1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • selmitto
    • August 31, 2012 at 8:09 PM
    • #9,521

    I like how the staircase sculpts shadows on that wall!

  • holiestcows
    • August 31, 2012 at 8:13 PM
    • #9,522

    Yeah, the only reason I posted this shot was because of how the shadows turned out from the lighting, I mean other then that, its just a stairwell.

  • onji
    • September 1, 2012 at 1:01 AM
    • #9,523

    Gotta love shadowcasting through staircases.

  • TermInator525
    • September 1, 2012 at 5:52 AM
    • #9,524

    [Blocked Image: http://bildupload.sro.at/a/images/awp_dustfloor_redone_csgo0016.jpg] [Blocked Image: http://bildupload.sro.at/a/images/awp_dustfloor_redone_csgo0015.jpg]

    My first attempt for a CS:GO Map. Its pretty small and the cs:s version is already released (after round about 9 hrs of work). This attempt already took me two days. Mostly because i had to retexture some things. Also not every model is available in cs:go.

    Btw.: there are some lighting bugs in the pictures because I compiled this mapstatus with fast Settings. It looks totally fine with the compiler set to full.

    CS:S

    http://gamebanana.com/css/maps/168462

    (this version is a remake of the map below this. The Contest itself was a 4hrs Speedmapchallange. Everyone had to pick a existing map from gamebanana and improves it within the 4 hrs.)

    And the original

    http://gamebanana.com/css/maps/165379

  • Froyok
    • September 1, 2012 at 7:14 AM
    • #9,525

    Here is my end year project for my school. Unfortunately it was not enough to be successful.

    Feel free to critic. (And as always when I finish one of my work, I start to hate it.)

    [Blocked Image: http://www.froyok.fr/archives/uplo/001/1344635060-UDK%202012-08-10%2023-37-21-63.jpg]

    [Blocked Image: http://www.froyok.fr/archives/uplo/001/1344635149-UDK%202012-08-10%2023-39-03-99.jpg]

    [Blocked Image: http://www.froyok.fr/archives/uplo/001/1344635186-UDK%202012-08-10%2023-37-32-10.jpg]

    [Blocked Image: http://www.froyok.fr/archives/uplo/001/1344635204-UDK%202012-08-10%2023-37-46-97.jpg]

    [Blocked Image: http://www.froyok.fr/archives/arch/2012/Prez-HEAJ-TFA-Manor%20-%20Unreal%20Development%20Kit%20%2864-bit,%20DX9%29_2012-08-08_08-33-59.jpg]

    [Blocked Image: http://www.froyok.fr/archives/arch/2012/Prez-HEAJ-TFA-Manor%20-%20Unreal%20Development%20Kit%20%2864-bit,%20DX9%29_2012-08-08_10-52-54.jpg]

  • Mr. Happy
    • September 2, 2012 at 12:39 AM
    • #9,526

    Froyok, that's really sweet looking!

    There are two criticisms I would give you, 1. Everything looks very 'mottled', that is, the bark and stones are splotchy and that's kind of weird. 2. Since it's a 'floating island' of stuff you can't really create a great 'composition' in screenshots. Could really use a backdrop.

    ---

    After 'finishing' my entry for the koth contest I was too tired to post the resulting screens. Here are a few views:

    [Blocked Image: https://dl.dropbox.com/u/9300049/FINALs/capit_submit/capit_submit1.jpg]

    [Blocked Image: https://dl.dropbox.com/u/9300049/FINALs/capit_submit/capit_submit2.jpg]

    [Blocked Image: https://dl.dropbox.com/u/9300049/FINALs/capit_submit/capit_submit3.jpg]

    [Blocked Image: https://dl.dropbox.com/u/9300049/FINALs/capit_submit/capit_submit4.jpg]

    I did the art, lighting, and optimization passes in 18 hours. The optimization I got hung up on some sillyness and errors so lost quite a few hours there before I saw the obvious thing to do, but that's ok.

    This is not a 'finished' map, but now that it's in this state I am thinking very strongly about going back and finishing it after my other maps I'm working on.

  • kikette
    • September 4, 2012 at 8:51 AM
    • #9,527
    Quote from Pericolos0

    froyok: that looks awesome! Howcome it wasn't succesful?

    We are in the same school (HEAJ). And this school is very exigent with her student =x

  • Froyok
    • September 4, 2012 at 10:47 AM
    • #9,528
    Quote from Mr. Happy

    Froyok, that's really sweet looking!There are two criticisms I would give you, 1. Everything looks very 'mottled', that is, the bark and stones are splotchy and that's kind of weird. 2. Since it's a 'floating island' of stuff you can't really create a great 'composition' in screenshots. Could really use a backdrop.

    For the "mottled" effect it's because of my sharpen post-process effect done in UDK (which is quite bad). I should have disabled it. I hesitated to add some floating rocks/tiny island in the rest of the sky to complete the scene but since it was not in the model I was not sure.

    Quote from Pericolos0

    froyok: that looks awesome! Howcome it wasn't succesful?

    As kikette said my work was not satisfying enough to allow me to pass in the next year. So I retake the current one. The work was to reproduce in UDK a scene from a model with some personalized parts.

  • RedYager
    • September 4, 2012 at 4:10 PM
    • #9,529
    Quote from Froyok

    For the "mottled" effect it's because of my sharpen post-process effect done in UDK (which is quite bad). I should have disabled it. I hesitated to add some floating rocks/tiny island in the rest of the sky to complete the scene but since it was not in the model I was not sure.

    As kikette said my work was not satisfying enough to allow me to pass in the next year. So I retake the current one. The work was to reproduce in UDK a scene from a model with some personalized parts.

    They must be really tight there, got any refs of the model you were told to work from?

  • Pampers
    • September 4, 2012 at 4:13 PM
    • #9,530

    or some example of works that did pass?

  • Psy
    • September 4, 2012 at 4:27 PM
    • #9,531

    Mr Happy: Looks a tad dark, no?

  • Chimeray
    • September 4, 2012 at 7:43 PM
    • #9,532

    Froyok

    Very strange that they didn't pass you 8| I went to the school in Flanders and they were way more lenient. (Assuming you go to one in Wallonia?)

    But it wasn't escpecially that art focussed so perhaps because of that... Anyhow, wondering if those teachers are actually competent... A lot of game related teachers in Belgium don't seem to have any industry experience.

    A filter is just a filter FFS, sounds like bullshit.

    Hey, at least you got an extra year in college to improve your skills! Will definitely work in your favor once you're finished, you can do a lot in 1y!

    I kinda miss college, was a very nice environment to nurture one's skills. At least for me

  • Froyok
    • September 5, 2012 at 1:57 AM
    • #9,533
    Quote from RedYager

    They must be really tight there, got any refs of the model you were told to work from?

    Yep : http://www.gidian-gelaende.de/Material_ ... ace/album/

    Quote from Pampers

    or some example of works that did pass?

    I will see what I can get, I will ask to the authors before.

    Quote from Chimeray

    @FroyokVery strange that they didn't pass you 8| I went to the school in Flanders and they were way more lenient. (Assuming you go to one in Wallonia?)

    But it wasn't escpecially that art focussed so perhaps because of that... Anyhow, wondering if those teachers are actually competent... A lot of game related teachers in Belgium don't seem to have any industry experience.

    A filter is just a filter FFS, sounds like bullshit.

    Hey, at least you got an extra year in college to improve your skills! Will definitely work in your favor once you're finished, you can do a lot in 1y!

    I kinda miss college, was a very nice environment to nurture one's skills. At least for me

    Yep, Wallonia. Ours teachers are great by the way, I don't doubt of that. A lot of them still work in the game industry and what they teach is well done. In a few hours I will discuss with them so I will find more info about why I didn't pass.

    As you say, one more is a good benefit i na certain way. Skillzzzz !

  • Hollow
    • September 5, 2012 at 3:11 AM
    • #9,534

    I don't post here much, but I'm currently doing the art pass for my CS:GO map (layout is finished and has been playtested thoroughly!)

    [Blocked Image: http://cloud.steampowered.com/ugc/938128623119285113/4757AB92F6E08FB4870E56A3D7517B5F6C095DFF/]

    [Blocked Image: http://cloud.steampowered.com/ugc/938128623119282673/AC48BD8EE74A08ECFE3FF1325FFEC69024C7F161/]

    Some small thing to note, I know about the messed up steam from the vent in the first shot, also there will be a presence of snow in the shadowed areas, but I'm leaving that till last in case I adjust the lighting later on.

  • Puddy
    • September 5, 2012 at 6:15 AM
    • #9,535

    Looks pretty cool tbh.

  • Minos
    • September 5, 2012 at 6:26 AM
    • #9,536

    Looking cool

  • kikette
    • September 5, 2012 at 6:31 AM
    • #9,537

    Nice =D

  • El Moroes
    • September 5, 2012 at 8:45 AM
    • #9,538

    Looks good Hollow !

  • cityy
    • September 5, 2012 at 11:12 AM
    • #9,539

    Looks nice! You could try extending your ceillings a bit and possibly adding some background buildings/tanks/containers/shafts/pipes so the level looks less "flat".

    However, it's WIP so you were probably going to do that anyway.

  • Hollow
    • September 5, 2012 at 8:49 PM
    • #9,540

    Yes of course cityy! Here's an overview shot of the whole map:

    [Blocked Image: http://i.imgur.com/DR8xE.jpg]

    And here's an album of the different areas in-game:

    http://%7boption%7d

    You can probably see some taller buildings surrounding the playing area, but I'll add a few more around the CT spawn to make it look more dramatic

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Why is data science needed

    shilpa
    July 17, 2026 at 12:39 PM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 2 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™