdivided? Or do I change it, and go with the supports using strictly the torus and arch tools as you so demonstrated?

    I think your supports given the right texture could really be appealing, but I think it will look a good bit more complex and busy than what I was originally going for, which is a clean, and streamlined look. Check out these ref photos.

    [Blocked Image: http://www.yellins.com/woolwichferry/…ot-tunnel03.jpg]

    [Blocked Image: http://lhc-machine-outreach.web.cern.ch/lhc-machine-ou…tos/CE0085M.jpg]

    either way, i've learned a good bit about how to do supports in torus tunnels. Thx, if I don't use that method in this map I certainly will at some point.

    edit: I didn't mean for all this to turn into a thread jack so I created a dedicated thread for my map. subscribe if you're interested.

    viewtopic.php?f=57&t=14244

  • JeanPaul
    • August 3, 2009 at 6:58 AM
    • #7,224

    Try messing with a design that is exactly like mine only without the vertical arches?

  • ultradr3mer
    • August 3, 2009 at 9:12 AM
    • #7,225

    this method is realy intresting. finaly somthing new to me. but i used paste special with rotate parameters.

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0004.jpg]

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0003.jpg]

    this is the new elevator shaft in an old mine. So that explains the clean parts and the industrial parts.

    at first i wanted to make a glass dome

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0000.jpg]

    but i didnt like it.

    its both still wip.

  • cdxx
    • August 3, 2009 at 10:57 PM
    • #7,226
    Quote from ultradr3mer

    this method is realy intresting. finaly somthing new to me. but i used paste special with rotate parameters.[Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0004.jpg]

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0003.jpg]

    this is the new elevator shaft in an old mine. So that explains the clean parts and the industrial parts.

    at first i wanted to make a glass dome

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0000.jpg]

    but i didnt like it.

    its both still wip.

    Display More

    I love the lighting on that first shot along with that brushwork. Looking real nice. Those beams could almost pass for models

  • ultradr3mer
    • August 4, 2009 at 9:30 AM
    • #7,227

    the beams in the elevator shaft are models.

    they dont are to complex yea. but they are beams so what to ad...

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0012.jpg]

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0013.jpg]

    thats how it looks now. i took grates, because i think the plates been to massiv

  • JoshuaC
    • August 11, 2009 at 11:45 AM
    • #7,228

    The work I've got done so far on my entry to TF2Maps.net's swamp theme contest.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0000.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0001.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0002.jpg]

  • -HP-
    • August 11, 2009 at 11:50 AM
    • #7,229
    Quote from ultradr3mer

    the beams in the elevator shaft are models.they dont are to complex yea. but they are beams so what to ad...

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0012.jpg]

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/round_test0013.jpg]

    thats how it looks now. i took grates, because i think the plates been to massiv

    Looks interesting, but not interesting enough. Lighting is ok, but you could add more stuff like red lights to create the lighting a little bit more appealing and break the monotony and the monochromatic of the scene.

    [Blocked Image: http://sowersfoundation.com/base/wp-content/uploads/2009/04/red-alert-light.jpg]

    Loving the rock texture, and most of the textures you picked. I just don't understand why are those 4 vertical beams so white? Are they still WIP, or...? Make them more interesting with a decent texture!

    my 2 cents for ya!

    JoshuaC, that looks nice but is it suposed to be just a scene, or a full blown playable map?

  • Seldoon182
    • August 11, 2009 at 12:37 PM
    • #7,230

    I really like those indoor details JoshuaC! As said [HP] looks more like a scene than a playable map. Hope u making a awesome layout!

  • ultradr3mer
    • August 11, 2009 at 7:27 PM
    • #7,231

    the setting is as i mentioned a futuristic city placed in an old mine. so the most things are old but for example the white beams are new. thanks for the tip with the light.

  • JoshuaC
    • August 11, 2009 at 8:22 PM
    • #7,232
    Quote

    ":vyo8kxgo]JoshuaC, that looks nice but is it suposed to be just a scene, or a full blown playable map?

    The contest is purely about visuals.

  • -HP-
    • August 11, 2009 at 9:03 PM
    • #7,233

    ah yeah, something told me that wasn't a playable map! So yeah man, you're definitely in the right direction.

  • JoshuaC
    • August 12, 2009 at 9:18 AM
    • #7,234

    Think it's basically done, but the deadline isn't till the 25th so I think I'll wait on it to see if I get any more ideas.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0003.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0004.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/swampmap/swamp_joshuac0006.jpg]

  • JohnC
    • August 12, 2009 at 10:12 AM
    • #7,235

    Could use a fireplace or some such to fill the living room more.

    Keep going with the character. There's no toilet, so how about some toilet paper/stack of newspapers at one end of the dock? Maybe a Croc head with/instead of the antlers?

  • JoshuaC
    • August 12, 2009 at 10:16 AM
    • #7,236
    Quote from JohnC

    Could use a fireplace or some such to fill the living room more.Keep going with the character. There's no toilet, so how about some toilet paper/stack of newspapers at one end of the dock? Maybe a Croc head with/instead of the antlers?

    The contest only allows TF2 and their swamp theme content. The content pack is unfortunately limited in what it has.

  • JeanPaul
    • August 12, 2009 at 1:45 PM
    • #7,237

    Where is this contest?

  • tofu
    • August 12, 2009 at 1:55 PM
    • #7,238

    http://swamp.tf2maps.net/

  • Carter
    • August 12, 2009 at 5:17 PM
    • #7,239

    Been slowly working on my map, not had much time with moving and looking for a job, hoping to have it completely finished and baked before the Unearthly Challenge

    [Blocked Image: http://img21.imageshack.us/img21/3775/empirewip1res.jpg]

    [Blocked Image: http://img39.imageshack.us/img39/6946/empirewip2res.jpg]

    [Blocked Image: http://img38.imageshack.us/img38/259/empirewip3res.jpg]

    [Blocked Image: http://img19.imageshack.us/img19/8993/empirewip4res.jpg]

  • Marcos
    • August 13, 2009 at 5:15 PM
    • #7,240

    Mmm nice! Though when maps have this kind of quality, it's easy to spot the little things. Something I just noticed:

    You got some antic architecture mixed in your overall industrial theme. Looks abit out of place. Like the collums in pic 3.

    Where are the sunbeams comming from? The sky looks to dark for it to be the sun and the angle is off. Is there another light source?

    Whats that "thing" in the middle of pic 1?

    Other than that, great progress so far i must say!

    Edit: JoshuaC, what about some horizinal support beams in the ceiling?

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