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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • onji
    • September 11, 2012 at 7:52 AM
    • #9,561
    Quote from Kenturrac

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    just some scripting training. tried to rebuilt the beat hazard mechanic with flowgraph except for the procedural music spawning of course.

    F**k yes

  • cityy
    • September 11, 2012 at 1:21 PM
    • #9,562
    Quote from kanine01

    What game is that?

    Xonotic - a community arena FPS running on the Darkplaces engine.

  • Kenturrac
    • September 11, 2012 at 3:34 PM
    • #9,563
    Quote from e-freak

    that's nice without having seen any of the flowgraph powering this I'm going to say this is probably one of the coolest examples what you can achieve with it!

    i guess the gun is done with a particle emitter? can you go into a few details how those assets work and how your script is setup?

    thx!

    yeah, the gun is a mix of interactive entity and a particle emitter.

    i will upload the whole documented sourcefiles and a postmortem soon. maybe some people can find some inspiration in there and build up even better projects. but its true flowgraph and probably kismet 2 are some fking awesome tools

  • selmitto
    • September 11, 2012 at 6:07 PM
    • #9,564
    Quote from Kenturrac

    thx!

    yeah, the gun is a mix of interactive entity and a particle emitter.

    i will upload the whole documented sourcefiles and a postmortem soon. maybe some people can find some inspiration in there and build up even better projects. but its true flowgraph and probably kismet 2 are some fking awesome tools

    Very nice! I'd love to see more details about that.

    I never played with Flowgraph. Is it really similar to Kismet?

    I'm asking this because there's a Unity plugin called uScript, which seems to work really the same way as Kismet:

    http://www.detoxstudios.com/products/uscript/

    http://forum.unity3d.com/threads/84594- ... -for-Unity!

  • onji
    • September 12, 2012 at 8:30 AM
    • #9,565
    Quote from Al Anselmo

    Very nice! I'd love to see more details about that.

    I never played with Flowgraph. Is it really similar to Kismet?

    I'm asking this because there's a Unity plugin called uScript, which seems to work really the same way as Kismet:

    http://www.detoxstudios.com/products/uscript/

    http://forum.unity3d.com/threads/84594- ... -for-Unity!

    Pretty much. Flowgraph allows you to do your map scripting via charts/graphs.

    [Blocked Image: http://img217.imageshack.us/img217/2186/fg01d.jpg]

    In this example we've got the geometry for 2 lights 'ArmouryW_lightMdl1' and 'ArmouryW_lightMdl1'.

    On the condition of the light switch entity being in the off state, turn off the point light 'ArmouryW_light'

    On the condition of both light's (geometry) being destroyed, turn off the point light and disable the switch.

  • selmitto
    • September 12, 2012 at 6:16 PM
    • #9,566
    Quote from onji

    Pretty much. Flowgraph allows you to do your map scripting via charts/graphs.

    [Blocked Image: http://img217.imageshack.us/img217/2186/fg01d.jpg]

    In this example we've got the geometry for 2 lights 'ArmouryW_lightMdl1' and 'ArmouryW_lightMdl1'.

    On the condition of the light switch entity being in the off state, turn off the point light 'ArmouryW_light'

    On the condition of both light's (geometry) being destroyed, turn off the point light and disable the switch.

    Very interesting, thanks for the reply!

    I shall play a bit with uScript and create some prototypes in the future. As I can see, the experience gained with it would easily apply to both flowgraph and kismet. Cool!

  • Campaignjunkie
    • September 12, 2012 at 10:43 PM
    • #9,567

    Porting Someplace Else to Source, maybe as a BMS mod if they're possible -- which they should be, if it's based on Source SDK Base 2007? or, at least, a custom map people can load via console.

    I have to work pretty quickly to meet the deadline for this, so I'm trying to "work smart" and think about what details or changes are important instead of just brute-force remaking everything. I think a lot of the exterior Xen brush geo still holds up, so I'm actually keeping that in place, and I'm awful at displacement sculpts anyway. The tunnels are probably a different story.

    The harder part so far has been to think about what high-def Xen should look like. Ideally, given enough time and resources, I'd have all the Xen geo be pulsating underneath as if the terrain is alive, and have fungal / coral growths everywhere, and give tunnels a Giger-ish spinal cord and other weird stuff, and space jellyfish / giant space plankton floating around... but I don't think I have time for that. I'll have to see what Xen assets the BMS build has.

    But yeah, I'm remaking a mod by making a mod for a mod. What a beautiful age we live in.

  • holiestcows
    • September 14, 2012 at 1:27 AM
    • #9,568

    [Blocked Image: http://media.moddb.com/images/members/1/386/385584/ab_shot5.jpg]

  • c0w
    • September 14, 2012 at 2:52 PM
    • #9,569

    Lovin those 45 degree BSP's in the TF2 map. That's how ya do it!

  • RedYager
    • September 17, 2012 at 3:47 PM
    • #9,570
    Quote

    [Blocked Image: http://i.imgur.com/baMBb.jpg][Blocked Image: http://i.imgur.com/fJM5H.jpg]

    I came across this today:

    http://media.moddb.com/images/games/1/2 ... ncept1.jpg

    http://media.moddb.com/images/games/1/2 ... ngame1.jpg

    http://www.moddb.com/games/empathy

    The buildings instantly reminded me of your scene, are you involved in this by any chance?

  • penE
    • September 17, 2012 at 6:07 PM
    • #9,571

    Oh, that looks interesting, but no, I'm not.

  • Fuzyhead
    • September 17, 2012 at 9:36 PM
    • #9,572

    Still hate you for this pene...

    Something I'm currently working on:

    [Blocked Image: http://www.abload.de/img/ch05_reactor_020001zczvz.jpg]

  • blackdog
    • September 18, 2012 at 4:10 PM
    • #9,573
    Quote from TermInator525

    witch side do you prefer?

    Left.

    The other style is more inflated, it would seem just a Dust clone.

  • TermInator525
    • September 22, 2012 at 11:11 PM
    • #9,574

    Because I'm running out of time, so these screens will be the last ones.

    http://cloud-2.steampowered.com/ugc/559 ... 2992BD2A6/

    http://cloud.steampowered.com/ugc/55982 ... C48AE3F05/

    http://cloud-2.steampowered.com/ugc/559 ... 983D3C238/

    Images

    • majorfgtry.gif
      • 20.44 kB
      • 885 × 886
  • syver
    • September 23, 2012 at 12:21 AM
    • #9,575

    [Blocked Image: http://imageshack.us/a/img716/3973/wip123.jpg]

    [Blocked Image: http://imageshack.us/a/img703/5962/wip1234.jpg]

  • Tschoppo
    • September 23, 2012 at 1:07 AM
    • #9,576

    Mhmmm super-yummy csyver.

    Daytime water looks a bit strange tho.. Aperture is leaking Jump Gel?

  • Pampers
    • September 23, 2012 at 1:41 AM
    • #9,577

    nice csyver!

    all udk stock assets?

  • syver
    • September 23, 2012 at 1:44 AM
    • #9,578

    thanks

    Tschoppo: i agree about the water.

    pampers: yes! trying to make a (very) short exploration game using UDK stock assets

  • Pampers
    • September 23, 2012 at 1:51 AM
    • #9,579

    cool cool, working with UDK on stuff like this is really rewarding

  • AlexM
    • September 23, 2012 at 2:59 AM
    • #9,580

    very nice csyver. I love how the moonlight cuts through the scene

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