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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Cr4zy
    • February 2, 2011 at 4:30 PM
    • #8,261
    Quote from Aalexanderrr

    Something that I'm going to be releasing next weekend... Some peeps might recognise this one as I had posted bunch of piccies of this map like ... 100 pages ago?

    Pretty colours

  • ⌐■_■
    • February 2, 2011 at 6:14 PM
    • #8,262

    colors remind me of brainbread. nice

  • aaron_da_killa
    • February 3, 2011 at 1:53 PM
    • #8,263

    looks awesome. lots of colours and depth

  • dux
    • February 3, 2011 at 3:02 PM
    • #8,264
    Quote from Aalexanderrr

    Something that I'm going to be releasing next weekend... Some peeps might recognise this one as I had posted bunch of piccies of this map like ... 100 pages ago?

    Holy moly it's a disco tech. I think those big red lights need to be replaced by a less in your face colour. Orange, for example.

  • Aalexanderrr
    • February 3, 2011 at 3:51 PM
    • #8,265
    Quote from dux

    Holy moly it's a disco tech. I think those big red lights need to be replaced by a less in your face colour. Orange, for example.

    True. Will remove those the next build. Thanks dux and everyone.

  • aaron_da_killa
    • February 4, 2011 at 12:45 AM
    • #8,266

    I think I like the red lights. They add contrast.

  • Aalexanderrr
    • February 4, 2011 at 3:42 PM
    • #8,267

    Next build...

    @ aaron_da_killa : True that but now that I look at it, I have also used blueish sorta color for windows and that is 3rd color in the scene. Adding one more would be an overkill.

  • ⌐■_■
    • February 4, 2011 at 3:58 PM
    • #8,268

    i don't think i like the cold lights against the warm textures, maybe something more warm and neutral to make it more subtle? not sure which way you wanna go with this.

  • cincinnati
    • February 4, 2011 at 4:19 PM
    • #8,269

    the windows are less interesting now with all that sympathetic blue. they popped with the red.

  • dux
    • February 4, 2011 at 5:19 PM
    • #8,270

    This is how I'd like to see the lighting, KT is right about the warmth. My awesome clone stamp skills in full effect here.

    [Blocked Image: http://img135.imageshack.us/img135/710/perifinal3.jpg]

  • Aalexanderrr
    • February 4, 2011 at 8:15 PM
    • #8,271

    I originally wanted to go for that sorta color and I would have if interior hadn't looked so washed out; orange looked way too dominant. Had to lower saturation a bit and that's pretty much what you see now.

    Apart from that, this map has reached a point where the map wouldn't fully compile without giving me like 6-7 critical errors. 6000 brushes and 2000 light objects is a bit too much for the engine that is like 14 years old, lol.

  • Wail
    • February 5, 2011 at 1:02 AM
    • #8,272
    Quote from Aalexanderrr

    Next build... @ aaron_da_killa : True that but now that I look at it, I have also used blueish sorta color for windows and that is 3rd color in the scene. Adding one more would be an overkill.

    I actually really like the color variation and depth in this shot. My only criticism would be the texture for those blue lights is just a little too bright/white. Tone it down slightly and I think the whole thing would look much better. The actual light actor settings are fine and this scene is interesting because of the colors -- The orange scheme proposed by dux just looks too much like "Yet Another Rust Factory" in my eyes.

  • CK-Atlantic
    • February 6, 2011 at 12:42 PM
    • #8,273

    Hey guys, I've been a silent reader for quite some time now. I've worked on a UT3 map long time ago, but didn't have the time to finish it. I did a custom glass shader for that map and have been ask how i did that a few times. So I thought maybe it will be useful to someone if I post it here. The final result looks like this:

    [Blocked Image: http://clemenskern.de/stuff/ut3/glass_shader_result.jpg]

    And here is the node setup (as a link because the image is huge):

    http://%7Boption%7D[Blocked Image: http://clemenskern.de/stuff/ut3/glass_shader.png]

  • 2d-chris
    • February 7, 2011 at 10:08 AM
    • #8,274

    Sweet looking glass shader indeed

  • Jetsetlemming
    • February 8, 2011 at 3:40 AM
    • #8,275

    I opened up the Crysis sandbox deliberately without looking at any tutorial or trying to learn anything about it before playing around. I mean, it's called a sandbox, right? Should be intuitive through playing around.

    [Blocked Image: http://i.imgur.com/yH0OQ.jpg]

    I liked it better before I somehow made everything green, and it has some random error when I try to switch to "play mode", and I have no clue where that ocean popped out of all of a sudden (I was in the materials editor trying to find a ground texture (and failing) and I clicked something and suddenly, boom, ocean). Still, not bad. Looks a bit better than when I did the same thing with Unreal 1, although I had more complete in Unreal 1 before opening a guide, basically all I missed was a) rebuilding and b) the player spawn point.

  • e-freak
    • February 8, 2011 at 8:47 AM
    • #8,276

    Before you switch to game mode for the first time after creating a new level you need to save and restart the editor once (this step is only required once for the level, no worries!).

    Water level is controlable in the Terrain dialog (just click set water level). Your level is green because you didn't paint the terrain yet and it uses the default texture (blurry green mass). I still like the Crysis 1 Editor alot - for making Island Levels that thing is a blast.

  • Chimeray
    • February 8, 2011 at 10:47 AM
    • #8,277

    I like where this project is going, the height differences made it way more interesting!

    But... I reached the end of the world, I leaped off... and I was gone:

    [Blocked Image: http://img810.imageshack.us/img810/6660/endoftheworld.png]

    This didn't happen in the previous release, but perhaps I got lucky? Dunno, perhaps you learn something from the screeny? In that whole length the level is "cut".

  • ⌐■_■
    • February 8, 2011 at 10:53 AM
    • #8,278

    not sure where it happened, but i fell through the floor somewhere:

    [Blocked Image: http://img684.imageshack.us/img684/7648/image1vj.jpg]

  • Bunglo
    • February 8, 2011 at 10:55 AM
    • #8,279

    Same, twice.

  • dux
    • February 8, 2011 at 11:27 AM
    • #8,280

    Is this blizzards next game?

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