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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • RaVaGe
    • October 4, 2012 at 5:46 PM
    • #9,621

    Haaaaawwwtt !

  • Vilham
    • October 4, 2012 at 5:57 PM
    • #9,622

    Niiiiiiice

    Pipes look better now too

  • JeanPaul
    • October 4, 2012 at 9:05 PM
    • #9,623

    @3Dnj: Your map looks incredible so far, how do you get such nice shadows on props like that?

    Psy: I really like the layout so far but, like I said to you earlier, crates are super cliche!

    @Generalvivi: I dig your interior architecture a LOT. But your lighting is a little dull and needs some contrast increases.

    So here is the TF2 map I started about a month prior to black mesa's release and havent touched it since our release. Ive been busy with bms but I hope to get a good tf2 layout as well. Its a 3 cp attack/defend with an emphasis on vertical gameplay that involves a big uphill battle for blue to control the massive final laser

    Outside blue spawn. That building in the background is the final point. I wanted it visible from the very beginning as a sort of "this is where you are going" kind of thing.

    [Blocked Image: http://i.imgur.com/zRFL6.jpg]

    Reverse shot of blue spawn/first area

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

    A view of A and blue's height advantage from the left entrance

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

    A from right entrace

    [Blocked Image: http://i.imgur.com/EWR3K.jpg]

    A from behind (this is viewed from the shortcut red has from spawn before blue captures A (think mountainlab shortcut)

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

    Just before you get to B with a view of the stairs that lead to blue's height advantage

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

    B from the front

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

    View of blues height advantage for B

    [Blocked Image: http://i.imgur.com/U0ikK.jpg]

    Inside B

    [Blocked Image: http://i.imgur.com/8MXWX.jpg]

    Behind B

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

    C

    [Blocked Image: http://i.imgur.com/AgNR7.jpg]

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

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

    And here is a overview shot that shows why this layout was so incredibly difficult to create:

    [Blocked Image: http://i.imgur.com/2bCds.jpg]

    Just after A, the map folds under the path to C from B and goes directly to B. Logistically, it was a nightmare.

  • RedYager
    • October 4, 2012 at 10:14 PM
    • #9,624

    Dude that looks awesome, you're really good with angles. Can't wait to see more.

  • FMPONE
    • October 5, 2012 at 12:17 AM
    • #9,625

    Impressive Jp, loving the creativity of the spaces

  • Psy
    • October 5, 2012 at 2:59 PM
    • #9,626
    Quote from JeanPaul

    @3Dnj: Your map looks incredible so far, how do you get such nice shadows on props like that?

    CSGO has a new version of Source with vastly improved shadows that cast along everything, including viewmodels and props, which looks sexy as fudge.

    Your TF2 map has some awesome geometry! My only concern right now is that it's perhaps a bit too open. It'll be interesting to see how you'll artpass that crazy geometry.

    @3Dnj: I'm digging it but the lighting seems a little washed out, no? Perhaps a little more colour to the env lighting would do the trick.

  • Buddy
    • October 5, 2012 at 5:12 PM
    • #9,627

    Environment lighting is dynamic basiclly and combined with lightmaps.

  • JeanPaul
    • October 5, 2012 at 7:08 PM
    • #9,628

    In my blitzed stupor last night I came up with something I thought you guys would like:

    Once you capture A...

    [Blocked Image: http://i.imgur.com/a9QyM.jpg]

    ...blue's spawn moves up and you spawn directly above the point you just captured

    [Blocked Image: http://i.imgur.com/L4kcp.jpg]

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

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

  • Deathy
    • October 5, 2012 at 7:54 PM
    • #9,629

    That looks awesome JeanPaul, really like your structure and brushwork. Is TF2 still free-to-play? D:

    Btw: Hi!

  • KungFuSquirrel
    • October 5, 2012 at 10:18 PM
    • #9,630

    That window is a thing of beauty. Love it.

  • selmitto
    • October 5, 2012 at 11:38 PM
    • #9,631

    I like a lot the epic feel of this level. And like others said, good job with the brushwork and angled surfaces!

  • JeanPaul
    • October 5, 2012 at 11:57 PM
    • #9,632

    Okay everyone, here is Alpha 1 of the map:

    http://jeanpaultron.com/misc/cp_imbricatus_a1.zip

    It will be played on TF2maps.net's TF2 server ( usa.tf2maps.net:27015 ) at around 3:00pm Eastern on sunday.

    http://i.imgur.com/Kn61i.jpg

    http://i.imgur.com/otvOb.jpg

    http://i.imgur.com/pMfB8.jpg

    Come play yo!

  • PS_Mouse
    • October 6, 2012 at 2:48 AM
    • #9,633

    I've missed the quality of work from this community. Awesome work guys

  • -rt-
    • October 8, 2012 at 11:16 AM
    • #9,634

    Final version of light test:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • WD
    • October 8, 2012 at 1:13 PM
    • #9,635

    Heya, I thought I'd post something for a while.

    Here's a map I've been working on and off for almost a year now for a Red orchestra 2 mod, Karelian front. I started making this map with pretty much zero knowledge of unreal since I have only worked on source before. Still lots of work to be done to get more clutter to the ground, trees, bushes, flora..

    [Blocked Image: https://dl.dropbox.com/u/44433595/tyrja/sshot010.jpg]

  • ⌐■_■
    • October 8, 2012 at 4:24 PM
    • #9,636

    Looks fine! Loving the colors of the grass

  • selmitto
    • October 8, 2012 at 9:23 PM
    • #9,637
    Quote from -rt-

    Final version of light test:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    I think that door in 00:08 could use some lighting to make it more evident.

    And cool! Alyx is a walking lantern ;D

  • El Moroes
    • October 9, 2012 at 1:02 AM
    • #9,638

    Some fresh screens of Siege (still taken in WIP of course).

    [Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00002_s.jpg]

    [Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00001_s.jpg]

    [Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00003_s.jpg]

    [Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00006_s.jpg]

    [Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00005_s.jpg]

    [Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00004_s.jpg]

    @ -rt- : I really like your dynamic flashlight with the god rays ! It works well !

  • FMPONE
    • October 9, 2012 at 3:46 AM
    • #9,639

    Really solid stuff, Moroes

  • -rt-
    • October 9, 2012 at 11:09 AM
    • #9,640

    @moroes

    Cool light effect, Is it bloom, fog or posteffect?

    I want this light in Half-life 2.

    @Al Anselmo

    Already done.

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