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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • mjens
    • July 18, 2012 at 8:57 AM
    • #9,421

    Not bad, not bad. Looks like 30 minutes of work in CryEngine I just love new game engines :>:>:>

  • knj
    • July 18, 2012 at 9:05 AM
    • #9,422
    Quote from seir

    I just love new game engines :>:>:>

    haha welcome to the real world

    not bad for so short time dude !

  • insta
    • July 18, 2012 at 9:47 AM
    • #9,423

    That's some weird limitations

  • D3ads
    • July 18, 2012 at 12:52 PM
    • #9,424

    That's great work considering the time frame, you even made new textures as well! I wish I could produce something like that in 2 hours

  • Thrik
    • July 18, 2012 at 2:22 PM
    • #9,425
    Quote from insta

    That's some weird limitations

    The greatest and most creative works come from limitations, whether it's time pressure or crazy arbitrary rules.

  • mjens
    • July 18, 2012 at 3:20 PM
    • #9,426
    Quote from Thrik

    The greatest and most creative works come from limitations, whether it's time pressure or crazy arbitrary rules.

    True, but still prev-gen engine.

    Sorry that I'm so annoying with that prev/current-gen editors but come on, Source is old.

  • Sentura
    • July 18, 2012 at 3:36 PM
    • #9,427
    Quote from seir

    The greatest and most creative works come from limitations, whether it's time pressure or crazy arbitrary rules.

    True, but still prev-gen engine.

    Sorry that I'm so annoying with that prev/current-gen editors but come on, Source is old.

    ...who cares...?

    do you also stop people on the road that are driving old cars, saying they can't use them anymore?

  • Thrik
    • July 18, 2012 at 3:45 PM
    • #9,428
    Quote from seir

    The greatest and most creative works come from limitations, whether it's time pressure or crazy arbitrary rules.

    True, but still prev-gen engine.

    Sorry that I'm so annoying with that prev/current-gen editors but come on, Source is old.

    People can still have fun working with it, though. Hell, we have guys on MapCore who still put together UT and Quake 3 maps, but they're fun to look at because you can appreciate the craftsmanship that went into it. I'm totally all for making cutting-edge crazy stuff, but it's nice to see things on the other side of the fence too.

    IMO as long as people have fun with what they're doing it's all good. Obviously if anyone has professional aspirations they need to be using new technology, but this isn't always a place of serious business.

  • mjens
    • July 18, 2012 at 4:10 PM
    • #9,429
    Quote from Thrik

    The greatest and most creative works come from limitations, whether it's time pressure or crazy arbitrary rules.

    True, but still prev-gen engine.

    Sorry that I'm so annoying with that prev/current-gen editors but come on, Source is old.

    People can still have fun working with it, though. Hell, we have guys on MapCore who still put together UT and Quake 3 maps, but they're fun to look at because you can appreciate the craftsmanship that went into it. I'm totally all for making cutting-edge crazy stuff, but it's nice to see things on the other side of the fence too.

    IMO as long as people have fun with what they're doing it's all good. Obviously if anyone has professional aspirations they need to be using new technology, but this isn't always a place of serious business.

    I'm planning to make a Quake 1 map, I'm not saying it's boring or doesn't provide fun. Simon can make a Q3 level that looks like latest MOH screens

  • Jangalomph
    • July 18, 2012 at 5:10 PM
    • #9,430

    Thanks guys ^^, Prior to this I hadn't mapped in source for over a year since I've been hooked on UDK, and just particle effects for source things. But yeah, the crazy limitations were so that i wouldn't just quit within 5 minutes. Because generally thats how mapping for source works now.

    edit: To even the odds a little bit, I didn't make the textures as I was making the map. I just had them in a folder.

    and as for a different engine. I had such a hard time creating this simple thing out of models.

    [Blocked Image: http://25.media.tumblr.com/tumblr_lwsrdeinpy1r39u1oo1_500.png]

    and the rest is just messing around with presets.

    [Blocked Image: http://24.media.tumblr.com/tumblr_ls5oi8fONY1r39u1oo1_1280.jpg]

    [Blocked Image: http://25.media.tumblr.com/tumblr_ls5oguwgey1r39u1oo1_1280.jpg]

  • selmitto
    • July 19, 2012 at 9:24 PM
    • #9,431

    Nice usage of the presets! /\

    ---

    One thing that I suck at: choosing THE ONE image for the header of the projects in my portfolio!

    I do a lot of tests with the composition of my best screenshots + title and basic description, but...

    Any ideas? Which of the three?

    [Blocked Image: http://i.imgur.com/OD8tC.jpg]

  • Jangalomph
    • July 19, 2012 at 10:58 PM
    • #9,432

    I personally like the 3rd one.

  • syver
    • July 20, 2012 at 3:10 PM
    • #9,433

    3rd one definitely. too much stuff disturbing the text in the other two examples. the camera angle and the lasers create a pretty cool/interesting effect. maybe remove/photoshop the orange goo thing.

    doesn't show much of the level though... maybe you should make a few more.

  • _gb
    • July 20, 2012 at 5:26 PM
    • #9,434

    3rd one is most extreme aggressive looking, 2nd one shows more of the level but the orange goo and the line going through the text are problems.

    I tend to like #2 if the problems are removed. Because I don't like ads visually rammed down my throat.

  • selmitto
    • July 20, 2012 at 9:34 PM
    • #9,435

    Thanks for the positive feedbacks!

    It seems that the 3rd one made it!

    It doesn't show so much of the level as the other options, but I think that would be enough to grab the visitor's attention and make him click and open the project, where there will be more screenshots of the level itself, a gameplay video and a link for an in-depth article. I slightly moved up the text to get farther from the orange goo. I think that is a valid thing to include in the screenshot to show one of the puzzle elements.

    [Blocked Image: http://anselmo.gd/img/index/alAnselmo_competurn_home.jpg]

    Now, the other round of "what's the image that give you orgasms?"! This (LAST) study of the most appealing/ interesting header image is of my other level. I'm about to choose the last one, but I think the others are great too. What do you guys think?

    [Blocked Image: http://i.imgur.com/9PTlU.jpg]

    Thanks in advance!

  • Rick_D
    • July 20, 2012 at 10:03 PM
    • #9,436

    so irrelevant

  • Jangalomph
    • July 21, 2012 at 3:18 AM
    • #9,437

    Number 3

  • Puddy
    • July 21, 2012 at 11:13 AM
    • #9,438

    All those screenshots makes the map look extremely over-complicated and bloated.

  • selmitto
    • July 21, 2012 at 8:55 PM
    • #9,439
    Quote from Rick_D

    so irrelevant

    I can't see why choosing something for the first impact of an image of a project can be irrelevant. Why would it be? I'd love to understand more.

    Quote from Puddy

    All those screenshots makes the map look extremely over-complicated and bloated.

    Hmm so the images might be transmitting the wrong message.

    But "All those images", without exception? Even the first and last one (for example)?

    Btw, the first one shows a section of the level during the level start. The other ones show the level after it has been solved/ during its solution.

  • Sentura
    • July 21, 2012 at 9:20 PM
    • #9,440

    i'm thinking the way Rick sees it it's the content itself that matters, not which shot you line up as your preferred.

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