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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • FreeFall
    • May 8, 2010 at 8:10 PM
    • #7,781

    Oh, don't mind me dear sirs.

    But I got a problem you see

    [Blocked Image: http://j.imagehost.org/0517/ololz.jpg]

    I'm tinkering around in my first 'map'

    This damn light is to damn bright lol, and I did tone the whiteness down but it doesn't work like it does with the other lights I do it with >_> And ehh well, I usually set the color to a grey to make the light less hard, is there an other proper way of doing this btw?

  • skdr
    • May 9, 2010 at 9:15 AM
    • #7,782

    There's a numerical code that represents RGB values for example "200 100 100". There's also a fourth number that sets the brightness level in the entity. Set it lower to get lower brightness on that light.

  • Buddy
    • May 9, 2010 at 9:16 AM
    • #7,783

    The lighting values are in the following format: R G B INTENSITY, increase/decrease the 4th value to change intensity of the light.

  • Psy
    • May 9, 2010 at 8:42 PM
    • #7,784

    This is my entry for TF2Maps CTF contest. I spent 15 hours on Friday (10am till 1am) basically crunching down to get everything done like the particles, 3D skybox, misc details and brushwork. Though I'm not completely happy with the result and I wasn't able to get everything done due to how silly Source is, I'm glad I got it out for the deadline and it was an interesting experience to work for such a long period of time under pressure. Twas a good motivator!

    [Blocked Image: http://dl.dropbox.com/u/1008157/Converge%20Media/B1-media/thumbs/screen1.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Converge%20Media/B1-media/thumbs/screen2.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Converge%20Media/B1-media/thumbs/screen3.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Converge%20Media/B1-media/thumbs/screen4.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Converge%20Media/B1-media/thumbs/screen5.jpg]

  • Skacky
    • May 9, 2010 at 9:59 PM
    • #7,785

    Great map, Psy.

    I ran around yesterday and I love the atmosphere, the gameplay seems pretty neat too.

    I've been crafting something with the Galaxy Editor (Starcraft 2), it's pretty powerful. I can't seem to find where to set the fog though.

    [Blocked Image: http://uppix.net/a/7/1/7dc00c59a0af165f9fff0b4df7c28tt.jpg]

    (the arrows are birds).

    The natural/fortress cliffs can blend at the same level, unfortunately the seam is kind of horrible and I had to hide it.

  • PogoP
    • May 9, 2010 at 10:35 PM
    • #7,786

    What's the Galaxy Editor?

  • Skacky
    • May 9, 2010 at 10:38 PM
    • #7,787

    Starcraft 2's editor, sorry I didn't mention that.

  • schoft
    • May 12, 2010 at 11:50 PM
    • #7,788
    Quote from Daivy

    This source mod means L4D campaign? ^^

    Ill probaly make the map l4d2 compatible ( if i feel like it )

  • Daivy
    • May 14, 2010 at 1:19 PM
    • #7,789
    Quote from schoft

    Ill probaly make the map l4d2 compatible ( if i feel like it )

    It would be so fantastic !!! I will pray for that! ^^

  • VoodooBenshee
    • May 16, 2010 at 11:45 PM
    • #7,790

    [Blocked Image: http://www.benny-kayser.net/wip/wip_torch_cryptofdeath1.jpg]

    [Blocked Image: http://www.benny-kayser.net/wip/wip_torch_cryptofdeath2.jpg]

    [Blocked Image: http://www.benny-kayser.net/wip/wip_torch_cryptofdeath3.jpg]

    [Blocked Image: http://www.benny-kayser.net/wip/wip_torch_cryptofdeath4.jpg]

    Images

    • 1.webp
      • 30.78 kB
      • 751 × 902
  • Rick_D
    • May 18, 2010 at 3:36 PM
    • #7,791
    Quote from Psy

    This is my entry for TF2Maps CTF contest. I spent 15 hours on Friday (10am till 1am) basically crunching down to get everything done like the particles, 3D skybox, misc details and brushwork. Though I'm not completely happy with the result and I wasn't able to get everything done due to how silly Source is, I'm glad I got it out for the deadline and it was an interesting experience to work for such a long period of time under pressure. Twas a good motivator!

    Fantastic work for 15 hours - another 15 hours and you would be at the same standard as some of the offical maps!

    I wonder what Valve do all day :x

  • Surfa
    • May 18, 2010 at 5:26 PM
    • #7,792
    Quote from Rick_D

    I wonder what Valve do all day :x

    Money fights

  • deceiver
    • May 18, 2010 at 6:02 PM
    • #7,793

    Hats. Duh. Didn't you see their last blog post =D? Haha.

  • Minos
    • May 21, 2010 at 3:39 AM
    • #7,794

    Quick max mockup with assets created with the textures I posted earlier in the random texture thread.Specular maps still need a lot of work but I'll do that once inside UDK

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_wallmockup03.jpg]

  • -HP-
    • May 21, 2010 at 9:24 AM
    • #7,795

    Digging the shapes. As stated before, the textures are clean and nice, i'd keep it that way but would give some contrast and detail to the spec instead, ya know the drill!

  • Minos
    • May 26, 2010 at 2:58 AM
    • #7,796

    think i'm done with this mockup, time to send the modular blocks to UDK to get a better idea of how this scene will look like

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_wallmockup05.jpg]

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_wallmockup08.jpg]

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_wallmockup06.jpg]

  • jaboo224
    • May 26, 2010 at 6:07 AM
    • #7,797

    wicked sick mino! I like the style alot.. You should make a set in yellow :}!

  • PhilipK
    • May 26, 2010 at 7:18 AM
    • #7,798

    nice stuff mino, I like the bulky shapes and clean materials.

  • -HP-
    • May 26, 2010 at 10:19 AM
    • #7,799

    Nice man! Keep up, i like where this is going.

  • Skacky
    • May 26, 2010 at 12:40 PM
    • #7,800

    Amazing stuff indeed!

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