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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ElectroSheep
    • July 20, 2010 at 11:40 AM
    • #7,941

    Another tf2 map

    Some lighting issue but it's because of a fast build.

    [Blocked Image: http://www.minerality.fr/images/stock/ctf_woods_a30011.jpg]

    [Blocked Image: http://www.minerality.fr/images/stock/ctf_woods_a30013.jpg]

  • Jenn0_Bing
    • July 20, 2010 at 5:21 PM
    • #7,942

    Holy shit that looks awesome. Very refreshing appearance.

  • sarge mat
    • July 20, 2010 at 5:29 PM
    • #7,943

    Yea love the look, something fresh for TF2.

  • Hipshot
    • July 21, 2010 at 12:17 AM
    • #7,944

    [Blocked Image: http://zfight.com/misc/images/maps/development/shot1282.jpg]

  • -HP-
    • July 21, 2010 at 12:53 AM
    • #7,945
    Quote from Hipshot

    [Blocked Image: http://zfight.com/misc/images/maps/development/shot1282.jpg]

    NICE colors!!

    + info plz!

  • AlexM
    • July 22, 2010 at 4:10 AM
    • #7,946
    Quote from 3Dnj

    Another tf2 map Some lighting issue but it's because of a fast build.

    [Blocked Image: http://www.minerality.fr/images/stock/ctf_woods_a30011.jpg]

    [Blocked Image: http://www.minerality.fr/images/stock/ctf_woods_a30013.jpg]

    Very nice man! Really unique look but still TF2ish

    I would maybe change the bark texture to blend in better.

  • JeanPaul
    • July 22, 2010 at 6:12 AM
    • #7,947

    The white trees just jutting out of the very obviously a displacement rock chunk really bothers me for some reason. Slap some grey rock props around those trees and displacements and you will be golden muh boy. The white on the trees is rather jarring as well.

    Well I took a few hours off from black mesa to start on the tf2 detail pass contest and I came up with this. The light_env/fog/sun is ripped straight from pl_upward just to see my brushwork as the final will be at night with a shit ton of lighting. Also, ignore the wooden stairs in the second shot, I forgot about those

    Heavy WIP

    [Blocked Image: http://i28.tinypic.com/28vbsr7.jpg]

    [Blocked Image: http://i32.tinypic.com/9j3nli.jpg]

  • dux
    • July 22, 2010 at 11:26 AM
    • #7,948

    That's not black mesa!

  • ElectroSheep
    • July 22, 2010 at 2:17 PM
    • #7,949

    Thanks for comment, final compil looks better but I will make some bush and rock props for the tree's integration.

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/ctf_woods_a30021.jpg]

    Just want to say that 90% of custom props are not by me but from other guys from bullet crops project.

    @ Jean Paul : big industry is great, I just think those vent are too many on the second shot.

  • dux
    • July 22, 2010 at 2:39 PM
    • #7,950

    Very nice, feels very damp and foresty. Is that a word? The dirt tracks end pretty badly though.

  • TermInator525
    • July 22, 2010 at 4:43 PM
    • #7,951

    [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0013.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0014.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0015.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0016.jpg]

  • JeanPaul
    • July 22, 2010 at 7:45 PM
    • #7,952
    Quote from Term!nator525

    [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0013.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0014.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0015.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0016.jpg]

    You really need to work on unifying your color pallet

    Quote from 3Dnj

    Thanks for comment, final compil looks better but I will make some bush and rock props for the tree's integration. [Blocked Image: http://www.minerality.fr/images/maps/tf2/ctf_woods_a30021.jpg]

    Just want to say that 90% of custom props are not by me but from other guys from bullet crops project.

    @ Jean Paul : big industry is great, I just think those vent are too many on the second shot.

    Yeah I am going for massive industry, these walls are like 4000 units tall. And yeah I agree, I should take some of the vents out, they are a bit much.

    I also love what you have here, but the sky is a bit too bright for your lighting, load up doublecross and use that sky (sky_nightfall_01 I think)

  • Campaignjunkie
    • July 22, 2010 at 8:29 PM
    • #7,953

    JP: that just looks like your Lambda Core stuff. Try adding some color! You can't just map in bluish-gray forever, even if it looks cool. Challenge yourself.

    3dnj: reminds me of the swamp theme stuff but better realized, kind of New Orleans-y

    and here's how mine is shaping up, working on it about an hour a day. It's slightly more respectable now:

  • Kaz
    • July 22, 2010 at 10:28 PM
    • #7,954

    Hipshot: glad to see another q3w'er

    JeanPaul: those steam towers are very impressive :monocle:

    If you use rays such as these, does it only make sense if all the lights also have coronas around them?

    [attachment=0]noghost51.jpg[/attachment]

  • DaanO
    • July 24, 2010 at 10:07 PM
    • #7,955

    jeanpaul: love it so far. i like how it's mostly white and still looks interesting (i just to paint almost all-white paintings )

  • Steppenwolf
    • July 29, 2010 at 11:54 PM
    • #7,956

    WIP's of a collaboration work for rFactor between Alex "com8" Hummler and me. The track is called Salzburgring. It's a real race track in Austria.

    [Blocked Image: http://imgur.com/IKp0S.jpg]

    [Blocked Image: http://imgur.com/fivPI.jpg]

    [Blocked Image: http://imgur.com/4q6mN.jpg]

    [Blocked Image: http://imgur.com/5G6n9.jpg]

    [Blocked Image: http://imgur.com/g8ZEP.jpg]

    [Blocked Image: http://imgur.com/pd8Et.jpg]

    [Blocked Image: http://imgur.com/X5RDf.jpg]

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  • Hipshot
    • July 30, 2010 at 2:05 AM
    • #7,957

    Kaz, yes, I've been around here for a lil-while now...

    Quote

    ":36bh90iv]

    NICE colors!!

    + info plz!

    It's a level for that q3mapping-competition.

    1v1, with a pretty high grade of vertical game play.

    [Blocked Image: http://zfight.com/misc/images/maps/m15/34.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m15/35.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m15/36.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m15/33.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m15/43.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m15/38.jpg]

  • jaboo224
    • July 30, 2010 at 3:07 AM
    • #7,958

    [Blocked Image: http://img829.imageshack.us/img829/1778/kitchenwip.jpg]

    working on a de_rats style map in udk.

  • Minos
    • July 30, 2010 at 3:46 PM
    • #7,959

    That looks fucking rad Hipshot =)

  • Froyok
    • July 30, 2010 at 11:28 PM
    • #7,960

    [Blocked Image: http://uppix.net/0/8/8/12b2b448a79607a42e1ced93088b6tt.jpg]

    [Blocked Image: http://uppix.net/0/3/9/260fbdf166796a6ee32dc836f6e51tt.jpg]

    [Blocked Image: http://uppix.net/5/b/9/bf10aaba70e96855cafc176ce49a0tt.jpg]

    Decolayer for tree is not a good idea. :3

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