1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • skdr
    • September 15, 2009 at 12:45 PM
    • #7,281

    Finally finishing up my long-time-coming arena map. Changing the setting to king of the hill -gamemode and adding some extra stuff in. Hoping to release it this week.

    [Blocked Image: http://i27.tinypic.com/122gml2.jpg]

  • Scinbed
    • September 15, 2009 at 1:14 PM
    • #7,282

    Looks good detailing wise, but IMO sunlight may be a bit bright. Or it could be the min/max exposure settings. Probably better when playing it..

    I want more good koth maps. Might make one too someday.

  • -HP-
    • September 15, 2009 at 1:36 PM
    • #7,283

    Nice water, better than the piece of shit water they have on 2fort! You did a new shader or what?

    It's looking good man, more high res screenshots would be welcome tho! keep up

    Hipshot, awesome seeing you do another Quake map, but It's looking way too brown and dark, needs something to make it stand. Of course, I'm just talking about the aesthetic side.

  • Skacky
    • September 15, 2009 at 3:27 PM
    • #7,284

    Looks very nice skdr, I remember this map!

    My turn now, it's a medium sized arena taking place in a facility shared by BLU and RED. But well they don't really like each other!

    I'm working on it during my free time.

    [Blocked Image: http://uppix.net/c/3/a/f6ce63f3a48f10cc9bc8661f95c5ctt.jpg] [Blocked Image: http://uppix.net/4/2/e/e0d113969e120f0bf55a5509cae5ctt.jpg]

    [Blocked Image: http://uppix.net/4/f/9/01e0071e95c477d91f0f7b9cdca4ett.jpg] [Blocked Image: http://uppix.net/c/8/7/613546b5a94c45bd50be6d2543b96tt.jpg]

    [Blocked Image: http://uppix.net/8/c/6/a38b7b182615c49cda6cfe084fdd6tt.jpg]

    There is also a flythrough I made :

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    It's not perfect but it shows the level. I hope you'll like it.

  • omega322
    • September 15, 2009 at 7:24 PM
    • #7,285

    I've been mapping for a community called necropolis, and now that the bunker maps is almost complete, I figured creating the spawn for the subway/sewer map would be fun and interesting.

    [Blocked Image: http://i49.photobucket.com/albums/f264/omega322/Mapping/th_hl22009-09-1412-11-00-18.jpg]

    [Blocked Image: http://i49.photobucket.com/albums/f264/omega322/Mapping/th_hl22009-09-1412-10-53-23.jpg]

    [Blocked Image: http://i49.photobucket.com/albums/f264/omega322/Mapping/th_hl22009-09-1412-10-48-62.jpg]

    [Blocked Image: http://i49.photobucket.com/albums/f264/omega322/Mapping/th_hl22009-09-1412-11-09-96.jpg]

    [Blocked Image: http://i49.photobucket.com/albums/f264/omega322/Mapping/th_hl22009-09-1412-11-13-45.jpg]

    Not to bad for an initial 30 min layout and another 30 min lighting/detailing.

    Comments? Advice?

  • Tarky
    • September 16, 2009 at 12:19 PM
    • #7,286
    Quote from omega322

    Not to bad for an initial 30 min layout and another 30 min lighting/detailing.Comments? Advice?

    Yes not bad, but still pretty bland . Understand it is only an hour's worth of work, but subway stations always have so much potential .

    Take a look at Sa7an's ND map, which I think is absolutely awesome .

    [Blocked Image: http://sa74n-design.de/portfolio/hh_nd04.jpg]

    That's a good example of all that extra detail that can go in there. Also the ceiling looks a tad strange. Dunno, maybe its that big block sticking out..

    skdr - looks secks, can't wait

  • AlexM
    • September 16, 2009 at 11:03 PM
    • #7,287

    This is a quickie I put together to basically test foliage with the source engine. I've always had trouble doing foliage in the source engine with the harsh vertex lighting. It's one of the reasons I'm reading up on shader creation now (lol it'll be a good long time until I can do anything useful, I had to go back and crack open all my old math books).

    Anyways large tree LOD's are between 300-5000 triangles. Textures are 1024 for the terrain and 512 for the foliage.

    The skybox I made from a DEM the centeral mountainous area of BC Canada.

    I've already learned a lot, I figured out a lot of things that wont work. After I get this map playable I'll start working on a REAL forest map

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_wildernesstest0100001.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_wildernesstest0100003.jpg]

  • Pampers
    • September 16, 2009 at 11:31 PM
    • #7,288

    the foilage need more color variation instead of just one monotone color like that, also try matching the fog color to the average color in skybox

  • AlexM
    • September 17, 2009 at 12:19 AM
    • #7,289

    lol yeah forgot to fix the fog, it was on a different skybox before :x

    Not ecstatic with how that foliage came out. I was hoping if I just turned off color correction on the camera I wouldnt have to do much else besides the masking. Obviously that's not the case. I got a tip from a fellow teammate (schmung) to trythe following:

    "I duplicate my layer , high pass it and then use the original as an overlay with blend mode set to colour."

    I'll give that a try and keep messing around with it.

  • robert.briscoe
    • September 17, 2009 at 10:17 AM
    • #7,290

    Also adding a faint gradient from black to white (black where the texture meets the trunk and white being furthest away) using the 'overlay' blend mode can also add some depth and variation.

    [Blocked Image: http://hunter.fpsbanana.com/ss/maps/69947.jpg]

  • AlexM
    • September 17, 2009 at 4:12 PM
    • #7,291
    Quote from robert.briscoe

    Also adding a faint gradient from black to white (black where the texture meets the trunk and white being furthest away) using the 'overlay' blend mode can also add some depth and variation.[Blocked Image: http://hunter.fpsbanana.com/ss/maps/69947.jpg]

    Ah thanks for the tip! I was trying to think of ways to get it to look more affected by shadows.

    I love how you managed to get de_forest to look btw. Very inspirational

  • omega322
    • September 18, 2009 at 4:43 AM
    • #7,292
    Quote from Tarky

    Yes not bad, but still pretty bland . Understand it is only an hour's worth of work, but subway stations always have so much potential .

    Take a look at Sa7an's ND map, which I think is absolutely awesome .

    [Blocked Image: http://sa74n-design.de/portfolio/hh_nd04.jpg]

    That's a good example of all that extra detail that can go in there. Also the ceiling looks a tad strange. Dunno, maybe its that big block sticking out..

    skdr - looks secks, can't wait

    That is pretty sweet! and I understand what you mean!, let me see if I can trick this baby out a bit more. brb in 5 hours X3.

  • Erratic
    • September 20, 2009 at 6:33 AM
    • #7,293

    Something for UT3, still pretty wip

    [attachment=2]thrive01.JPG[/attachment]

    [attachment=1]thrive03.jpg[/attachment]

  • -HP-
    • September 21, 2009 at 10:21 AM
    • #7,294

    mmm, everything's so monochromatic I can barely 'read' the pictures. Which is a typical UT3 visual problem.

    Apart from that, taking a closer look at the geometry everything looks good, it just needs better lighting!

  • Corwin
    • September 21, 2009 at 10:46 AM
    • #7,295

    A few recent additions to my China-based WIP Crysis level.

    [Blocked Image: http://www.clement-melendez.com/portfolio/pictures/mandate/mapcore01.jpg]

    [Blocked Image: http://www.clement-melendez.com/portfolio/pictures/mandate/mapcore02.jpg]

    [Blocked Image: http://www.clement-melendez.com/portfolio/pictures/mandate/mapcore03.jpg]

    It's coming together, I need to finish the two main buildings and I'll be somewhat done with the modeling. There's still a good amount of vegetation and terrain textures to tweak though. There's also lots of props/obstacles that need adding, especially around enemy positions.

  • m8nkey
    • September 22, 2009 at 12:51 AM
    • #7,296

    looks promising Corwin

  • Scinbed
    • September 22, 2009 at 11:39 AM
    • #7,297

    Could do with more light (torches, lanterns etc).

    Erratic: Lighting looks very flat and the architecture is very square, but i know UT3 doesn't leave you much choice sometimes.

  • mjens
    • September 22, 2009 at 9:30 PM
    • #7,298

    Crowin, That's much better than last one pack of screens form you. There are still no specific props like lamps or some small detail that will make me sure that this is in China...

  • AlexM
    • September 23, 2009 at 4:07 AM
    • #7,299

    just tried your tip RB, I think it helped a bit. I think next time around I make foliage though, there's a few things I can do better about my foliage structure.

    first is with a burn/darken overlay and the first is the original for the sake of comparison.

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_wildernesstest0100006.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_wildernesstest0100007.jpg]

  • robert.briscoe
    • September 23, 2009 at 12:58 PM
    • #7,300

    can you post an image of what your actual texture looks like before and after so i can take a closer look?

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 2 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™