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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • -HP-
    • September 21, 2010 at 3:31 PM
    • #8,021

    The Vulture, it looks nice and busy. Which may be both good and bad!

    Is this just a scene, or also a game environment? Cos whatever critique you may get on this, knowing the goal of this will change it all. If it's art only, it's getting there!

    PogoP, that's pretty cool man. love the warm colors. Needs trees to give it some more silhouete. And the sun in the sky is very washed out when it should be a lot stronger.

    Also, the SSAO is kiling the grass, you should tone it down

  • PogoP
    • September 21, 2010 at 4:08 PM
    • #8,022
    Quote

    ":c0mwgw0r]The Vulture, it looks nice and busy. Which may be both good and bad! Is this just a scene, or also a game environment? Cos whatever critique you may get on this, knowing the goal of this will change it all. If it's art only, it's getting there!

    PogoP, that's pretty cool man. love the warm colors. Needs trees to give it some more silhouete. And the sun in the sky is very washed out when it should be a lot stronger.

    Also, the SSAO is kiling the grass, you should tone it down

    Yeah trees are next on my agenda!

    Do you know how to turn down SSAO in UDK? It's been annoying me too!

  • kab
    • September 22, 2010 at 12:16 PM
    • #8,023

    A lot of good stuff being shown in here! Looking forward to seeing more of that moonbase Mr.Happy! And that outdoor env is quite nice already too.

    Here's a shot of my wip NS2 level:

    [Blocked Image: http://i177.photobucket.com/albums/w234/Kabelen/crude2wip/roundwip3.jpg]

    EDIT: Some of the textures are PhilK's stuff, they're awesome!

  • Endzeit
    • September 22, 2010 at 2:13 PM
    • #8,024

    Looking nice!

    But i would rework the last texture before the ceiling at your 90° piece, looks somehow wired.

  • Steppenwolf
    • September 23, 2010 at 3:10 PM
    • #8,025

    Some new wip's from Salzburgring:

    [Blocked Image: http://www.abload.de/img/sring4ji4n.jpg]

    [Blocked Image: http://www.abload.de/img/sring22fjz.jpg]

    [Blocked Image: http://www.abload.de/img/sring37ebt.jpg]

    [Blocked Image: http://www.abload.de/img/sringrace2kfxa.jpg]

    [Blocked Image: http://www.abload.de/img/sringracecfd8.jpg]

  • The Vulture
    • September 24, 2010 at 1:36 AM
    • #8,026
    Quote

    ":214e2taa]The Vulture, it looks nice and busy. Which may be both good and bad! Is this just a scene, or also a game environment? Cos whatever critique you may get on this, knowing the goal of this will change it all. If it's art only, it's getting there!

    Thanks for the comment, mate. It's actually a game environment, I'm making an SP map for Crysis. Why? Isn't it good?

    Here's an earthquake scene I threw together real quick, so it's very WIP. I know the sky is overly bright.

    [Blocked Image: http://img80.imageshack.us/img80/2761/00080c.jpg]

  • Dradz
    • September 24, 2010 at 3:09 PM
    • #8,027
    Quote from sli-woody

    Some WIP screenshots of my latest map for firearms source.

    Woody, looking good! ...when I look at the screenshots, though, I get this urge to play dod_X13?

  • Corwin
    • September 24, 2010 at 3:38 PM
    • #8,028
    Quote from The Vulture

    Here's an earthquake scene I threw together real quick, so it's very WIP. I know the sky is overly bright.[Blocked Image: http://img80.imageshack.us/img80/2761/00080c.jpg]

    Looking good, I like how much attention you put in the details, for instance the water coming out of that pipe.

    The thing that bothers me is the presence of vegetation in the gap between the cliff and the flat terrain. If the earthquake was recent enough to leave a car in flames and that noboby fixed the running pipes, I'd guess grass or ferns didn't have time to grow on a surface that was underground only moments ago. There should be only roots and rocks in there IMO, maybe a few fallen leaves too.

    Good work anyway, you've clearly got the knack for detailed sceneries. Keep them coming!

  • syver
    • September 24, 2010 at 6:23 PM
    • #8,029

    It would be nice to see a time-lapse of creating a scene like that.

  • The Vulture
    • September 24, 2010 at 10:50 PM
    • #8,030

    Very true, Corwin! I will look into that. Thanks for the great inputs and the positive feedback.

  • Sentura
    • September 29, 2010 at 2:55 AM
    • #8,031

    while it looks good, it still retains a weird aspect of the cryengine, specifically with the bloom (and how it differentiates between blurred and sharp objects) and the plastic-ness of the materials/meshes. it's really annoying, because it is honestly destroying the scene. also i don't think i have ever seen this before in the cryengine, or at least not as much as with unreal...

  • The Vulture
    • September 30, 2010 at 1:19 AM
    • #8,032
    Quote from csyver

    It would be nice to see a time-lapse of creating a scene like that.

    Do you mean my pic, mate? I usually work like this (open the pictures in tabs to see the difference). This is not exactly how I do things (I disabled stuff by category, didn't actually take pic by pic), but it's pretty close.

    First I just shape the basic terrain. Doesn't have to be all smooth as most of it will be covered up with brushes. Also trying to get some terrain textures in there to get an idea of where I want my objects to be placed (brushes, vegetation, entities, misc stuff).

    [Blocked Image: http://img835.imageshack.us/img835/7418/00083.jpg]

    Adding some entities, such as small objects and clouds.

    [Blocked Image: http://img202.imageshack.us/img202/7153/00084i.jpg]

    Then getting some vegetation in there...

    [Blocked Image: http://img42.imageshack.us/img42/449/00085m.jpg]

    Finally setting up the brushes but the scene still looks pretty bad so...

    [Blocked Image: http://img692.imageshack.us/img692/5317/00086j.jpg]

    ... decals and particles should do the trick!

    [Blocked Image: http://img163.imageshack.us/img163/4302/00082n.jpg]

    Quote from Sentura

    while it looks good, it still retains a weird aspect of the cryengine, specifically with the bloom (and how it differentiates between blurred and sharp objects) and the plastic-ness of the materials/meshes. it's really annoying, because it is honestly destroying the scene. also i don't think i have ever seen this before in the cryengine, or at least not as much as with unreal...

    Haha, funny you should mention that. I was actually just playing around with the DoF and Sharpening tool for the ToD. At that point I thought it was looking good but yeah, surely looks worse once you spent some time looking at it. I will absolutely not let the player run around with the sky looking like that, nor having DoF at such intense levels.

    Also here's the real pic in higher res:

    [Blocked Image: http://img163.imageshack.us/img163/4302/00082n.jpg]

  • syver
    • September 30, 2010 at 1:31 AM
    • #8,033

    Yes, that's exactly what i meant. very interesting, thanks!

  • The Vulture
    • September 30, 2010 at 11:35 PM
    • #8,034

    Sweet, np.

    By the way, with "real pic" I meant a version of the scene without an overly bright sky. Now it's blue! Definitely more easy on the eye, imo.

  • Wesley Tack
    • October 12, 2010 at 3:55 PM
    • #8,035

    I posted a WiP video of the construction site area I'm working on at the moment for my Off Limits level. I used the current Freedom tower site as inspiration.

    The video shows modeling, exporting/importing, HAMMER, ingame footage. Video is on my blog: http://www.wesleytack.com/?cat=9 (HD 720p)

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  • cincinnati
    • October 12, 2010 at 9:01 PM
    • #8,036

    great prop. looks great in game so far, as well.

  • The Vulture
    • October 17, 2010 at 7:44 PM
    • #8,037
    Quote from csyver

    Yes, that's exactly what i meant. very interesting, thanks!

    I uploaded a video showcasing my workflow if you're still interested. Obviously not the same amount of detail as in the earthquake shots, but you get the basic idea. The scene turned out okay, it still requires a lot of fine tuning before I'll be happy with it.

    Also did this pretty late at night, so I was a bit tired! Anyway, enjoy the video. Remember to watch in 1080p! Also read the video description for additional info.

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  • Falc
    • October 17, 2010 at 7:55 PM
    • #8,038

    I wish I had your skills Vulture, nice one!

  • The Vulture
    • October 17, 2010 at 8:08 PM
    • #8,039

    You already do, mate.

    Thanks.

  • Falc
    • October 17, 2010 at 8:52 PM
    • #8,040

    Nah,I might be good on Lightning, but I still got a lack of skills in case of Placement and Layout.

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