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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Skacky
    • January 2, 2012 at 3:41 AM
    • #8,981

    That's some sick stuff you got there.

  • Sentura
    • January 2, 2012 at 4:41 AM
    • #8,982

    what about the ladders and everything? the reason i ask is because i made something similar some time back and the reason i stopped was actually the lack of assets...

    it's a given that it looks awesome. i'm also a bit curious as to how you managed to create some of the holes in the displacements, especially those that seem asymmetric. this was also a major problem of mine.

  • RedYager
    • January 2, 2012 at 4:51 PM
    • #8,983

    The ladders and logs I also made myself. I've uploaded the vmf along with the assets for you to take a look at, its still validating at the moment so wait a bit.

    http://www.gamefront.com/files/21144957 ... es+SRC.rar

    Before i started the structures of the cave I had a look at what tutorials were available on them, as well as looking as other examples. I managed to take a look at the EP2 .vmfs and noticed instead of using one brush for say 6 displacement faces, they used 6 brushes which overlapped each other . I couldn't really understand why at the moment, but I followed the same example and realised why they had done it when it came to sculpting the caves. It made sewing the disps together and subdividing them so much easier, the only downside I found was view ports became a confusing mess. Anyway its rather difficult to explain so Ill let the vmf do the talking.

    Cheers

  • Sentura
    • January 2, 2012 at 4:54 PM
    • #8,984

    thanks, much appreciated!

  • General Vivi
    • January 4, 2012 at 8:42 AM
    • #8,985

    I downloaded UDK over the break and fooled around with some of the stalk assets. Ended up making a small little DM map. Decided to continue working on the flow but wanted to show you guys the big picture. This is about 3 days of work.

    [Blocked Image: http://i39.tinypic.com/fjqha8.jpg]

  • 2d-chris
    • January 4, 2012 at 9:09 AM
    • #8,986

    looks rad, somehow reminds me of a set in The Dark Crystal or Starwars

    Something I've always wanted to do, is build a fantasy or scifi city into the walls of cliffs - could be so cool.

  • Vilham
    • January 4, 2012 at 9:27 AM
    • #8,987

    yeah i was thinking starwars.

  • sarge mat
    • January 4, 2012 at 6:31 PM
    • #8,988

    Something small to learn a bit more about the cry engine, before trying to do a proper level.

    [attachment=1]GazeOn_Screen2_04-01-12.jpg[/attachment]

    [attachment=2]GazeOn_Screen1_04-01-12.jpg[/attachment]

    [attachment=0]GazeOn_Screen3_04-01-12.jpg[/attachment]

  • knj
    • January 4, 2012 at 7:44 PM
    • #8,989

    saw it on WOLD, and looks good, i see you've darken the interior a bit, and looks much better

  • sarge mat
    • January 4, 2012 at 8:19 PM
    • #8,990

    cheers. yea the difference is massive when I look at the old screens, it had no contrast at all. Ended up using a Vis Area as the sun light was making it all too bland and just faked the sun coming though the window.

  • dewdle
    • January 6, 2012 at 3:35 PM
    • #8,991

    [Blocked Image: http://img507.imageshack.us/img507/1047/etapecentreorig0003.jpg]

  • 2d-chris
    • January 6, 2012 at 3:35 PM
    • #8,992

    Are you using projector lights? They are the saving grace of interior lighting in cryengiine 3

  • sarge mat
    • January 6, 2012 at 9:13 PM
    • #8,993
    Quote from 2d-chris

    Are you using projector lights? They are the saving grace of interior lighting in cryengiine 3

    Na i wasn't just looked up how to use them though, really useful!

  • Rick_D
    • January 8, 2012 at 9:48 AM
    • #8,994

    everything is too straight and organised, take another look at the level that uses those assets and see how things are placed.

  • knj
    • January 8, 2012 at 11:23 AM
    • #8,995

    Maybe some people like to have organized shit

  • sarge mat
    • January 9, 2012 at 5:00 PM
    • #8,996
    Quote from Rick_D

    everything is too straight and organised, take another look at the level that uses those assets and see how things are placed.

    Quote from knj

    Maybe some people like to have organized shit

    lol , yea good point though I do tend to do things a bit too much 90 degrees etc.

  • Tron
    • January 9, 2012 at 5:24 PM
    • #8,997

    I know what he means, look at the windows for example, a very distinct tiling pattern, at least flip some of those textures around to introduce variation.

  • pastor44
    • January 23, 2012 at 10:03 PM
    • #8,998

    [Blocked Image: http://img809.imageshack.us/img809/9217/americanav2.jpg]

    [Blocked Image: http://img716.imageshack.us/img716/1553/83669935.jpg]

    and other

    [Blocked Image: http://img810.imageshack.us/img810/4341/bunker1e.jpg]

  • sarge mat
    • January 23, 2012 at 11:56 PM
    • #8,999
    Quote from Tron

    I know what he means, look at the windows for example, a very distinct tiling pattern, at least flip some of those textures around to introduce variation.

    opps. yea know what you mean need to get back to this and tidy it up.

    The start of something for the latest challenge over at world of level design

    [Blocked Image: http://dl.dropbox.com/u/1905266/WOLD_StoryChallenge2/WOLDStoryChallenge2_23_01_2012_Screenshot1.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/WOLD_StoryChallenge2/WOLDStoryChallenge2_23_01_2012_Screenshot2.jpg]

  • Minos
    • January 24, 2012 at 4:49 AM
    • #9,000

    Yeah I was gonna approve that post but I couldn't be sure if pastor44 is a bot or not. Pastor44 please prove your not a bot

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