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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • slicky
    • November 20, 2012 at 9:41 PM
    • #9,841

    I don't know who if anyone would remember me seeing as I haven't logged in since half a decade ago... But I'm more than a little impressed this thread from 2004 is still going. Nice to see all of you people I remember still have this community going.

  • Thrik
    • November 26, 2012 at 11:35 AM
    • #9,842
    Quote from Minos

    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]

    How's this going? I really get a Battlefield 2142 feel off it actually.


    Quote from slicky

    I don't know who if anyone would remember me seeing as I haven't logged in since half a decade ago... But I'm more than a little impressed this thread from 2004 is still going. Nice to see all of you people I remember still have this community going.

    Great to see you again, yeah it is amazing this thread has been going on for so long. So much great stuff if you go back through the pages.

  • Minos
    • November 27, 2012 at 6:51 AM
    • #9,843

    Did some more work this weekend actually, still experimenting with shapes/textures etc...

    [Blocked Image: http://thiagoklafke.com/misc/temp/industrial_hightech_udk_03.jpg]

  • knj
    • November 27, 2012 at 7:32 AM
    • #9,844

    how the hell you find some free time to work on your won projects ?

    any ways, looks good so far

  • _gb
    • November 28, 2012 at 6:19 PM
    • #9,845

    Which game / tech is that, Minos, and where do the textures come from? At first I thought the entire structure was a model, but in the full size screenshot it does look like BSP with nice textures/normalmaps on.

  • Vilham
    • November 28, 2012 at 6:20 PM
    • #9,846

    Its unreal. I recognise the doors.

  • PogoP
    • November 28, 2012 at 6:22 PM
    • #9,847

    You recognise the doors over the hulking great big Gears character?

  • Vilham
    • November 28, 2012 at 6:32 PM
    • #9,848

    Unreal Tournament character no?

  • PogoP
    • November 28, 2012 at 10:08 PM
    • #9,849

    Oh I dunno they're all just brown and shit..

  • Minos
    • November 28, 2012 at 10:41 PM
    • #9,850

    It's UDK, I'm making all the textures and modular meshes myself except of course for the character (that's just a shitty placeholder to check out the scale. Will see if I can find a better dummy human model later).

    All the textures are 100% hand painted and the normals made in nDo. I want to see how far I can take this without using photos (will probably end up using a few photos just for subtle overlays here an there though). The diffuse maps are all WIP, still need to add a lot of small details for scale.

    Here's a quick mockup of the door diffuse, the brightness is all screwed up but I'm still trying to get used to how UDK handles textures:

    [Blocked Image: http://thiagoklafke.com/misc/temp/door_01.jpg]

    Progress is gonna take forever though since I never really have time to work long sessions on this

  • _gb
    • November 29, 2012 at 4:47 AM
    • #9,851

    Interesting. So none of that building is BSP? It's all modular meshes? Ha. It seemed so BSP like to me. It's hard to tell sometimes.

  • Taylor Swift
    • November 29, 2012 at 7:43 AM
    • #9,852

    [Blocked Image: http://www.freewebs.com/nznexus/wallpaper1.JPG]

  • JeanPaul
    • November 29, 2012 at 5:40 PM
    • #9,853

    Nifty, but dont texture that trim with the hazard stripe, it looks too busy.

  • Trempler
    • December 5, 2012 at 1:07 AM
    • #9,854

    Some Textures i created the last 24 hours Not final but atleast ingame ( the white line/corner is just a little bug by taking picture )

    [Blocked Image: http://imageshack.us/a/img823/9321/texturtest10004.jpg]

    [Blocked Image: http://imageshack.us/a/img29/2788/texturtest10003.jpg]

    [Blocked Image: http://imageshack.us/a/img13/2664/texturtest10001.jpg]

    [Blocked Image: http://imageshack.us/a/img132/5931/texturtest10000.jpg]

    [Blocked Image: http://imageshack.us/a/img717/1593/texturtest10002.jpg]

    Oh and another test shoot

    http://img141.imageshack.us/img141/4...rtest10006.jpg

    Halflife 1 ;D

  • Miigga
    • December 5, 2012 at 2:48 PM
    • #9,855

    Mapping for HL2: ep2 and stuff

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

    [Blocked Image: http://i.imgur.com/30DLi.jpg]

  • PhilipK
    • December 6, 2012 at 6:54 AM
    • #9,856

    cool start Minos

  • ⌐■_■
    • December 6, 2012 at 10:33 AM
    • #9,857
    Quote from Miigga

    Mapping for HL2: ep2 and stuff

    [Blocked Image: http://filesmelt.com/dl/aa_tempnamed30002.jpg]

    [Blocked Image: http://filesmelt.com/dl/aa_tempnamed30003.jpg]

    hey Miigga, welcome man but your links are dead

  • Miigga
    • December 6, 2012 at 1:49 PM
    • #9,858

    Reuploaded the images to a different image hosting site and edited my post. Should work now.

  • Spherix
    • December 6, 2012 at 4:32 PM
    • #9,859

    Posted bits of this earlier on the steam forum; finally managed to find a few hours again over the past weeks to continue on it. It's a port of the 'Destroyed Village' deathmatch map from Medal of Honor: Allied Asault (2002) to the Source engine. Mainly to improve my Hammer skills after 8 years of inactivity in the field, but I'll aim for a release to CS:GO (and maybe DoD:Source later cause it fits the theme better) at some point.

    Heavily WiP with fast compile;

    [Blocked Image: http://i46.tinypic.com/qs32wj.jpg]

  • Lemurr
    • December 6, 2012 at 6:16 PM
    • #9,860

    For a sfm project

    [Blocked Image: http://i.cubeupload.com//t/rz2Mu8.jpg]

    [Blocked Image: http://i.cubeupload.com//t/RpwoLJ.jpg]

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