1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Vilham
    • September 20, 2011 at 11:47 AM
    • #8,821

    I find the lack of crates and red barrels disturbing

  • Steppenwolf
    • September 20, 2011 at 1:33 PM
    • #8,822
    Quote from insta

    For storing additional sewage in!

    Needs more bbq grills!!!

  • dux
    • September 20, 2011 at 2:05 PM
    • #8,823

    Wow that's a really tidy looking sewer. Where is all the sewage?!

  • insta
    • September 20, 2011 at 2:14 PM
    • #8,824
    Quote from dux

    Wow that's a really tidy looking sewer. Where is all the sewage?!

    In the barrels.

  • dux
    • September 20, 2011 at 4:31 PM
    • #8,825

    Health and safety?

  • vfig
    • September 21, 2011 at 9:02 PM
    • #8,826
    Quote from kanine01

    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.
    made a simple map for a Latin project at school.

    That's a neat way of doing your homework!

    I won't pick on the map, but on your choice of words: stone doesn't derive from Latin [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif] although it does have a cognate in stiria.

  • Trempler
    • September 22, 2011 at 1:52 AM
    • #8,827

    [Blocked Image: http://media.moddb.com/images/mods/1/17/16363/door10005.jpg]

    [Blocked Image: http://media.moddb.com/images/mods/1/17/16363/door10004.jpg]

    [Blocked Image: http://media.moddb.com/images/mods/1/…ainhall0003.jpg]

    [Blocked Image: http://media.moddb.com/images/mods/1/…ainhall0002.jpg]

    Sry 2 big ones 2 small ones

    Some random parts of maps i´m working on.

    Visit my mod if you are intrested

    http://www.moddb.com/mods/migraine/

  • ShockaPop
    • September 22, 2011 at 5:55 AM
    • #8,828

    Trempler, wasn't that all in GoldSrc engine? It looks really REALLY nice! I like the architecture-thing you have there, beams are interesting, just like the "BMS-style" reception desk.

    Keep up the good work.

  • voyager
    • September 22, 2011 at 11:08 AM
    • #8,829

    Oh my gosh, at first i thought it's ue 2.5 or source, but it's goldsource amazing, keep it up

  • Trempler
    • September 22, 2011 at 6:08 PM
    • #8,830

    Thanks Voyager and SotaPoika, yeah its GldSrc and my mod uses the Trinity Render Engine as Base. Lot of features like outsite rendering of mapparts and hq water.

    I have a quesition: About the first 2 Pics. Does it look well i mean the Walls. I´m not sure about them. Maybe i add some Rocks and Watefalls.

    Story will be added soon to moddb. Atm the name of the Underwater Research Facility is Abyss 048.

  • kanine01
    • September 25, 2011 at 5:10 PM
    • #8,831
    Quote from Trempler

    [Blocked Image: http://media.moddb.com/images/mods/1/17/16363/door10005.jpg][Blocked Image: http://media.moddb.com/images/mods/1/17/16363/door10004.jpg]

    [Blocked Image: http://media.moddb.com/images/mods/1/…ainhall0003.jpg]

    [Blocked Image: http://media.moddb.com/images/mods/1/…ainhall0002.jpg]

    Sry 2 big ones 2 small ones

    Some random parts of maps i´m working on.

    Visit my mod if you are intrested

    http://www.moddb.com/mods/migraine/

    Display More

    I'm having a hard time believing this is GoldSRC.

  • insta
    • September 26, 2011 at 11:52 AM
    • #8,832

    Here's some more WIP stuff from me!

    [Blocked Image: http://magnarj.net/images/wip/sewer_resized.jpg]

    [Blocked Image: http://magnarj.net/images/wip/office_resized.jpg]

    [Blocked Image: http://magnarj.net/images/wip/industrial_resized.jpg]

    I've already posted the sewer one, but it's cool to be able to see all three at one time. All the scenes are made from the same base, which can be seen here :

    [Blocked Image: http://magnarj.net/images/wip/layout_resized.jpg]

    It's for an article I'm writing, so they won't be released (I think!?)

    None of the scenes are 100% done, but I think I've got a good base, so I'll spend an hour or two more on each to add some details and tweak lighting. The industrial one is especially barren.

  • dux
    • September 26, 2011 at 12:36 PM
    • #8,833

    MagnarJ extremely professional copy paster

  • Puddy
    • September 26, 2011 at 2:00 PM
    • #8,834

    I like the middle one

    All are pretty slick though.

  • Skacky
    • September 26, 2011 at 3:21 PM
    • #8,835

    Love it man, especially the last one. (not the dev one, of course).

  • Chimeray
    • September 26, 2011 at 7:05 PM
    • #8,836

    Sweet! Now gimme that article!!

  • Frips
    • September 26, 2011 at 7:48 PM
    • #8,837

    It is interesting to see how the mood changes between the three regardless of the basic layout. The first feels like HL2, the second CS:S, and the third a little like L4D2

  • Trempler
    • September 26, 2011 at 9:47 PM
    • #8,838

    [Blocked Image: http://img819.imageshack.us/img819/9925/door10006.jpg]

    I added Rocks to the Room, it looks better i think.

  • Gambini
    • September 27, 2011 at 12:44 AM
    • #8,839

    I don´t know how it looked before, but that´s some very good looking map. Reminds me somehow to the underground HARM headquarters of NOLF 2. I still remember the evil guys talking about the fake lava

  • PhilipK
    • September 27, 2011 at 1:05 AM
    • #8,840

    Damn that turned out great Magnar! The only little critique I have is that at a quick glimpse the industrial and sewer versions look pretty similar due to the lighting. What if your yellows in the industrial were aimed a bit more towards a slightly bluer daytime color (from the big windows) or more of a red sunset? Maybe you could even have those cast down some light that hits the floors (and creates some nice pillar shadows)?

    Otherwise kickass! (maybe some railings along the office stairs and that'd be gold )

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Why is data science needed

    shilpa
    July 17, 2026 at 12:39 PM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™