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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • mjens
    • October 29, 2012 at 4:10 PM
    • #9,741

    Q1 textures <3<3<3

  • Sprony
    • October 29, 2012 at 5:15 PM
    • #9,742

    Thanks guys! There's still a small but dedicated following over at Quake3world.

    YAGER: You know that this isn't the alpha I posted earlier right? Just to make sure

  • Hollow
    • October 30, 2012 at 12:10 AM
    • #9,743

    Got back to working on my CSGO map. Ignore the lighting errors on models, 'twas a fast compile

    [Blocked Image: http://cloud.steampowered.com/ugc/937007313294120558/1973755EB30A4A84C3B5FBD3F0B1DE5A6B2C6B8C/]

    [Blocked Image: http://cloud.steampowered.com/ugc/937007313294110353/EB347FA82B53B9A53E11ADE3816A3E0523EC9A6A/]

  • JeanPaul
    • October 30, 2012 at 1:58 AM
    • #9,744

    Nothing about any of this architecture is realistic or viable, but you have a refined color pallet here and I love it.

    Keep going with it and hopefully it plays well.

    Id scale the window texture down on the right hand side in both images or maybe use a glass texture that has a bottom trim on it because the current one just sort of cuts off randomly. I would add some height variation in the second image or around the whole map in general.

  • Hollow
    • October 30, 2012 at 2:31 AM
    • #9,745

    A lot of the textures are placeholder for now, and I'm likely to replace things like windows and trims with custom models.

    That is actually just a small section I cordoned compiled, the full layout is complete and has been tested to death (but in dev textures form) and I'm going through polishing each area up

    An example of bombsite A;

    [Blocked Image: http://cloud.steampowered.com/ugc/487752896019608609/38D68A1F54C67103B1A60AF19C35CAF40ED2154E/]

    I actually tried to make the whole map coherent in terms of height and space, the whole map slopes down from T spawn to CT. Maybe that just isn't apparent in those two screenshots.

    I'll keep in mind your thoughts about the architecture not being realistic (though I did base a lot on reference photos), as it's something I'll tweak progressively down the line!

  • JeanPaul
    • October 30, 2012 at 2:59 AM
    • #9,746

    I meant it not being realistic as a good thing. sorry, I should have clarified.

  • Hollow
    • October 30, 2012 at 5:33 AM
    • #9,747

    Oh haha no worries then.

    I think we're both partly correct. I'm using 'realistic' geometry and shapes seen in particular types of buildings & architecture, but arranging them in a specific way that wouldn't likely exist as a complex in real life.

  • FMPONE
    • October 30, 2012 at 10:23 AM
    • #9,748

    Beautiful colors

  • Psy
    • October 30, 2012 at 4:34 PM
    • #9,749

    I'm going to have to disagree and say that your choice of textures, props and your architecture makes the map seem like a mish-mash of different ideas lacking any sense of unity. It seems too "busy".

  • JeanPaul
    • October 30, 2012 at 4:55 PM
    • #9,750

    I agree its a little too busy, but thats nothing removing a few icicle awnings cant solve.

  • _gb
    • October 30, 2012 at 6:00 PM
    • #9,751

    TBH nuclear waste probably wouldn't just stand around in some back yard like this.

  • Hollow
    • October 30, 2012 at 8:57 PM
    • #9,752
    Quote from _gb

    TBH nuclear waste probably wouldn't just stand around in some back yard like this.

    The Terrorists drove it in with the pick up truck and dumped it there, originally planning to set it up at the smokestacks, but ran out of time and focused more on the primary target (the shipping area at the docks).

    I might change the truck type, as it's not very big atm.

  • cincinnati
    • November 2, 2012 at 1:51 PM
    • #9,753

    i've been loosely working from a concept i painted before this map was even an idea.

    for cs:go.

    [Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/souq1.png]

    the sunshading is all dispacements for the moment...the textures and illumination look a little wonky.

    [Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/souq_concept_wip.png]

    [Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/souq1_zoom.png]

  • Minos
    • November 2, 2012 at 5:54 PM
    • #9,754

    Nice concepts man

  • Wenceslas
    • November 9, 2012 at 11:03 PM
    • #9,755

    Little WIP of an aim_ map I'm working on for a contest.

    There's not a lot to say, It's an old warehouse. I especially enjoyed making lighthing !

    I still need to place the boxes and to add some details here and there.

    [Blocked Image: http://uppix.net/8/d/1/cc4da85e892823a58613110d3c8e2tt.jpg]

    [Blocked Image: http://uppix.net/2/4/b/763dcc4ac2b337c7c3fbeb717c652tt.jpg]

    [Blocked Image: http://uppix.net/b/9/f/f11a969bf506928f2cdc8b9e6299ftt.jpg]

  • Psy
    • November 10, 2012 at 11:49 AM
    • #9,756

    Not a big fan of those wall lights near the floor. Perhaps try toning the brightness down?

  • blackdog
    • November 10, 2012 at 12:54 PM
    • #9,757
    Quote from Psy

    Not a big fan of those wall lights near the floor. Perhaps try toning the brightness down?

    Agree; my first impression was that there are too many, but really they are "too many, too bright", usually pathway lights are smaller, dim.

    Having those like this makes me notice "Oh, not a single one is broken"

  • sixbyseven
    • November 11, 2012 at 7:44 PM
    • #9,758

    DM-Warren: TF2-style map, built in entirely in Unity. Still just flat colors and tweaking the lighting/style.

    More info on the Unity forums: (link), or here on mapcore:

    Play it in your browser!: http://www.sixbysevenstudio.com/probuilder/DM-Warren_Web/

    Screenshots:

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%285%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%287%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%2810%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%2811%29.jpg]

  • sixbyseven
    • November 11, 2012 at 7:50 PM
    • #9,759
    Quote from Wenceslas

    Little WIP of an aim_ map I'm working on for a contest.

    There's not a lot to say, It's an old warehouse. I especially enjoyed making lighthing !

    I still need to place the boxes and to add some details here and there.

    This is looking very nice, what engine is it?

  • MaK
    • November 11, 2012 at 7:56 PM
    • #9,760
    Quote from sixbyseven

    This is looking very nice, what engine is it?

    Source. CS:GO I think.

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