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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ShockaPop
    • February 3, 2010 at 6:03 PM
    • #7,621

    Little something I did few days back,

    [Blocked Image: http://i260.photobucket.com/albums/ii5/SP-0n3/subway_matrix0001.jpg]

    [Blocked Image: http://i260.photobucket.com/albums/ii5/SP-0n3/subway_matrix0002.jpg]

  • ⌐■_■
    • February 3, 2010 at 6:55 PM
    • #7,622

    looks fine but i think this place could be much more interesting with better lighting. also: it looks like there's something wrong with the rendering of the smoke sprite in the 2nd shot

  • ShockaPop
    • February 3, 2010 at 7:55 PM
    • #7,623
    Quote from n8braker

    looks fine but i think this place could be much more interesting with better lighting. also: it looks like there's something wrong with the rendering of the smoke sprite in the 2nd shot

    Better lighting? You mean brighter? I wanted to have this dark and gritty, that Matrix look a lil bit. Also, what do ya mean smoke is broken? Maybe that shadow behind it makes it look all weird.

  • Bl1tz
    • February 4, 2010 at 6:14 AM
    • #7,624

    Dickin' around in UT3, trying to shake the cobwebs off my UnrealED skills.

    [Blocked Image: http://i45.tinypic.com/2v1ndqo.jpg]

  • Aalexanderrr
    • February 4, 2010 at 8:10 AM
    • #7,625

    Looks good. Think that the fire lighting should be a bit more sourcing and saturated. Geometry looks good otherwise.

  • jaboo224
    • February 4, 2010 at 4:46 PM
    • #7,626

    Learning UDK.

    [Blocked Image: http://img713.imageshack.us/img713/3110/kavity1.jpg]

    [Blocked Image: http://img25.imageshack.us/img25/5548/kavity4.jpg]

    [Blocked Image: http://img203.imageshack.us/img203/5664/kavity5.jpg]

  • neotic
    • February 6, 2010 at 1:48 AM
    • #7,627

    This is a short walkthrough of an Alpha level I will be updating soon. With pure mapping I/O scripting I've turned the Crossbow in to a staircase/bridge/shit disturber builder, use it to scale new heights and cause all kind of hijinks! http://www.youtube.com/watch?v=XTLGjDW5ahA Youtube embedding seems to be broke.

    The barrel factory where shenanigans ensue

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/buser_mlwhitebox490018.jpg]

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  • sarge mat
    • February 6, 2010 at 2:37 PM
    • #7,628

    Looking good man. Like the short boat ride at the start.

  • JeanPaul
    • February 7, 2010 at 4:03 AM
    • #7,629
    Quote from SotaPoika

    Better lighting? You mean brighter? I wanted to have this dark and gritty, that Matrix look a lil bit. Also, what do ya mean smoke is broken? Maybe that shadow behind it makes it look all weird.

    I hate it when people confuse brightness and contrast. You can have an interesting gritty scene with really bright lights, just less of them. Your shots lack contrast, its too dull and doesnt contain anything of interest. Lessen the width of the spot lights and almost double the brightness. Maybe even take out a few.

  • ⌐■_■
    • February 7, 2010 at 4:40 PM
    • #7,630

    lol jean paul pretty much took the words out of my mouth.. i don't hate though...

  • e-freak
    • February 7, 2010 at 4:56 PM
    • #7,631

    Working on the artpass/beautification of this awesome racetrack - learning to use all of the CE(2)'s features is great fun but I feel like I know all assets by heart by now and it feels damn slow to work on this (whole racetrack is like more than 2 kilometers and I work in 50 meter sets).

    Anyway:

    [Blocked Image: http://www.abload.de/img/clipboard04t530.jpg]

    [Blocked Image: http://www.abload.de/img/clipboard0325ji.jpg]

    If you wonder how that same scene looked before:

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    Left to do in this part: Add decals and variation to the ground textures.

  • FrieChamp
    • February 7, 2010 at 5:12 PM
    • #7,632

    I'd give you some slack if I knew that you'd only have to use self made assets (no Crysis assets) but those rocks look strangely familiar...overall I think you've still got a long way to go and that doesn't like a soon-to-be finished artpass at all. This is an artpass.

    Keep your head up though, it takes a while until you've learnt how to create beautiful sceneries. I speak from experience

  • e-freak
    • February 7, 2010 at 5:33 PM
    • #7,633

    yes, true. one constrain of the course we're doing this in is - however - to use crysis assets as much as possible (i think there will be some custom models, but only for landmarks, not for these rocks). art-pass for that matter is detailing out, don't know if there's any better word than that to use?

  • FrieChamp
    • February 7, 2010 at 6:04 PM
    • #7,634

    An art pass is more than adding detail. It is meant to make the whole composition of the scene work. To make it "look good". The question is what looks good, that is not such an easy one I don't know what kind of racing you are building - Mario Kart or Colin Mc Rae Rally? Assumingly the later, that means realistic, which fits the art direction of Crysis. So you have to ask yourself - what looks realistic/does a landscape really look like this? I'm not the best designer around to teach you about this, there many people on this board who probably have a better eye for this than me, but there are some pretty obvious things that are wrong with your scene.

    - First and foremost the textures. Adding variation to the ground textures is still on your todo list, so I won't comment further on this. Decals will help, make sure everything isn't super cut off and textures fade into each other. It looks like you use one grass texture, one rock texture, one road texture, that's it. That makes it look very repetitive and unnatural, make sure the scaling looks right.

    - The lighting. Hard to judge from 2 screenshots, but I believe that needs work too.

    - A few specific things in your screenshot (see attachment).

    1. No river looks like this. Rivers are sometimes more wider and sometimes less wider. Add typical riverside vegetation, work on the rock placements. This bright blue of the water looks unnatural too.

    2. What is that equally narrow line of green there? Looks artifical.

    3. A bush here and there and then emptyness. I know stuff fades out (view distance ratio), but that's the thing. Needs more vegetation overall.

    4. Use rocks to hide the transition from rock to grass at slopes like this.

    These are just a few things you can apply to other scenes too though. I know where you've been, believe me. You sketch out a layout to get the gameplay down, then you quickly need to finish it up, so you try to make it pretty by adding a rock here and a bush there, but it doesn't work that way. Be careful not to mess with the gameplay of the level/racetrack, but expect to make changes to make the scene work visually.

    Lucky you, you can use the Crysis assets, which look really nice mostly, so that's one thing you don't have to worry about. Performance however is something to keep in mind, any (fps) requirements from your tutors on this?

  • e-freak
    • February 7, 2010 at 6:54 PM
    • #7,635

    Thanks a hell lot! Gonna answer this in german, easier to lay out.

    Die Beleuchtung und Wasserfarbe ist absichtlich lächerlich stark, weil unsere Story zu dem Racetrack etwas abgedreht ist (lauter Rockabillys rasen unter einem Armee-Angriff/Vulkanausbruch um den letzten Platz auf dem Flugzeugträger). Den Fluss breiter machen sollte ich aber auf jeden fall, dann wirkt auch die Furt echter. Vegetation und Steine müssen noch viele hin, die aktuellen Steine sind nur dafür da, die Strecke zu markieren. Ich versuche das ganze natürlicher wirken zu lassen - hoffe ich kann da heute noch ein Update zeigen.

    Images

    • feedback.webp
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  • AlexM
    • February 8, 2010 at 1:51 AM
    • #7,636

    Have been working more on derailed the last few weeks and made some new skybox and map props, mostly scaffolding and collections of buildings. Did a bit of a retexture as well. Schmung also made a crane prop which looks really nice overhanging the map in the skybox. Next thing to do I suppose is to fix the fog and tweak the lighting, I just changed to this skybox and am using the old values. They're fairly close in regards to intensity but the angles are off.

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/derailed/jan2010/ps_derailed0015.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/derailed/jan2010/ps_derailed0018.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/derailed/jan2010/ps_derailed0022.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/derailed/jan2010/ps_derailed0017.jpg]

  • The Vulture
    • February 8, 2010 at 9:13 AM
    • #7,637

    [Blocked Image: http://img1.hugeup.com/f/02072010/58e65147.jpg]

    [Blocked Image: http://img1.hugeup.com/f/02082010/b6538d.jpg]

  • DaanO
    • February 10, 2010 at 7:38 PM
    • #7,638

    Vulture: I love it, i can't think of anything i'd change even though i'm really trying .

    SpicyTanuki: Good start, but those metal constructions with the wood on 'm (what's the word again?) are really bothering me. They're just sitting there doing nothing, and nothing near 'm to fix, they serve no purpose and kind of break the illusion this is an actual place. At least that's how it works for me

  • AlexM
    • February 10, 2010 at 7:57 PM
    • #7,639

    The scaffolding?

    good point. The map lacked identity, I'm slowly moving out towards a bombed out construction zone. I'll try to hold back on the scaffolding

    btw: not sure if you remember me but I briefly worked with you under the name shinobi on jungle mist

    @Vulture : Very nice man

  • The Vulture
    • February 10, 2010 at 10:37 PM
    • #7,640

    Thanks, guys. I forgot to mention that the game is Crysis, from I map I'm doing called Hongzhou Harbor. You can find it at Crymod if you're interested.

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