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
  • Vilham
    • November 18, 2012 at 5:30 PM
    • #9,821

    Use VBCT, seriously. Just use it. It is by far the best tool to use with hammer.

  • cincinnati
    • November 18, 2012 at 5:56 PM
    • #9,822

    vbct doesn't support csgo.

  • blackdog
    • November 18, 2012 at 7:18 PM
    • #9,823
    Quote from Erratic

    I already told you I'm completely out of ideas.

    You can replace some crates with vehicles: a truck, a van and a forklift would make the same job, for cover purposes while they'd make sense because they'd be there to move the crates.

    Quote from Squad

    I'm also experiencing some (near) pitchblack faces (mostly the bottom of overhanging roofs etc ..., in the second picture below is a good example in the upper left corner).

    Before amping those parameteres, why not put a generic light in the problematic places? I remember a tutorial by 3D-Mike explaining he used this technique to make smoother light transitions from open to confined spaces (eg: outside to sewer) with a generic light positioned a few units in the pipe, just to brighten a little bit... you can even use lamp props because you have street lamps turned on. Unfortunately can't find the tutorial online, think he abandoned his old domain.

    One thing i noticed in the second pic is the far too clean white plaster wall compared to the other texture used.

    For the floor texturing you could use a stone one on the staircases; in the 2nd pic you can have the whole floor in foreground made of stone, we have this kind of pavements made of different materials all around in the historic towns of Italy.

    Btw I really like the general feeling of the map.

  • Squad
    • November 18, 2012 at 7:40 PM
    • #9,824

    I've already placed light_spots in transitions from interior to exterior, but that's not really the problem. It's mostly bottom sides of rooftrims, some small trims here and there.

    I agree the plaster looks a bit too clean, I'll throw some decals against it and see if that helps.

    I'm not sure what you mean about the floor texturing. It's all stone textures at the moment. Or do you mean using a 'stone tile' texture instead of a 'stone brick' one?

    Thanks for the feedback!

  • blackdog
    • November 18, 2012 at 7:57 PM
    • #9,825
    Quote from Squad

    I've already placed light_spots in transitions from interior to exterior, but that's not really the problem. It's mostly bottom sides of rooftrims, some small trims here and there.

    what i meant is to use the trick on this pitch black areas... but if the 2nd pic is an instance of it i dunno if it really needs to be brigthened, i mean in a cost-benefit evaluation i don't think a player is going to care or notice enough to justify the added time you'll spend to make it appeal... to you basically.

    Quote

    I'm not sure what you mean about the floor texturing. It's all stone textures at the moment. Or do you mean using a 'stone tile' texture instead of a 'stone brick' one?

    Yes, i mean a grey stone in place of bricks here and there. Unless I misunderstood the problem of "breaking the floor up", that should do the trick more than anything else.

  • Psy
    • November 18, 2012 at 7:57 PM
    • #9,826
    Quote from holiestcows

    Squad, that looks really good, it looks like Inferno but in a way that you got the detail and consistency down really well. Good job!

    So after all the ideas, suggestions, cc, and stuff this is my newest revision.

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

    That lava is ugggggggggly but I'm not sure what to suggest as every game with lava looks terrible.

  • blackdog
    • November 18, 2012 at 8:26 PM
    • #9,827
    Quote from holiestcows

    So after all the ideas, suggestions, cc, and stuff this is my newest revision.

    I haven't comment before but looking better at it the scene feels too flat.

    I don't like very much the bridges, didn't know why until i made the consideration that they remind me of those quickly deployable bridges they used in war.

    I don't like the double trim on the sides, it makes the structure visually very heavy while the "windows" that break up the floor suggest it should be a light structure. Impression strengthened by the absence of supports where they join the walls.

    I would try to:

    • delete the external yellowish trims
    • placing handrails on the sides
    • have some steel cables hang from the ceiling to hold the structure up (how cannot the broken one don't completely crumble down?)
    • have the bridges to overlap at the two ends with a slight metal ramp

    Also, the lava seems too close to the bridges, lowering its level will make the scene less flat and also wouldn't give me the impression that burning lapilli could come through the bridge floor "windows" and burn me while walking on it.

    I also think you need some kind of machinery or pipe/tunnel ending on the sides of the pool to justify the presence of lava... or at least a cliff, so we would assume we are into a facility built around a volcano/fault line.

    Also speaking about purpose, if you go with the "lava pool used to dump stuff into it", you should have a crane that pulls stuff from the cargo area and dumps it

  • holiestcows
    • November 18, 2012 at 8:37 PM
    • #9,828
    Quote from blackdog

    I haven't comment before but looking better at it the scene feels too flat.

    I don't like very much the bridges, didn't know why until i made the consideration that they remind me of those quickly deployable bridges they used in war.

    I don't like the double trim on the sides, it makes the structure visually very heavy while the "windows" that break up the floor suggest it should be a light structure. Impression strengthened by the absence of supports where they join the walls.

    I would try to:

    • delete the external yellowish trims
    • placing handrails on the sides
    • have some steel cables hang from the ceiling to hold the structure up (how cannot the broken one don't completely crumble down?)
    • have the bridges to overlap at the two ends with a slight metal ramp

    Also, the lava seems too close to the bridges, lowering its level will make the scene less flat and also wouldn't give me the impression that burning lapilli could come through the bridge floor "windows" and burn me while walking on it.

    I also think you need some kind of machinery or pipe/tunnel ending on the sides of the pool to justify the presence of lava... or at least a cliff, so we would assume we are into a facility built around a volcano/fault line.

    Also speaking about purpose, if you go with the "lava pool used to dump stuff into it", you should have a crane that pulls stuff from the cargo area and dumps it

    Display More

    Ill mess around with a bit more, thanks for the suggestions.

  • Squad
    • November 18, 2012 at 9:02 PM
    • #9,829
    Quote from _gb

    Squad: I really like that first shot with the cart on the ramp, looks like a real street scene. The windows on the building to the right of the cart look a little glued on, mostly because all other houses have a different type of window.

    Okay, I tried something else with the building on the right. Any better?

    [Blocked Image: http://users.telenet.be/gus/csgo08.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo09.jpg]

  • _gb
    • November 18, 2012 at 11:36 PM
    • #9,830

    Yeah, that's better I think.

  • holiestcows
    • November 18, 2012 at 11:38 PM
    • #9,831

    Man, the map looks so well made, it really fits in. Its like, Inferno_2.

    EDIT:

    I tried my best to get rid of most of the negative space

    [Blocked Image: http://i.phirune.com/4k3s6towoqn6]

  • 2d-chris
    • November 19, 2012 at 12:34 AM
    • #9,832

    getting better, now, remove your lights and re-add them (this can be very freeing to start again building up from blackness), based on where you think light would come from

    I would;

    1) illuminate upwards from the lava, this will cover quite a big part of your room

    2) have the spotlights actually point at something that makes sense, usually they help people navigate, so aim at the walkway entrances or something

    3) darken the overall ambient light, and maybe have some sunlight or moonlight shining through the ceiling windows - if the ceiling isnt important dont focus the light on it.

    4) add some artistic lights in the floors or ceiling, they don't have to emit much light but will help give depth

    look at some reference for how warehouses are usually lit,

    [Blocked Image: http://greenelectricalsupply.com/images/reflect-a-bay_warehouse.jpg]

    Lighting makes all the difference in the world, for art and game play.

    This is a great advise, by mapcores very own http://www.worldofleveldesign.com/categories/wol…nar-jenssen.php

  • holiestcows
    • November 19, 2012 at 1:06 AM
    • #9,833

    Thanks for telling me, I forgot that I made the lighting a couple revisions back and after all these changes, the lighting doesn't fit as much.

  • Vilham
    • November 19, 2012 at 10:32 AM
    • #9,834
    Quote from cincinnati

    vbct doesn't support csgo.

    hope that vbct gets updated then to work with it. Any idea why it doesn't work anyway?

  • _gb
    • November 19, 2012 at 11:21 PM
    • #9,835

    [Blocked Image: http://spawnhost.files.wordpress.com/2012/11/deadflowers.jpg]

    Making a Doom 3 SP just for the heck of it. Originally just wanted to do a speedmap, but I guess nobody does speedmaps in D3.

    The layout of this forum seems broken at 1280x1024 monitor resolution in Firefox, images apparently break the right border of the main column.

  • Minos
    • November 20, 2012 at 6:25 AM
    • #9,836

    Started a new side project this weekend, still super bland and repetitive but already getting the vibe I want with this

    [Blocked Image: http://thiagoklafke.com/misc/temp/industrial_hightech_udk_01.jpg]

  • blackdog
    • November 20, 2012 at 1:18 PM
    • #9,837

    NS2 map or set design?

  • PogoP
    • November 20, 2012 at 2:02 PM
    • #9,838

    Looks good Mino but errr, what is it?

  • Minos
    • November 20, 2012 at 6:26 PM
    • #9,839

    This is going to be a high-tech industrial complex. haha guess it's still too early to post this

    Anyway, I wanted to post it early on to show my process as that might be useful to some people.This first iteration is still missing a lot of readability and scale elements (which I'm going to add next). Basically I'm just kitbashing a few basic pieces to see what kind of shape language I want to go for. This is a great way to plan ahead what kind of modular pieces you are going to need, scale of pieces and how much existing textures you can reuse.

  • cincinnati
    • November 20, 2012 at 7:20 PM
    • #9,840

    the rounded corners are a great piece for the kit. add a lot of possibilities for relatively little investment.

    nice so far.

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

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