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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Marcos
    • January 7, 2013 at 6:21 PM
    • #9,941

    Now I feel sad..

  • 2d-chris
    • January 7, 2013 at 6:21 PM
    • #9,942

    lol - Yeah I thought it might come across like that, what I meant is how little things have changed in the majority of modding communities, even in 8 years

  • Lemurr
    • January 9, 2013 at 11:17 PM
    • #9,943

    I don't know if videos count but here's a WIP from Repercussions CONTAINS SPOILERS

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  • kikette
    • January 9, 2013 at 11:38 PM
    • #9,944

    WOW §! Portal 2.5 !

  • sock
    • January 10, 2013 at 6:35 PM
    • #9,945
    Quote from Lemurr

    I don't know if videos count but here's a WIP from Repercussions

    I think you need to get some people who have not played your MOD before to test it, because I see players getting really confused and frustrated. Like for example the bit where you go up to a second floor office to switch on a button to progress. The pacing feels gated all the time, walk, push button, unlock door, where is the puzzles, the exploration, the drive of the player to move forward and see the next part. I can understand it must be frustrating just working with existing assets and trying to make a new jigsaw puzzle picture but your level feels like it needs more focus, what exactly are you trying to do? what is the player suppose to do? What type of gameplay are you trying to create?

  • Lemurr
    • January 10, 2013 at 7:31 PM
    • #9,946
    Quote from sock

    I think you need to get some people who have not played your MOD before to test it, because I see players getting really confused and frustrated. Like for example the bit where you go up to a second floor office to switch on a button to progress. The pacing feels gated all the time, walk, push button, unlock door, where is the puzzles, the exploration, the drive of the player to move forward and see the next part. I can understand it must be frustrating just working with existing assets and trying to make a new jigsaw puzzle picture but your level feels like it needs more focus, what exactly are you trying to do? what is the player suppose to do? What type of gameplay are you trying to create?

    I acknowledge the need of playtesters very well ,and will make the mod open for playtesting as soon as I'm done fleshing out the levels.

    As for the button opening the gate ,it might not be well visible in the video but there's a cable hanging from the building to the gate hinting the player it's controlled from there.

    I'd also like to point out the level shown is a really early part of the mod where the player is just about to acquire the portal gun (therefore puzzles are limited) and is supposed focus on showing the player his surroundings,some backstory on them and It's current dire state while creating a feeling of urgency to move forward as it's falling apart.

    What I'm trying to create is an experience of the original's story from another point of view while using the original's way of progressing.

    Much like Opposing Force for HL.

  • blackdog
    • January 11, 2013 at 9:54 AM
    • #9,947
    Quote from Lemurr

    As for the button opening the gate ,it might not be well visible in the video but there's a cable hanging from the building to the gate hinting the player it's controlled from there.I'd also like to point out the level shown is a really early part of the mod where the player is just about to acquire the portal gun [...]

    I didn't notice the cable and in general the ambience it's probably too dark for that; what I can say –also in response to the general objection by Sock– is that without anything in his hands, the player can just move through the one available path. Then it's critical to spike its interest so it doesn't quit the game.

    Personally I was really into the events and curious about what was coming... I really felt anticipation at every corner* and in big part i believe it was so exactly because there wasn't a Portal Gun on screen; then quality is top notch with lots of details and the voices sound like the original.

    It's just a personal opinion by the way, I'm the kind of player who does explore every corner. Also, I didn't played Portal 2.

    PS: nice reference to Back To The Future i thought "ok, really?!" and then you come out and say it loud... i think that was perfect narrative.

    *congrats, perfect pacing in moving around for a demo.

  • Kosire
    • January 12, 2013 at 1:10 AM
    • #9,948

    [Blocked Image: http://i.imgur.com/43wSd.jpg]

  • ⌐■_■
    • January 12, 2013 at 1:50 AM
    • #9,949

    baby

  • cincinnati
    • January 12, 2013 at 1:53 AM
    • #9,950

    All right stop, collaborate, and listen

    Ice is back with my brand new invention

    Something grabs a hold of me tightly

    Flow like a harpoon, daily and nightly

  • Czoolz
    • January 14, 2013 at 10:57 PM
    • #9,951

    Not really sure if this is the exact area where I can post this, but I dont really see an area for scripting or anything related. But im currently working on an advanced Day/Night/Weather Cycle in UDK. Udk has a foliage map that has a Day/Night/Weather cycle that ive been referencing, but I plan to make it a bit more complex. So here it is at a pretty basic stage right now. The art in the level is currently all assets that are packaged with UDK so no point in showing them.

    [Blocked Image: http://czoolz.com/wp-content/uploads/2013/01/MatineeKismetProgress.jpg]

  • Skacky
    • January 17, 2013 at 10:39 PM
    • #9,952

    Been working on some NS2 map lately, learning Spark as I build. No in-game pictures yet but have this one:

    [Blocked Image: http://uppix.net/2/3/3/34c473bfdbd45ff2398f33640ff8ctt.jpg]

  • FMPONE
    • January 18, 2013 at 7:47 AM
    • #9,953
    Quote from Skacky

    Been working on some NS2 map lately, learning Spark as I build. No in-game pictures yet but have this one:

    [Blocked Image: http://uppix.net/2/3/3/34c473bfdbd45ff2398f33640ff8ctt.jpg]

    It has a nice core look but its a bit cloudy and over-fogged. In my experience this can be a symptom of staring at your own work too long, I used to do that in Spark, stare at the same thing for so long I lost track of stuff like that because my eyes adjusted to the image.

  • ElectroSheep
    • January 18, 2013 at 11:39 AM
    • #9,954

    i would love to work on an underwater map but Level Design is really hard on this game

  • Skacky
    • January 18, 2013 at 4:12 PM
    • #9,955

    Oh yeah I totally get what you're saying fmpone. I reduced the atmospheric values for the spotlights since (from 1 to 0.25) and it looks way better now while still having a slight hazy look. Thanks for the feedback!

    3Dnj, on the contrary I find Spark really simple so far. I mainly use the line tool with the perspective view and pretty much nothing else for the moment save the occasional rectangle. Or you're maybe talking of gameplay design and on this case I agree, designing a good NS map has always been really hard and I've failed many times.

  • ElectroSheep
    • January 18, 2013 at 6:14 PM
    • #9,956

    Yes I talking about gameplay. I have a plan of map for ns2 (I have tons of plan of map I will certainly not make) but I think it's hard to make an equilibrate map because of the two team differences.

    Is already hard in TF2 so...

  • PhilipK
    • January 19, 2013 at 4:02 AM
    • #9,957

    That looks great in general, but I agree with FMP. If you'd tone down that fog and bloom quite a bit it'd feel a lot better probably.

    Right now it's easy to point it out as a separate element, if it was just subtle enough where you can't really tell it's there, but it makes a big difference if you remove it I think you've hit a good spot.

  • Skacky
    • January 19, 2013 at 1:18 PM
    • #9,958

    True, true. I have toned it down since and it looks a lot better, but I still have a small issue.

    This is for FMPONE or dux or anyone who knows about Spark. I have noticed that I have some really annoying bloom-ish effect even if I remove the atmospheric values from my spotlights, which may cause an additional and unintentional foggy effect; this is especially visible when I add a skybox texture as it becomes extremely bright and washed-out. Is there a way to tone this down too, or is this something specific to the editor?

  • ElectroSheep
    • January 19, 2013 at 8:22 PM
    • #9,959

    Nor really impressive but juste a start from the """"remake"""" of my first source map on cs go. i will use some black mesa content :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2012-12-19_00001.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-01-19_00002.jpg]

  • FMPONE
    • January 19, 2013 at 8:59 PM
    • #9,960
    Quote from Skacky

    True, true. I have toned it down since and it looks a lot better, but I still have a small issue.

    This is for FMPONE or dux or anyone who knows about Spark. I have noticed that I have some really annoying bloom-ish effect even if I remove the atmospheric values from my spotlights, which may cause an additional and unintentional foggy effect; this is especially visible when I add a skybox texture as it becomes extremely bright and washed-out. Is there a way to tone this down too, or is this something specific to the editor?

    I'm pretty sure bloom is permanent, iirc

    Experiment with different color tones and lower brightnesses to compensate? Just an idea

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