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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ElectroSheep
    • February 9, 2013 at 6:24 PM
    • #10,021

    Early wip of my entry for the CEVO mapping contest :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-02-09_00002.jpg]

  • FMPONE
    • February 9, 2013 at 8:41 PM
    • #10,022
    Quote from 3Dnj

    Early wip of my entry for the CEVO mapping contest :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-02-09_00002.jpg]

    excellent. I'd hate to see it resemble aztec so much, though, at least in the end.

  • Mclogenog
    • February 10, 2013 at 4:11 AM
    • #10,023
    Quote from Froyok

    Ok, I was curious. You choose UT3 for the gameplay then ?

    Yep! If you're interested (and have UT3), I released it over Here.

  • ZZZ
    • February 14, 2013 at 2:57 AM
    • #10,024

    http://i419.photobucket.com/albums/pp274/i…zpsdf16fe15.jpg

    http://i419.photobucket.com/albums/pp274/i…zpsd97fd295.jpg


    (the light entity is inside the glowing cube. The glowing cube is made of a shader that is transparent to light)

    Old id tech 3 engine... was playing around with a new entity key called "extradist". It's a work around q3map2's way of calculating light, pixels very close to a light are burned, but lowering the light's radius lowers its radius as well.

  • Psy
    • February 14, 2013 at 3:06 PM
    • #10,025

    Still toiling away at my DE map. Basically remade all the geometry into something more realistic.

    [Blocked Image: http://dl.dropbox.com/u/1008157/Screengrabs/icebound_1.png]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Screengrabs/icebound_4.png]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Screengrabs/icebound_2.png]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Screengrabs/icebound_3.png]

  • ElectroSheep
    • February 14, 2013 at 3:09 PM
    • #10,026

    I want to work on this one, strong felling inside ^^

  • Kinky
    • February 14, 2013 at 3:35 PM
    • #10,027

    So, thats awesome.

  • JeanPaul
    • February 14, 2013 at 7:16 PM
    • #10,028

    I dig the hell out of the new design bro

  • Hipshot
    • February 17, 2013 at 11:51 PM
    • #10,029

    Floor 3, almost complete

    [Blocked Image: http://zfight.com/misc/images/hammerwatch/2013/february/hammerwatch_l3_small.png]

    Takes time doing 2d too, spent a lot of hours with it.

  • General Vivi
    • February 18, 2013 at 1:56 AM
    • #10,030

    psy and hipshot, you guys are doing awesome stuff! Also WB Hipshot! Your 2d art is looking sexy!

    Psy, something still bugs me about bombsite B. maybe you should have it trail off into the water as a loading section for the boats? Just seems like that area has no purpose besides being a giant empty lower space. Perhaps you should add more hierarchy to this location, such as stairs and other routs that take you directly in from the top or above it using catwalks?

    Rough sketch, hope this spawns some ideas.

    Thinking out loud here.

    What if you split the lower section into two ramps (each with their own cover options) that way the bomb could be hidden in either section? Adding a lower section like this automatically creates cover similar to dust 2's long A on the T side. Obviously it's not too great considering there are wall surrounding the bomb site.

    Also catwalks could help cut the space up a bit more and give the players a risk reward for taking the shortcut across.

    [Blocked Image: https://dl.dropbox.com/u/7143052/Psy_csgo_map1.jpg]

    Either way, looking good! Hope this helps inspire some ideas.

  • blackdog
    • February 18, 2013 at 8:58 AM
    • #10,031
    Quote from generalvivi

    Psy, something still bugs me about bombsite B. maybe you should have it trail off into the water as a loading section for the boats? [...] Perhaps you should add more hierarchy to this location, such as stairs and other routs that take you directly in from the top or above it using catwalks?

    [...]

    What if you split the lower section into two ramps (each with their own cover options) that way the bomb could be hidden in either section? Adding a lower section like this automatically creates cover similar to dust 2's long A on the T side. Obviously it's not too great considering there are wall surrounding the bomb site.

    I like the idea, and parallelism (to dust2); following up on that... what if the B site really becomes a "long", and the area is extended further into the water? (of course, not by any stretch as long as dust.) The plant area stays the same but Ts would have the ramps to cover from. The catwalk could become a big overarching walkable structure (cfr. cs_compound) or a huge lift used to move boats on the ramps, that would quite fit the theme I think.

    Something like this (1 2 3) but instead of moving a boat along the ramp, it would "load" from one side (like a container lift on a dock) that you could dress like a "boat park".

    Probably the areas surrounding the site should be revised then.

  • Psy
    • February 18, 2013 at 9:58 AM
    • #10,032
    Quote from generalvivi

    psy and hipshot, you guys are doing awesome stuff! Also WB Hipshot! Your 2d art is looking sexy!

    Psy, something still bugs me about bombsite B. maybe you should have it trail off into the water as a loading section for the boats? Just seems like that area has no purpose besides being a giant empty lower space.

    That's the idea. I just haven't gotten around to implementing it yet. I do like your idea of the catwalk and ramp though!

  • Miigga
    • February 18, 2013 at 11:05 AM
    • #10,033

    WIP stuff

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

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

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

    [Blocked Image: http://i.imgur.com/ZXIq0Fu.jpg]

  • selmitto
    • February 18, 2013 at 8:41 PM
    • #10,034
    Quote from Miigga

    WIP stuff

    (sexy ss)

    What crazy thing is this? woot

  • ZZZ
    • February 18, 2013 at 9:52 PM
    • #10,035

    @ Miigga

    That "portal to another world" reminds me of this

  • Bakscratch
    • February 19, 2013 at 11:22 AM
    • #10,036

    (bad Lighting)

    [Blocked Image: https://dl.dropbox.com/u/12945353/2013-02-19_00001.jpg]

  • Squad
    • February 19, 2013 at 11:28 AM
    • #10,037

    Migga: looks cool, what's it supposed to be?

  • Miigga
    • February 19, 2013 at 3:51 PM
    • #10,038
    Quote from Squad

    Migga: looks cool, what's it supposed to be?

    Part of a HL2:ep2 SP map I am working on. It's not really supposed to "be" anything beyond what you can already see from the screenshots.

  • Lemurr
    • February 21, 2013 at 12:40 AM
    • #10,039

    That is actually really fresh use Migga,

    Also I'm creating vista-like skybox :

    [Blocked Image: http://i.cubeupload.com//t/Dh47zm.jpg]

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

  • NeilJones313
    • February 23, 2013 at 5:06 AM
    • #10,040

    [Blocked Image: http://i1214.photobucket.com/albums/cc492/Neo_Jones/Concept_zps261bb9f6.jpg]

    Working on first person animal crossing

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