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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Thrik
    • July 2, 2012 at 7:22 AM
    • #9,361

    Looks great!!!!! God I need to install Portal 2.

  • Puddy
    • July 2, 2012 at 10:55 AM
    • #9,362

    Thanks guys! I'll be sure to displace it up in that cave!

    My goal is to solidify gameplay/story/scripting before my vacation starts (23rd) and then get things pretty and lit properly after that.

  • selmitto
    • July 6, 2012 at 9:18 PM
    • #9,363

    I'm working on the map with the level flow of Competurn. I'll update my portfolio with it.

    Currently it is really crowded with arrows and the right place to shoot portals, all in one image.

    I'm thinking to include in my portfolio a single image for each step to present the flow in a clearer way, and to include an extra image with all arrows together (to have a better sense of flow in the map).

    ---> What do you guys think? How do you guys generally do this?

    -----> bonus question: do you think that this kind of thing is really necessary in a portfolio?

    Personally, I'd have Photoshop open and toggle each layer with each step to explain the level for the team. But, this wouldn't be possible in a portfolio (right?)

    (the white sketch on the center of the image is to remember myself to take an in-game screenshot and apply there to show an angle that the "top view" fails to show).

    I did not finish it yet. I'll finish this diagram this night.

    Here's a version with all the portals placed correctly: http://anselmo.gd/temp/img/WIP_competurn_levelflow.jpg

    And this one below shows only the arrows:

    [Blocked Image: http://anselmo.gd/temp/img/WIP_competurn_levelflow_.jpg]

  • _gb
    • July 7, 2012 at 12:55 AM
    • #9,364

    If I ever do that, I do it similarly. I usually just keep it in mind though.

    http://spawnhost.wordpress.com/2011/10/ ... -progress/

    http://spawnhost.wordpress.com/2011/09/29/insides/

  • Puddy
    • July 7, 2012 at 9:12 AM
    • #9,365

    My honest and first impression is the following: WTF is going on, why is the gameplay space so large (including the corridor from the start), is this puzzle really challenging or are you just being a dick?

    That's my impression from the image. I would not present the level in that way.

  • Rick_D
    • July 7, 2012 at 5:05 PM
    • #9,366
    Quote from Al Anselmo

    I'm working on the map with the level flow of Competurn. I'll update my portfolio with it.Currently it is really crowded with arrows and the right place to shoot portals, all in one image.

    I'm thinking to include in my portfolio a single image for each step to present the flow in a clearer way, and to include an extra image with all arrows together (to have a better sense of flow in the map).

    ---> What do you guys think? How do you guys generally do this?

    -----> bonus question: do you think that this kind of thing is really necessary in a portfolio?

    Personally, I'd have Photoshop open and toggle each layer with each step to explain the level for the team. But, this wouldn't be possible in a portfolio (right?)

    (the white sketch on the center of the image is to remember myself to take an in-game screenshot and apply there to show an angle that the "top view" fails to show).

    I did not finish it yet. I'll finish this diagram this night.

    Here's a version with all the portals placed correctly: http://anselmo.gd/temp/img/WIP_competurn_levelflow.jpg

    And this one below shows only the arrows:

    [Blocked Image: http://anselmo.gd/temp/img/WIP_competurn_levelflow_.jpg]

    Display More

    this is a terrible idea, why can't you just have a short youtube video

  • RedYager
    • July 7, 2012 at 5:47 PM
    • #9,367
    Quote from Rick_D

    this is a terrible idea, why can't you just have a short youtube video

    Mystique ruined, I was 100% sure you were mentally ill.

  • Mr. Happy
    • July 7, 2012 at 6:41 PM
    • #9,368

    It doesn't look THAT complicated...might be..really hard to tell. Complexity isn't really a function of portal quantity. Types of mechanics, how they interact, how the playspace is organized and read, all are factors. For a portfolio you could do something fancy like an inplace slideshow going step by step.

    ----

    Workflow exercise, 2.5 hours from brush to layout completion, then pasted in the logic for floating platform I did before and made a few edits. Trying to do speedmapping, will post the video later.

    It's a gimmick map! Balloonimap! But it might become something later. Mid is too big, would add building routes/blockers/places in a couple places. Running around it it might work better as CTF than koth. But for now it is balloonimap!

    [Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/speedmapping/balloonimap/balloonimap_small.jpg]

    [Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/speedmapping/balloonimap/layoutbuilt.jpg]

  • JeanPaul
    • July 7, 2012 at 7:20 PM
    • #9,369

    Damn that is way faster than I manage to work on layouts, nice.

    Side note: Am I the only one sick of mirrored layouts?

  • Sentura
    • July 7, 2012 at 7:25 PM
    • #9,370
    Quote from JeanPaul

    Damn that is way faster than I manage to work on layouts, nice.Side note: Am I the only one sick of mirrored layouts?

    nope

  • Mr. Happy
    • July 7, 2012 at 8:39 PM
    • #9,371

    It's rotational not mirror!

    I am specifically working on projects right now to make me more efficient and faster (or new skills or other specific things), it is the fastest I have built a layout too.

  • selmitto
    • July 7, 2012 at 9:58 PM
    • #9,372
    Quote from Puddy

    My honest and first impression is the following: WTF is going on, why is the gameplay space so large (including the corridor from the start), is this puzzle really challenging or are you just being a dick? That's my impression from the image. I would not present the level in that way.

    Hmm, do you really think the gameplay space is that large? The room is actually smaller than the image makes it seem.

    The corridor is a bit long because when I was building the map in PeTI, the time length that the player needed to go from the start to the center of the level was the exact time for him to see a small event happening that I prepared at the end of the corridor.

    However, when I published the map and the engine added the elevator room before the level start, that time length became wrong. I may actually reduce the length of the corridor from the start.

    I'm not a dick, . All these arrows make it seem that I'm forcing the player to go through the same level space unnecessarily. In reality, there are vertical actions and others happening on the floor level (when looking on the top view, both are centered on the map and cause this arrow-festival). So, the puzzles are challenging and use the same space in different heights.

    Quote from Rick_D

    this is a terrible idea, why can't you just have a short youtube video

    I will definitely record a youtube video to show the gameplay and place it in my portfolio. This will facilitate understanding everything.

    Quote from Mr. Happy

    It doesn't look THAT complicated...might be..really hard to tell. Complexity isn't really a function of portal quantity. Types of mechanics, how they interact, how the playspace is organized and read, all are factors. For a portfolio you could do something fancy like an inplace slideshow going step by step.

    I will break down each step of the level in separate images. A slideshow may be a good way of presentation. Interesting! Great to note it.

  • Kenturrac
    • July 9, 2012 at 12:57 AM
    • #9,373

    So far I have enjoyed mapcore just as a reader. Its time post some stuff I currently working on. And here we go:

    External Content www.youtube.com
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    What is this strange looking game I working on? Lets say its a mixture of games like L4D and Serious Sam with a strong music theme.

    I'm working on it in the role of the Producer, Assistant Game Designer, Leveldesigner, Levelartist and Lighting Artist. Yeah, lots of jobs

    Its a student project, done in the UDK and hopefully we will release it September this year.

    Currently I'm adding more detail to the new areas, rethinking the post processing and the lighting and building up a tutorial.

  • Armageddon
    • July 9, 2012 at 1:03 AM
    • #9,374

    Looks like Borderlands meets Brutal Legends. Very awesome work.

  • JeanPaul
    • July 9, 2012 at 10:45 PM
    • #9,375

    So, I got a plan to make a map for TF2 and I started just about a week ago getting the layout done and I am almost there.

    I dont want to give away too much right now, but hopefully I will have a thread in a few days and maybe later after I can get a group of people here together to help me test it?

    Things that annoy me in the TF2 mapping community:

    -Flat maps

    -Mirror layouts

    -Same boring art style (I mean there is room for slightly different themes even without making custom content)

    So, I am making a non mirrored layout with an emphasis on vertical gameplay.

    I dont have much to show, but here are some shots.

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

    [Blocked Image: http://i.imgur.com/8jaUb.jpg]

    [Blocked Image: http://i.imgur.com/k7VIr.jpg]

    [Blocked Image: http://i.imgur.com/dlkP1.jpg]

    Getting this layout finished has actually been really tough hah.

  • PogoP
    • July 9, 2012 at 11:16 PM
    • #9,376

    Nice one JP, good to see you mapping again. Can we see a top down layout?

  • JeanPaul
    • July 10, 2012 at 12:06 AM
    • #9,377

    Fine fine fine. First one to recognize it gets a dollar.

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

  • e-freak
    • July 10, 2012 at 12:30 AM
    • #9,378

    dod_avalanche?

  • Vilham
    • July 10, 2012 at 12:32 AM
    • #9,379

    Yup defo avalanche

  • JeanPaul
    • July 10, 2012 at 12:34 AM
    • #9,380

    Yup, using avalanche as a layout, re-layed out all the rooms to fit the tf2 scale.

    Its a push gameplay map (granary, well, etc) without a mirrored layout but with attack/defend elements considering its so varied. The center point takes more than one person to cap and the rest are single man caps. I figured it would be a really interesting idea, so I went with it.

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