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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Pampers
    • December 18, 2012 at 12:12 AM
    • #9,901

    I also made a set of mountains a while ago

    divided them into separate meshes though, so I can quickly place them around the map as background drops

    [Blocked Image: http://andschei.net/pictures/mountains/8.jpg]

  • PhilipK
    • December 18, 2012 at 7:01 AM
    • #9,902

    Thx Dan and Vivi!

    Nice terrains there. It's really fun to play around some with world machine. Just got a personal license some months ago. Lots of cool custom scripts for it too.

  • Marcos
    • December 19, 2012 at 8:41 PM
    • #9,903

    Unbelievable work there Philip, your creativity is mind-blowing! I realy dig how it all fits together even though there is so much contrast in the scene.

    I started a little cs:source map since I got alot of spare time now. Layout is done, but I redid the whole look because I want to incoporate Phil's texturepacks into it.

    Dont know if it will be do-able because of it's sci-fi look but im trying the whole "secret government research lab" cliché.

    Pic shows T-spawn which is a bunker/sever system. It's the first compile and clearly the env_sprites turned out shit

  • holiestcows
    • December 22, 2012 at 11:01 PM
    • #9,904

    Working on a CS:GO map, its for BOMB.

    General Overview

    [Blocked Image: http://upload.phirune.com/img.php?id=4h0y5db7uhg6.jpg]

    This is bombsite B

    [Blocked Image: http://upload.phirune.com/img.php?id=iiwrpr63ivtg.jpg]

    This is bombsite A

    [Blocked Image: http://upload.phirune.com/img.php?id=8ndmokemthsq.jpg]

  • JeanPaul
    • December 22, 2012 at 11:35 PM
    • #9,905

    Too blocky, get some more angles in there!

  • Pampers
    • December 23, 2012 at 12:05 AM
    • #9,906

    that bombsite is way to cluttered, six entrances and with that many crates, makes it impossible to defend or hold after a plant

  • holiestcows
    • December 23, 2012 at 1:17 AM
    • #9,907

    In regards to bombsite B being too cluttered, I feel as if that it is not, after extensive playtesting with my friends for a good couple days, and many revisions, it plays out pretty fine In my opinion. I would love to have it play tested on the mapcore's CS:GO server though.

    I added some more angles as well.

    [Blocked Image: http://i.phirune.com/xy4voogioyga]

    [Blocked Image: http://i.phirune.com/5f78gdxu2zkc]

  • ShockaPop
    • December 23, 2012 at 8:52 AM
    • #9,908

    It seems that the B-site has 7 (!!!) entrances. which is pretty damn bad thing in my opinion, especially it being also a room with tons of crates. You should probably cut the room in two, so it has one bigger entrance and 2 smaller ones. Take a look at official maps to see how they work.

  • blackdog
    • December 23, 2012 at 9:54 AM
    • #9,909

    So holiestcows, main choke point seems to be the B bombsite, estimating the travel time. I won't complain about crates, since they are just a filler easy to move around, but if I imagine the room without those, still looks a bit too busy. Btw Ts have the height advantage when they come in, so it seems the room can balance itself to a certain degree.

    While you are in this alpha state try to test a couple of variants changing entrances, heights, moving covers

    Quote from Pampers

    that bombsite is way to cluttered

    Bombsites also look a bit too cramped, A in particular (which, on the other hand, feels the more "CS" to me).

  • Rick_D
    • December 23, 2012 at 11:03 AM
    • #9,910

    >my opinions are best because i don't have anything to learn even though i've created something that is ridiculous

  • Puddy
    • December 23, 2012 at 11:14 AM
    • #9,911

    From the look of it, the design does seem flawed. There's simply too much going on.

    Solid de_ layouts are one of the hardest things to design...

  • JeanPaul
    • December 23, 2012 at 5:02 PM
    • #9,912
    Quote from Puddy

    From the look of it, the design does seem flawed. There's simply too much going on.

    Solid de_ layouts are one of the hardest things to design...

    While in the middle of a tf2 map, I seriously disagree. Designing a map for a game with one type of player is infinitely easier than balancing for 9 classes.

  • Rick_D
    • December 23, 2012 at 5:48 PM
    • #9,913

    you're right, everyhting puddy has ever said is now incorrect because of your personal experience :D:D:D:DDDDDDDDDDDDDDDDDDDDd

  • holiestcows
    • December 23, 2012 at 6:19 PM
    • #9,914

    Thanks for the tips guys, ill definitely muck about with the map some more.

    EDIT: This is my newest revision.

    [Blocked Image: http://upload.phirune.com/img.php?id=eddxvmiybnif.jpg]

    [Blocked Image: http://upload.phirune.com/img.php?id=ecdzt7yvh2w5.jpg]

    [Blocked Image: http://upload.phirune.com/img.php?id=ab630zc8skd5.jpg]

  • Psy
    • December 24, 2012 at 12:56 PM
    • #9,915

    What is that area meant to be? The stairs and BSP platforms are bizarre.

  • blackdog
    • December 24, 2012 at 3:21 PM
    • #9,916

    From my past in an irrelevant CS clan my thought is that these bombsites are too cramped.

  • Hipshot
    • December 28, 2012 at 11:36 AM
    • #9,917

    Yo, I know this is three-dee, but at least It's level design. If you click the image, the whole level will show. But it's too large to post directly.

    [Blocked Image: http://zfight.com/misc/images/hammerwatch/2012/mc_l1_small.png]

    I'm doing some indie-thing with my friend, this is the first level.

  • Psy
    • December 28, 2012 at 2:34 PM
    • #9,918

    That colour palette is outta whack.

  • Rick_D
    • December 28, 2012 at 6:12 PM
    • #9,919
    Quote from Hipshot

    Yo, I know this is three-dee, but at least It's level design. If you click the image, the whole level will show. But it's too large to post directly.

    [Blocked Image: http://zfight.com/misc/images/hammerwatch/2012/mc_l1_small.png]

    I'm doing some indie-thing with my friend, this is the first level.

    awwesome

  • KungFuSquirrel
    • December 28, 2012 at 6:30 PM
    • #9,920

    That's pretty great! How do you go about laying that out/editing it?

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