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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Sentura
    • July 14, 2012 at 10:51 PM
    • #9,401
    Quote from Dejavo

    Posted a wip of this some 10 pages back. Gave it some more work and then sent in this wip applying for a game dev school's art program.Skyboxes stolen from tf2.

    http://i.imgur.com/duySv.jpg?1

    http://i.imgur.com/N2Klp.jpg?1

    If anyone has tips on how to use alpha transparency for foliage in source it would be kool.

    fucking DUDE, that is pretty sweet. your own assets?

  • Dejavo
    • July 15, 2012 at 9:42 AM
    • #9,402
    Quote from Sentura

    fucking DUDE, that is pretty sweet. your own assets?

    Thanks! Yes mine all mine. All them textures and models except the skybox that is.

  • Puddy
    • July 15, 2012 at 9:45 AM
    • #9,403
    Quote from Dejavo

    Posted a wip of this some 10 pages back. Gave it some more work and then sent in this wip applying for a game dev school's art program.Skyboxes stolen from tf2.

    http://i.imgur.com/duySv.jpg?1

    http://i.imgur.com/N2Klp.jpg?1

    If anyone has tips on how to use alpha transparency for foliage in source it would be kool.

    yeah very nice work!

  • Rick_D
    • July 15, 2012 at 11:10 AM
    • #9,404
    Quote from Dejavo

    Posted a wip of this some 10 pages back. Gave it some more work and then sent in this wip applying for a game dev school's art program.Skyboxes stolen from tf2.

    http://i.imgur.com/duySv.jpg?1

    http://i.imgur.com/N2Klp.jpg?1

    If anyone has tips on how to use alpha transparency for foliage in source it would be kool.

    in the vmt you have two options:

    to use full 8bit alpha, taking advantage of gradients in the alpha channel (ie: all ranges from 0% to 100% opacity), then use:

    "$translucent" "1"

    the downsides are sorting issues, so not too good for trees and bushes/grass where you have a lot of alpha planes close to each other.

    to use 1 bit alpha, where the alpha is either ON or OFF, then use:

    "$alphatest" "1"

    you can tweak the amount of alpha that gets "clipped" by using this:

    "$AlphaTestReference" "0.5" (try different values)

    you'll also probably want this to make the texture two-sided:

    "$nocull" "1"

  • knj
    • July 15, 2012 at 2:32 PM
    • #9,405

    Detaling some of the village spots

    [Blocked Image: http://knj-environment.com/img_test/ghost_4.jpg]

    [Blocked Image: http://knj-environment.com/img_test/ghost_5.jpg]

    [Blocked Image: http://knj-environment.com/img_test/ghost_6.jpg]

    Thirk - thx a lot dude, i was going for that Alan's or maybe a lil Silent hillish look, very happy you got that vibe, also the colour scheme is a very big experiment, glad you like it

  • D3ads
    • July 15, 2012 at 5:41 PM
    • #9,406

    I love the structure of it but the colour imho is too washed-out and odd looking.. the green doesn't work with the red very well, I'd change the gamma of the red parts to be more green and desaturate a little...

  • mjens
    • July 15, 2012 at 6:35 PM
    • #9,407

    Here's a quick tip how I'm doing color pass on the scene: try to find your color palette (what kind of greens and reds you want to use, how much saturated and so on. look for "kuler" in google ant use this app to get the best palette that will fit) and use it on textures of any kind (grass, trees, roads, sky), then apply weather conditions (fog, desaturation, brightness, contrast, color correction - looking for reference pics would be good but you're making a game environment, it's more like making moody movies than pictures) and then try to postprocess it with additional vignetting, dof, noise or whatever you want.

    It's not a perfect way but still it will make your scene more moody and with better feel.

    COD:MW pripyat level was really moody bit it lacks colors, avoid huge desaturation or one color dominant

    [Blocked Image: http://ui01.gamespot.com/862/shot0005_2.jpg]

    [Blocked Image: http://ui01.gamespot.com/1861/shot0007_2.jpg]

    Stalker was fine

    [Blocked Image: http://technopolis.polityka.pl/wp-content/uploads/2008/2008__2_/STALKER2.jpg]

    ...or Skyrim

    [Blocked Image: http://cdn.overclock.net/e/e6/e65c564a_TESV2012-01-1618-31-46-38.png]

    [Blocked Image: http://static.skyrim.nexusmods.com/images/2605616-1326621170.jpg]

  • Dejavo
    • July 15, 2012 at 7:30 PM
    • #9,408
    Quote from Rick_D

    in the vmt you have two options:

    to use full 8bit alpha, taking advantage of gradients in the alpha channel (ie: all ranges from 0% to 100% opacity), then use:

    "$translucent" "1"

    the downsides are sorting issues, so not too good for trees and bushes/grass where you have a lot of alpha planes close to each other.

    to use 1 bit alpha, where the alpha is either ON or OFF, then use:

    "$alphatest" "1"

    you can tweak the amount of alpha that gets "clipped" by using this:

    "$AlphaTestReference" "0.5" (try different values)

    you'll also probably want this to make the texture two-sided:

    "$nocull" "1"

    Display More

    Thanks. I've really put in some serious googling to find techniques for this but never stumbled upon alphatestreference. Will try that out.

    Puddz: Glad to hear

  • knj
    • July 15, 2012 at 9:34 PM
    • #9,409

    thanks guys for all the tips, will try to figure something out

    as i said the color scheme is a big experiment (and i'm using only SDK assets) and i'm aware that green plus red are not the best friends

    will work on it later on

  • Vilham
    • July 16, 2012 at 10:10 PM
    • #9,410

    So I have an idea for a short single player mission, 15-20 minutes. I could do it in either HL2 or Crysis 2. Basically in Crysis 2 I could script it much faster and visually it would probably look much nicer but there wouldn't be many assets I could use and the AI types aren't as interesting as in HL2. Also HL2 would be easier to get players for. I'm leaning towards HL2. I want it partly as a portfolio piece but also just as a level that people can enjoy. Thoughts?

  • insta
    • July 16, 2012 at 10:59 PM
    • #9,411

    Do it for whatever game you enjoy the most, since you're most likely to finish it then.

  • mjens
    • July 16, 2012 at 11:40 PM
    • #9,412
    Quote from insta

    Do it for whatever game you enjoy the most, since you're most likely to finish it then.

    Yep, think in what engine you fill more comfortable ang just go and do some great shit.

    BUT! if you plan to put it in your portfolio it should look enough good as Dear Esther. If not - HL2's source engine isn't the best engine to show right now...

  • Rick_D
    • July 17, 2012 at 11:23 AM
    • #9,413
    Quote from seir

    Yep, think in what engine you fill more comfortable ang just go and do some great shit.

    BUT! if you plan to put it in your portfolio it should look enough good as Dear Esther. If not - HL2's source engine isn't the best engine to show right now...

    artist alert, artist alert. if it's a level design portfolio it could be dev textures as long as it plays well. some art polish is nice but HL2 still looks pretty good, look at episode 2, it's not entirely shit you just have to pick and choose your battles as far as art goes :S

  • insta
    • July 17, 2012 at 12:28 PM
    • #9,414
    Quote from Rick_D

    Yep, think in what engine you fill more comfortable ang just go and do some great shit.

    BUT! if you plan to put it in your portfolio it should look enough good as Dear Esther. If not - HL2's source engine isn't the best engine to show right now...

    artist alert, artist alert. if it's a level design portfolio it could be dev textures as long as it plays well. some art polish is nice but HL2 still looks pretty good, look at episode 2, it's not entirely shit you just have to pick and choose your battles as far as art goes :S

    You should practice what you preach xD xD xD

  • Evert
    • July 17, 2012 at 12:50 PM
    • #9,415

    lol

    but I agree with what that guy preaches

  • ElectroSheep
    • July 17, 2012 at 12:52 PM
    • #9,416

    By the way, I wonder if an designer and an artist who work together on a project for their book is good, I mean does it' help to prove that you can work closely with someone ?

    I really want to work like this because i'm sick about people saying I'm a LD

  • mjens
    • July 17, 2012 at 12:58 PM
    • #9,417
    Quote from Rick_D

    Yep, think in what engine you fill more comfortable ang just go and do some great shit.

    BUT! if you plan to put it in your portfolio it should look enough good as Dear Esther. If not - HL2's source engine isn't the best engine to show right now...

    artist alert, artist alert. if it's a level design portfolio it could be dev textures as long as it plays well. some art polish is nice but HL2 still looks pretty good, look at episode 2, it's not entirely shit you just have to pick and choose your battles as far as art goes :S

    Even if you're a LD it's good to show your env creation skills. Try even if you have none. No env creation skills (not art skill, just composition and feeling of the shape) makes LD a scripter that you need to fix the env after his pass.

    Still I think that grey/orange prototype levels are my favorite

    3Dnj: Why it could be bad? It's very important can you work with different people and I'm not saying "friends" but totally different guys, dicks maybe.

  • Rick_D
    • July 17, 2012 at 1:25 PM
    • #9,418

    iw as thinking about that for a mapcore challenge, everyone who is interested puts their name in the hat, we pick an artist and a LD randomly and pair them together then they have a month to create some small level together.

  • ElectroSheep
    • July 17, 2012 at 1:45 PM
    • #9,419
    Quote from Rick_D

    iw as thinking about that for a mapcore challenge, everyone who is interested puts their name in the hat, we pick an artist and a LD randomly and pair them together then they have a month to create some small level together.

    viewtopic.php?f=23&t=16082&start=105#p324325

  • Jangalomph
    • July 18, 2012 at 8:31 AM
    • #9,420

    Alright so i challenged my self. 1 hour 45 minutes to do a quick map with a limit of 2 compiles. Here is my result. I'm aware of the crappy lighting and oddly square tunnel and how some things just look wrong. I had little time to think.

    [Blocked Image: http://cloud.steampowered.com/ugc/1155422234376206056/6C5E891AB717460C441FF5FD3D93624FB181D233/]

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