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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ElectroSheep
    • March 26, 2012 at 10:40 AM
    • #9,181
    Quote from RaVaGe

    [Blocked Image: http://dl.dropbox.com/u/4055243/2.jpg]Working on a small scene for the fun, what do you think about the lighting ?

    EDIT: Smallest image.

    I like the colors, but I think you need more shadows.

  • ShadoW_
    • March 26, 2012 at 4:31 PM
    • #9,182

    Mood shot - about 1h of toying around.

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2012/03/moodshot02.jpg]

  • insta
    • March 26, 2012 at 6:30 PM
    • #9,183

    Seeing that the standard reply on mapcore is "needs more contrast", I will say "great work!".

    TBQH I think it's a bit too contrasty

  • SamCom
    • March 27, 2012 at 7:09 AM
    • #9,184

    Thanks for all the crits, guys!

    However, even if the lighting is "correct", it can still look odd. I think it's a bit dramatic at the moment. I think a strong ambient light with a cool blue shade and some warm, but mild, directional lighting would fit well (you may have to switch sky though). And I think the level could use more local lighting (in/around buildings).

    Also, make sure to use that compile command to have texture lighting (useful for fences, can't remember what it is at the moment). As you can see in the second pic, the fences create very blocky lighting at the moment. The rocky areas to the left have some funky shadows too. Lastly, if the grassy area to the left is in an out of bounds area, increase the scaling value of the texture. The repeating pattern will be less noticeable.

  • General Vivi
    • March 27, 2012 at 7:41 AM
    • #9,185

    Hey guys,

    Just a bit of fun, I was sick on a Sunday and was playing Rage. I decided to script one of their mini games in UDK. It was a fun exercise!

    Download: http://dl.dropbox.com/u/7143052/Ruins_Game_01.udk

    (A video I found online of the game being played)

    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.

    (My gameplay video)

    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.
    [Blocked Image: http://www.generalvivi.com/images/scripting_challenge/rage_01/gameplay_01.jpg]

    [Blocked Image: http://www.generalvivi.com/images/scripting_challenge/rage_01/kis_01.jpg]

    [Blocked Image: http://www.generalvivi.com/images/scripting_challenge/rage_01/kis_02.jpg]

    [Blocked Image: http://www.generalvivi.com/images/scripting_challenge/rage_01/kis_03.jpg]

    [Blocked Image: http://www.generalvivi.com/images/scripting_challenge/rage_01/kis_04.jpg]

    [Blocked Image: http://www.generalvivi.com/images/scripting_challenge/rage_01/kis_05.jpg]

    Just having some fun! I might try and add some skill based elements in the future.

    vivi

    Images

    • improved.webp
      • 207.58 kB
      • 1,919 × 1,051
  • Pampers
    • March 27, 2012 at 9:37 AM
    • #9,186

    sweet, kismet <3

  • Marvin.Star
    • March 27, 2012 at 9:13 PM
    • #9,187

    MMMmm..... I like that Kismet. I've been doing a lot of kismet recently and I must say the idea of taking some time to make a simple game with it sounds like a ton of fun! It would be a nice change from all the matinee and GFX work I've been doing lol. Good stuff!

  • sock
    • March 27, 2012 at 9:17 PM
    • #9,188
    Quote from generalvivi

    Hey guys, Just a bit of fun, I was sick on a Sunday and was playing Rage. I decided to script one of their mini games in UDK. It was a fun exercise!

    Wow that is very cool, I especially like how you showed the kismet stuff. It is always cool to see the actual nuts of bolts.

  • -HP-
    • March 27, 2012 at 9:32 PM
    • #9,189

    Vivi, that's amazing man!

  • Skjalg
    • March 27, 2012 at 11:07 PM
    • #9,190

    can I please get some high res screen shots of the kismet stuff you got there? Its kind of hard to read

  • General Vivi
    • March 28, 2012 at 1:04 AM
    • #9,191

    Cheers guys, I had a lot of fun doing this. I can't wait to show you other small projects I've been working on.

    Skjalg - I was going to upload the map for public dl, retaking all of the shots would kill me inside.

  • Skjalg
    • March 28, 2012 at 7:56 AM
    • #9,192

    damn, I guess the low res ones will have to do

    Thanks a bunch anyways

  • General Vivi
    • March 28, 2012 at 8:58 AM
    • #9,193

    Added the Download link!

  • slowdevelopment
    • March 28, 2012 at 9:35 PM
    • #9,194

    Cool stuff Vivi

  • sock
    • March 29, 2012 at 5:45 PM
    • #9,195
    Quote from generalvivi

    Cheers guys, I had a lot of fun doing this. I can't wait to show you other small projects I've been working on.

    It is not often I see modern day level design (block-outs and scripting) on forums and explained in detail as well. It certainly would make for a cool Level Design competition instead of the usual visual environment contests that I see on so many forums.

  • General Vivi
    • March 29, 2012 at 8:02 PM
    • #9,196

    ;D you never know! I'm going to be working with Andrew to get some new Mapcore challenges up and running soon.

    we shall see!

  • Mclogenog
    • March 30, 2012 at 11:10 PM
    • #9,197

    A UT3 map I've been working on between my other projects:

    [Blocked Image: http://mclogeblog.files.wordpress.com/2012/03/thedig_05.jpg]

    (I know, some textures aren't aligned in this shot. Those've been fixed.)

    [Blocked Image: http://mclogeblog.files.wordpress.com/2012/03/thedig_06.jpg]

    Haven't messed with the lighting much, but I think the tone and atmosphere are pretty well set. Hopefully releasing soon.

  • AtsEst
    • April 8, 2012 at 2:23 PM
    • #9,198

    Had 5h of free time decided to pu together this scene:

    [Blocked Image: http://i185.photobucket.com/albums/x192/AtsEst/Pipe_room_0099.jpg]

    [Blocked Image: http://i185.photobucket.com/albums/x192/AtsEst/Pipe_room_0093.jpg]

    [Blocked Image: http://i185.photobucket.com/albums/x192/AtsEst/Pipe_room_0088.jpg]

    [Blocked Image: http://i185.photobucket.com/albums/x192/AtsEst/Pipe_room_0087-1.jpg]

    [Blocked Image: http://i185.photobucket.com/albums/x192/AtsEst/Pipe_room_0086.jpg]

    [Blocked Image: http://i185.photobucket.com/albums/x192/AtsEst/Pipe_room_0085.jpg]

    [Blocked Image: http://i185.photobucket.com/albums/x192/AtsEst/Pipe_room_0082.jpg]

  • 2d-chris
    • April 10, 2012 at 9:09 AM
    • #9,199

    Arh thats cool, what's with all the blur though? It doesn't look very sharp rendering wise, is that intentional?

  • AtsEst
    • April 11, 2012 at 6:09 PM
    • #9,200
    Quote from 2d-chris

    Arh thats cool, what's with all the blur though? It doesn't look very sharp rendering wise, is that intentional?

    I used quite a bit of (at times shallow) Dof, rest of the blurriness would come from the post AA I think. Because I had no intention of blurring the stuff in focus, I'll take a second look at it

    Btw, the sharpening filter doesn't seem to do much, at least for the settings I'm running, that is why I didn't bother to touch it in the ToD, I guess that is also related to AA?

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