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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • syver
    • August 24, 2010 at 2:28 AM
    • #8,001

    my first attempt at a RTS map. still got some polishing and testing to do. I think I want to keep working with this editor, just think of how awesome an

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    custom game would be?

    [Blocked Image: http://csyvertsen.net/sc2_map/overview.jpg]

    if anyone want to try you can find it by searching "volcanic elevation" at battle.net/sc2 custom map browser. and if you do, please tell me what you think.

  • dux
    • August 24, 2010 at 4:22 AM
    • #8,002

    I'd have it so there is only 1 entrance to the base, I know there's rocks there, like blistering sands, but they are the most annoying thing ever. Looking at it more, it appears to be the turtling terran's dream. Just plonk some siege tanks and bunkers at the chokes and pow. I'd also change the high yield with the natural in the centre, makes more sense to have them in the middle, harder to defend but worth the income they give.

  • syver
    • August 24, 2010 at 4:45 AM
    • #8,003
    Quote from dux

    I'd have it so there is only 1 entrance to the base, I know there's rocks there, like blistering sands, but they are the most annoying thing ever. Looking at it more, it appears to be the turtling terran's dream. Just plonk some siege tanks and bunkers at the chokes and pow. I'd also change the high yield with the natural in the centre, makes more sense to have them in the middle, harder to defend but worth the income they give.

    Thanks for the feedback

    Wouldn't removing the rocks make it even easier to turtle? My initial thought was that having two entrances would make turtling more difficult and sort of remedy the easily defend-able natural expansion. I had anticipated that this was more of a "mid game"-oriented map because it's fairly easy to defend the first chokes while the mid-expansions are pretty difficult to defend. Air should also have an easy time sniping (esp siege tanks) near the main cliff.

    I actually had the gold minerals at the middle expansion to begin with, but I thought the other spot would be more difficult to defend because of the distance from the main. I guess this doesn't matter as much as I thought. I'll change it and give it a few tries.

  • DysPatch
    • August 24, 2010 at 11:34 PM
    • #8,004
    Quote from csyver

    my first attempt at a RTS map. still got some polishing and testing to do. I think I want to keep working with this editor, just think of how awesome an

    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.
    custom game would be?[Blocked Image: http://csyvertsen.net/sc2_map/overview.jpg]

    if anyone want to try you can find it by searching "volcanic elevation" at battle.net/sc2 custom map browser. and if you do, please tell me what you think.

    Very cool! How did you go about doing the mirroring? I am thinking of working on an SC2 map myself, but I am wondering if there is an easy way to mirror sides, or if you just have to do it by eye.

    Anyways, I have been working on my lighting techniques with the Source Engine. I am trying a method using a desaturated 'light' entity supplemented with a darker more saturated 'light_spot'. I think it creates a pretty nice effect. In the screenshot below, I have a desaturated yellow light, with a darker orange spotlight.

    [Blocked Image: http://danielmiede.com/scraps/tc_hangar0013.jpg]

    Thoughts on how I can improve it?

  • dux
    • August 24, 2010 at 11:42 PM
    • #8,005
    Quote from csyver

    Thanks for the feedback

    Wouldn't removing the rocks make it even easier to turtle? My initial thought was that having two entrances would make turtling more difficult and sort of remedy the easily defend-able natural expansion. I had anticipated that this was more of a "mid game"-oriented map because it's fairly easy to defend the first chokes while the mid-expansions are pretty difficult to defend. Air should also have an easy time sniping (esp siege tanks) near the main cliff.

    I actually had the gold minerals at the middle expansion to begin with, but I thought the other spot would be more difficult to defend because of the distance from the main. I guess this doesn't matter as much as I thought. I'll change it and give it a few tries.

    Just because there's some rocks there won't discourage turting. In fact it's probably better to do that with those rocks there, because you can just cover them easier. The thing with the cliffs is all you would need to do to defend your siege tanks for example is plonk down a few missle turrets or bunkers with marines. And as you're turtling, this won't cost you much. So yes, definitely going to be seeing a lot of air on this, I think. Which isn't a bad thing.

  • syver
    • August 25, 2010 at 5:54 AM
    • #8,006
    Quote from DysPatch

    Very cool! How did you go about doing the mirroring? I am thinking of working on an SC2 map myself, but I am wondering if there is an easy way to mirror sides, or if you just have to do it by eye.

    There's no real mirror function or anything (though I haven't used RTS editors before, so I don't know what a function like that would look like). You can copy-paste-flip terrain, which is what I did. Once that is done, the rest will have to be by eye. Maybe there are some tools I don't know of, I haven't used the editor enough to be completely sure.

    dux: thanks for the added criticism. I received some other concerns for the main as well, so I'm going to see if I can change the main a bit and upload a new revised version.

  • TermInator525
    • August 26, 2010 at 1:03 PM
    • #8,007

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cp_dreadnought0001.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cp_dreadnought0002.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cp_dreadnought0003.jpg]

  • ElectroSheep
    • August 29, 2010 at 2:17 PM
    • #8,008

    Another step on the artpass contest

    (hmm pictures are not reduce automaticely anymore :l )

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/artpass_3dnj_a020008.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/artpass_3dnj_a020007.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/artpass_3dnj_a020012.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/artpass_3dnj_a020009.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/artpass_3dnj_a020011.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/artpass_3dnj_a020010.jpg]

  • Skacky
    • August 29, 2010 at 5:51 PM
    • #8,009

    There are way too many things in the third pic, and your vista is really tight. Maybe remove the bridge with the train that look really out of place.

    Otherwise I like it, keep it up!

  • insta
    • August 29, 2010 at 9:28 PM
    • #8,010

    Wow 3dnj, that looks really awesome!

  • jaboo224
    • September 1, 2010 at 5:27 AM
    • #8,011

    Level I am creating using Modular BSP pieces i make. Here is the first test image I have of one of the science labs, currently it is all BSP. Lighting is Temporary and textures are PhilipK's. Once im done whitebox'ing i am going to model assets and get the first pass at lighting. Got a month to do it.

    [Blocked Image: http://img176.imageshack.us/img176/6186/testscreen2.jpg]

    [Blocked Image: http://img94.imageshack.us/img94/486/testscreen.jpg]

  • Mr. Happy
    • September 2, 2010 at 2:42 PM
    • #8,012

    Interesting, kinda blurry. what game is that?

    wip wip wip artpass for valve contest: moon base with giant gun that shoots australia

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/Artpass_Wip/artpass_007.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/Artpass_Wip/artpass_006.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/Artpass_Wip/artpass_005.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/Artpass_Wip/artpass_004.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/Artpass_Wip/artpass_003.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/Artpass_Wip/artpass_002.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/Artpass_Wip/artpass_001.jpg]

  • DeathMethod
    • September 2, 2010 at 8:27 PM
    • #8,013

    Thought I would show off my WIP level for UT3. All textures and models made by me except the chain and the flame.

    [Blocked Image: http://i685.photobucket.com/albums/vv214/deathmethod/Wizards%20Keep/wshot1.jpg]

    [Blocked Image: http://i685.photobucket.com/albums/vv214/deathmethod/Wizards%20Keep/wshot2.jpg]

    [Blocked Image: http://i685.photobucket.com/albums/vv214/deathmethod/Wizards%20Keep/wshot3.jpg]

  • dux
    • September 2, 2010 at 8:37 PM
    • #8,014

    I cant really see anything there it's so dark

  • DeathMethod
    • September 2, 2010 at 8:46 PM
    • #8,015

    yeah think it might be my monitors, think its maybe set a lot brighter than everyone elses. will brighten shots up tomorrow.

  • DaanO
    • September 2, 2010 at 9:14 PM
    • #8,016

    if that's the case, then you might wanna brighten up the level, instead of the shots?

  • Seldoon182
    • September 2, 2010 at 11:25 PM
    • #8,017

    He means hes going to bright the level and the incoming shots aswell!

  • sli-woody
    • September 11, 2010 at 3:50 PM
    • #8,018

    Some WIP screenshots of my latest map for firearms source.

    [Blocked Image: http://i855.photobucket.com/albums/ab116/nohitreg/dp2.jpg]

    [Blocked Image: http://i855.photobucket.com/albums/ab116/nohitreg/dp3.jpg]

    [Blocked Image: http://i855.photobucket.com/albums/ab116/nohitreg/dp1.jpg]

  • The Vulture
    • September 16, 2010 at 10:09 PM
    • #8,019

    Cool stuff people! Here's a mine scene in Crysis I've been working on.

    [Blocked Image: http://img190.imageshack.us/img190/3299/00073.jpg]

  • PogoP
    • September 21, 2010 at 3:01 PM
    • #8,020

    Scene I've been working on. This is my first big outdoor environment, it's hard to get used to!

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/landscape.jpg]

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