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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Puddy
    • August 10, 2012 at 10:25 PM
    • #9,481

    Thanks!

    Hmm Thrik, I'm probably a bit too used to high FOV's... Will keep it in mind when I prepare screens for the site later!

    Sentura, got an aversion for partially broken test chambers?

  • Sentura
    • August 14, 2012 at 3:35 AM
    • #9,482

    you mean a penchant? yes, yes i do. i dunno i guess it makes it more real?

  • onji
    • August 14, 2012 at 1:37 PM
    • #9,483
    Quote from Puddy

    Fine, I'll post some in-game shots!!![Blocked Image: http://i.imgur.com/QNx57.png]

    coming soon

    Third shot does it for me. Love the trusses, pipes & fog, it looks like it just drops off to nowhere. The masked/gobo'ed light looks a bit out of place (maybe it's just the angle of the camera in this shot but I can't see the emitter)

  • _gb
    • August 15, 2012 at 4:16 PM
    • #9,484

    [Blocked Image: http://spawnhost.files.wordpress.com/2012/08/fte00215.jpg]

    Doing heightmap based terrain in Quake 1.

    [Blocked Image: http://spawnhost.files.wordpress.com/2012/08/fte00207.jpg]

  • KungFuSquirrel
    • August 16, 2012 at 1:48 AM
    • #9,485

    to that, I say: http://youtu.be/sB7S6VrfuIU#t=19s

    (also holy crap)

  • _gb
    • August 16, 2012 at 4:17 PM
    • #9,486

    I'm usually shy of posting shots here, since the tech I'm using can't visually hold a candle to the Cryengine and UDK stuff. I know I should use more mapmodels, which is something I'm already beginning to do. I'm still working to get my levels layout complete, polish will follow. I switched from Q1bsp to Warsow's FBSP, because it offers higher resolution lightmaps and stuff like ambient occlusion etc.

    Q3map2 is a much better tool than the Quake 1 compilers.

    I'm actually desperate to talk to other designers / artists and get some helpful feedback. It sometimes seems like amateur level design is dying, I pretty much have no one to talk to about these things.

  • Sentura
    • August 16, 2012 at 4:43 PM
    • #9,487

    why don't you just switch tech then?

  • _gb
    • August 16, 2012 at 5:49 PM
    • #9,488

    Because I don't feel like rewriting all my QuakeC gamecode, which has developed over the last 5 years to do pretty much all I need to do. I'm not a good coder. I'll switch tech for my next project, this one is too far along to do that.

  • Skjalg
    • August 16, 2012 at 6:14 PM
    • #9,489

    well, at the current pace how much time do you need to complete your current project?

  • _gb
    • August 16, 2012 at 6:49 PM
    • #9,490

    2 years.

  • Mr. Happy
    • August 17, 2012 at 11:46 AM
    • #9,491

    Sometimes taking that leap can really make a big difference. Sometimes it can even cut down on time. You might be reinvigorated by a new engine with new possibilities, and rewriting the code might not be as hard as you think. But I really don't know about Quake or how you feel. Your BSP is very nice, you would like Source. Though that there too is a dying engine, so I know how you feel.

    Art wise you could add some pieces to break up the line of the surround wall, like little pillars. Can you afford a couple more textures too? Something to break the repetitiveness of the ground?

    [Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/bloviation/sd_crashdown_a50002.jpg]

    Bloviation has undergone a ton of versions and changes since I last posted it here. The map was originally meant as an experiment to try and structure my workflow better and force me to work within time constraints. But now I'm working on getting it to play as fun as it can. I just did the first texturing pass, so I'll post more in the thread once I've lit it and whatnot, soon.

  • cityy
    • August 17, 2012 at 1:02 PM
    • #9,492
    Quote from _gb

    I'm usually shy of posting shots here, since the tech I'm using can't visually hold a candle to the Cryengine and UDK stuff.

    I feel you, brother.

  • insta
    • August 17, 2012 at 1:21 PM
    • #9,493
    Quote from cityy

    I feel you, brother.

    Post anyway! The Quake stuff is awesome, I atleast like seeing it!

  • Thrik
    • August 17, 2012 at 1:34 PM
    • #9,494

    Agreed. It's enjoyable.

  • _gb
    • August 17, 2012 at 2:17 PM
    • #9,495
    Quote from Mr. Happy

    Art wise you could add some pieces to break up the line of the surround wall, like little pillars. Can you afford a couple more textures too? Something to break the repetitiveness of the ground?

    Thanks for the tips, I'll do that. Yup, I can have more textures, and the terrain can have up to 4.

  • kikette
    • August 18, 2012 at 1:05 PM
    • #9,496

    Hi mapcore. I want to share with you WIP of my latest project.

    Critics and suggestions are welcome =D

    [Blocked Image: http://uppix.net/4/2/3/1af793a810e10e6a422e165e38442tt.jpg]

    [Blocked Image: http://uppix.net/f/6/7/8b71e791610d14bb96b53528eefa0tt.jpg]

    [Blocked Image: http://uppix.net/0/6/c/c22f1ec64516ea4e37715cbb9be9ctt.jpg]

    [Blocked Image: http://uppix.net/0/0/f/7120dbc633b5ae66690b0202b8b80tt.jpg]

    [Blocked Image: http://uppix.net/a/c/f/540af3b83e05a58e3723854b72c90tt.jpg]

  • onji
    • August 18, 2012 at 1:07 PM
    • #9,497

    Something I've been working on since sometime in May, and very much a WIP. Painting the vegetation at the moment and then planning on doing a 2nd pass on brushes before detailing. It's vanilla Crysis. I hope it's up to calibre

    [Blocked Image: http://img266.imageshack.us/img266/2909/wip2012081801.jpg]

    [Blocked Image: http://img404.imageshack.us/img404/872/wip2012081802.jpg]

    [Blocked Image: http://img26.imageshack.us/img26/677/wip2012081803.jpg]

    [Blocked Image: http://img62.imageshack.us/img62/3936/wip2012081804.jpg]

  • _gb
    • August 18, 2012 at 3:55 PM
    • #9,498

    onji, I love the terraces in the second shot. The palm tree on the edge of the cliff looks a bit lonely.

  • Mr. Happy
    • August 18, 2012 at 9:53 PM
    • #9,499

    Agreed, very cool rice paddies. I like everything there.

  • LATTEH
    • August 18, 2012 at 11:59 PM
    • #9,500

    Something i'm working on for killing floor. the theme is a Missile silo inside a mountain. its still very WIP so any feedback is appreciated.

    [Blocked Image: http://i.imgur.com/fO3NN.jpg]

    cave entrance

    [Blocked Image: http://i.imgur.com/eTg1Y.jpg]

    outside area

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

    Made a modular set of tubes for the inside.

    [Blocked Image: http://i.imgur.com/6Ewgs.jpg]

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