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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • AlexM
    • September 23, 2009 at 9:07 PM
    • #7,301
    Quote from robert.briscoe

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

    I'm just running out to meet a friend but I'll post up the textures and a breakdown of the model tonight or tomorrow morning. Thanks again for taking the time to look at it

  • AlexM
    • September 24, 2009 at 10:45 PM
    • #7,302

    Below is the original texture followed by a mod I did. I Just ran a burn brush towards the areas I thought would be generally mor shadowy. I tried using a gradient and overlay but it turned out a little contrasty for my taste. I think part of the problem is my foliage doesnt protrude from the trunk. I modeled a pine cluster and copied it around on the branches.

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

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

    Here is the cluster which is repeated throughout the model.

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

  • ShockaPop
    • September 25, 2009 at 6:10 AM
    • #7,303

    Level screenshot SpicyTanuki? Whatever, it looks very realistic.

    Something I'm doing for NMRiH:

    [Blocked Image: http://i260.photobucket.com/albums/ii5/SP-0n3/nmrih_quarantine0000.jpg]

    [Obviously this is a WiP, don't mind the HL2 zombo = I had my build bit outdated]]

  • the0rthopaedicsurgeon
    • September 25, 2009 at 3:37 PM
    • #7,304
    Quote from SpicyTanuki

    Below is the original texture followed by a mod I did. I Just ran a burn brush towards the areas I thought would be generally mor shadowy. I tried using a gradient and overlay but it turned out a little contrasty for my taste. I think part of the problem is my foliage doesnt protrude from the trunk. I modeled a pine cluster and copied it around on the branches.

    I think this would also look better if there was less saturation/dead, brown branches towards the middle as well. the leaves inside usually dry up or die when the tree grows but at the moment the whole thing is the same shade of green which looks off when you have a whole forest of them like on the last page.

  • AlexM
    • September 26, 2009 at 2:07 AM
    • #7,305

    Some updates, I did some desaturation and added some borwn to te leaves. I probably havent done it profoundly enough at this point but it feels a little better.

    I started on a new map, the last one was basically to see how many polys I could fill teh scene with before people frame rates start to take a hit. I've also start messing with blendmodulation textures and they are great. The only thing i dont understand is the sharpness part. Wouldn't the sharpness be defined in teh mask itself?

    This is what I've been going off of.

    http://developer.valvesoftware.com/wiki ... atetexture

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0060014.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0060015.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0060012.jpg]

  • robert.briscoe
    • September 26, 2009 at 10:42 AM
    • #7,306

    [Blocked Image: http://www.littlelostpoly.co.uk/PVT/Misc/updated.jpg]

    Try something like this for the trees, post an image of what it looks like in-game if possible

    As for the blend mod, the sharpness is defined in either the green or blue channel I believe (black being super sharp i think)

  • Schmung
    • September 26, 2009 at 1:19 PM
    • #7,307

    Hullo there, I'm working on the same mod as Tanuki and in the interests of speeding things up (time difference and whatnot) I gave the file a quick go. Aside from the mental HDR settings in this map breaking it, I think it looks a bit better. I'd take a screen minus the HDR, but my PC is running a batch job and firing up HL2 would not be wise. Hopefully the unbloomed bit of the image is enough to get an idea.

    Edit : Scratch that, non HDR screen now supplied as well, though it still looks a tad too bright. Forgive the intrusion of a tiny autumn tree in the BG as well - thats me faffing about.

  • Pampers
    • September 26, 2009 at 2:33 PM
    • #7,308

    add another branch with a slightly different color, its still really monotone with the same color all over the trees

  • AlexM
    • September 27, 2009 at 1:05 AM
    • #7,309

    so I remodele the tree today and rebuilt the foliage with 2 textures. I also did a once over on all my materials, made some browner and added modulation textures for all the blends. Here's how it turned out.

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0070005.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0070006.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_forestpass0070007.jpg]

    here's the textures

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

  • D3ads
    • September 27, 2009 at 9:59 AM
    • #7,310

    That's much better

  • acapulco
    • September 27, 2009 at 10:38 AM
    • #7,311

    I don't like those trunks and branches. They do not really look good. I would definitly model them accurately and give them a unique UVW and unique textur. Not a base textur. You will be able to bring so much more out of them than what you got at the moment. Some moss and dirt near the ground, some chipped of bark and stuff. WILL look better than this. And I think it doesn't matter if you import 1 diffuse for that tree or 1 base-barktexture...

  • Campaignjunkie
    • September 27, 2009 at 10:45 AM
    • #7,312

    Another of my single player minimods. This one has gone through a bunch of restarts but now I'm finally gathering the nerve to push through it. In this one you're trapped in a sinking submarine which doubles as Emily Dickinson's kidney - and you're going to have to fight her poetic soul if you want to get out. I'm trying to keep the interiors vaguely mechanical, but at the same time avoiding too much detail because I want it to be more symbolic than realistic. Or maybe I'm just really lazy. Inspired by BioShock / The Sims / System Shock / Thief / untextured model renders / Emily Dickinson poems / New Orleans, among other things.

  • AlexM
    • September 27, 2009 at 8:40 PM
    • #7,313
    Quote from acapulco

    I don't like those trunks and branches. They do not really look good. I would definitly model them accurately and give them a unique UVW and unique textur. Not a base textur. You will be able to bring so much more out of them than what you got at the moment. Some moss and dirt near the ground, some chipped of bark and stuff. WILL look better than this. And I think it doesn't matter if you import 1 diffuse for that tree or 1 base-barktexture...

    Sounds good, I'm not really happy with them either. I'll try doing those again more accurately.

  • dux
    • September 28, 2009 at 11:33 PM
    • #7,314

    Small DoW2 map I'm doing in my spare time. I would finish my tf2 and dm map, but after all the ns work I just can't be bothered. More fun to do a map in something different. Fresh

    Background fog is a tad bright imo

    [Blocked Image: http://img22.imageshack.us/img22/3856/relic00000av.jpg]

  • dux
    • September 29, 2009 at 11:11 AM
    • #7,315

    Did some more this morning. NS2 time!

    The sandstorm won't come down to the ground because it's tied to the camera. And as you're looking down all the time it doesn't matter.

    [Blocked Image: http://img193.imageshack.us/img193/9853/relic00001.jpg]

  • insta
    • October 4, 2009 at 10:56 AM
    • #7,316

    Here's two screenshots from koth_switcheroo, a small TF2 map I'm working on now and then.

    [Blocked Image: http://magnarj.net/images/switcheroo/switcheroo1.jpg]

    [Blocked Image: http://magnarj.net/images/switcheroo/switcheroo2.jpg]

  • KungFuSquirrel
    • October 4, 2009 at 1:59 PM
    • #7,317

    That looks fantastic, insta. Looking forward to it

  • ShockaPop
    • October 4, 2009 at 3:38 PM
    • #7,318

    It looks very nice, top quality.

  • insta
    • October 5, 2009 at 1:13 PM
    • #7,319

    Thanks! There's not that much left to do on it, just clipping and all that fiddly stuff so a release shouldn't be that far off hopefully!

  • AlexM
    • October 5, 2009 at 6:29 PM
    • #7,320

    Awesoem, I would have thought it was an official map.

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