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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Rick_D
    • July 21, 2012 at 10:07 PM
    • #9,441
    Quote from Al Anselmo

    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.

    because it's just kinda pointless unless it's a really bad screenshot. if someone is visiting your site as a potential employer then they're going to open all your projects, as long as the work is good (put your best stuff first etc).

    in fact it's better to have very identifiable thumbnails and avoid abstract images that only show tiny parts or don't give a good diea of what the person is clickign onm, it's not about intrigue ie: a mystery, it's about relevant information.

  • selmitto
    • July 21, 2012 at 11:16 PM
    • #9,442
    Quote from Rick_D

    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.

    because it's just kinda pointless unless it's a really bad screenshot. if someone is visiting your site as a potential employer then they're going to open all your projects, as long as the work is good (put your best stuff first etc).

    in fact it's better to have very identifiable thumbnails and avoid abstract images that only show tiny parts or don't give a good diea of what the person is clickign onm, it's not about intrigue ie: a mystery, it's about relevant information.

    Oh! Thank you for sharing your thoughts, that makes a lot of sense, very constructive ;]

    Therefore, I chose an image and will update the portfolio in the next days.

  • Mclogenog
    • July 22, 2012 at 2:47 AM
    • #9,443

    @Al Anselmo I'd avoid dutch tilt in the future. I think it's one reason behind the feeling of over-complexity. Another reason would be the number of moving parts in each image. One shot has five cubes in it, which is a lot more than in most portal maps.

  • selmitto
    • July 23, 2012 at 1:33 AM
    • #9,444
    Quote from Mclogenog

    @Al Anselmo I'd avoid dutch tilt in the future. I think it's one reason behind the feeling of over-complexity. Another reason would be the number of moving parts in each image. One shot has five cubes in it, which is a lot more than in most portal maps.

    Thank you, Mclogenog! I'll be more aware of it all.

    I didn't know what dutch tilt was. Lesson learned

    There are five cubes visible in the shot, but the player has only to be aware of a few of them. This will be clearer in the gameplay video that I recorded and will publish soon

  • Jangalomph
    • July 23, 2012 at 7:13 AM
    • #9,445

    [Blocked Image: http://i397.photobucket.com/albums/pp56/jangalomph/Sabotage/sb_background010000-2.jpg]

    Something from my deeper archives of mapping.

  • AlexM
    • July 23, 2012 at 10:33 PM
    • #9,446

    trying to put an emphasis on vertical combat

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/finalstrike/2012_07_23/ps_finalstrike0003.jpg]

  • Mclogenog
    • July 24, 2012 at 10:20 PM
    • #9,447

    Jangalomph a little more color variety (subtle blue, green, or pink shadow tones maybe?) would really bring this to life. I like the light shafts a lot too, but I think the air would need to be a little denser (more fog or some particle effects?) for it to be so sharp.

    AlexM I'm not sure what the game is, but for vertical combat you might want to stagger the floors (kind of like a pyramid). That way if players fall, they might land on the next floor down, rather than all of the way on the ground, which I assume would mean death. It might also be nice to give those stairways more cover; nobody like fighting on stairways (they're one of the most difficult kinds of choke-points), and you probably won't want to isolate flow to each floor. It really depends on the game, though.

    I hope that helps!

  • JeanPaul
    • July 25, 2012 at 10:09 PM
    • #9,448

    I sat on my hands for the past 2 weeks and did pretty much nothing. But, in the last few days, I managed to get some work done on my TF2 map crackaz. Once the opposing team has control of the center point, the remaining two points are available for capturing (double spy cap anyone?? )

    View from blue spawn area with first cap behind stairs

    [Blocked Image: http://i.imgur.com/P2GOY.jpg]

    First cap area

    [Blocked Image: http://i.imgur.com/q4FBF.jpg]

    View of both red caps and red sniper "nest". The area behind those windows is directly attached to red spawn but blue can still access it if really crafty. (a good scout or spy could easily get there)

    [Blocked Image: http://i.imgur.com/kizO2.jpg]

    View of center point from the red cap seen on the right in the previous screenshot.

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

    View of center cap and one of blue's points.

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

    Whats behind the windows as seen in the right side of the previous screenshot + access to the higher floor for covering center point. These stairs are immediately accessible by both teams without heavy resistance.

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

    Closer view of the previously seen blue point. The opening there leads to the "back rooms" + blue spawn.

    [Blocked Image: http://i.imgur.com/hqz8E.jpg]

    View of center point from other side with previously seen red cap in the bottom right.

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

    View of the second blue cap

    [Blocked Image: http://i.imgur.com/rN5IY.jpg]

    View FROM blue spawn of the "back rooms" area available to both teams, but difficult for the opposing team to get here.

    [Blocked Image: http://i.imgur.com/7BoaU.jpg]

    Before I go any further I really want to test this map for blaring obvious problems and layout spiffs. Whats the best way we/I can go about testing this? Id love to involve mapcore if at all possible.

  • Pampers
    • July 25, 2012 at 10:44 PM
    • #9,449

    I guess you could nudge the mapcore steam group when you have found a server

  • Psy
    • July 26, 2012 at 12:10 AM
    • #9,450

    You should enter it into a TF2Maps.net playtest. I think they still hold regular playtests for custom maps once or twice a week.

  • General Vivi
    • July 26, 2012 at 7:55 AM
    • #9,451

    looks awesome

  • Sprony
    • July 26, 2012 at 2:54 PM
    • #9,452

    Screenshots look interesting. Too bad I don't play TF2. Those orange and grey 'test' textures could be usefull. Do they come with the game?

  • JeanPaul
    • July 26, 2012 at 5:12 PM
    • #9,453

    Yup, they are in every source engine game to date

  • Sprony
    • July 27, 2012 at 12:02 AM
    • #9,454

    Thanks for the reply. I guess it would be illegal to use them in Quake 3 but on the other hand, they shouldn't be too hard to make.

  • cityy
    • July 27, 2012 at 2:55 AM
    • #9,455
    Quote from SpronyvanJohnson

    Thanks for the reply. I guess it would be illegal to use them in Quake 3 but on the other hand, they shouldn't be too hard to make.

    There is a simular set for warsow.

    You can grab it here.

  • AlexM
    • July 27, 2012 at 4:43 PM
    • #9,456
    Quote from Mclogenog

    AlexM I'm not sure what the game is, but for vertical combat you might want to stagger the floors (kind of like a pyramid). That way if players fall, they might land on the next floor down, rather than all of the way on the ground, which I assume would mean death. It might also be nice to give those stairways more cover; nobody like fighting on stairways (they're one of the most difficult kinds of choke-points), and you probably won't want to isolate flow to each floor. It really depends on the game, though.

    I hope that helps!

    It does help, thanks

    It's a team-based shooter. Push-based gameplay

  • Sprony
    • July 27, 2012 at 8:27 PM
    • #9,457
    Quote from cityy

    There is a simular set for warsow.

    You can grab it here.

    Thank you!

  • borgking
    • July 29, 2012 at 12:53 PM
    • #9,458

    Hi guys, this is a small CS:GO map i am currently working on:

    [Blocked Image: http://svenmonhof.de/img/decompression/corridor02.jpg]

    [Blocked Image: http://svenmonhof.de/img/decompression/engines.jpg]

    [Blocked Image: http://svenmonhof.de/img/decompression/overview.jpg]

  • Drakeee
    • July 30, 2012 at 5:47 PM
    • #9,459

    I really like that.. reminds me of that CS map with the 3 bombsites, I forget the name of it now

    edit:de_foption! that was gonna drive me mad I had to go searching

  • General Vivi
    • July 31, 2012 at 6:07 PM
    • #9,460

    Liking the atmosphere!

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