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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Jord
    • May 20, 2013 at 10:23 AM
    • #10,201

    Looks tasty. Nice cyperpunk feeling.

  • D3ads
    • May 20, 2013 at 2:33 PM
    • #10,202
    Quote from geX

    Thanks

    Doom 3: Phobos

    Oh I've been tracking that one for sometime, good to see new progress, nice work as always!

  • Radu
    • May 26, 2013 at 12:35 PM
    • #10,203

    Any critique on this bomb/defuse map layout that I've been working on?

    [Blocked Image: http://cloud-2.steampowered.com/ugc/1082267538961566701/916D73113438F5ADCFBB2AECCC4BB878685C46BB/]

    Quote from Puddy

    Yes,

    It's very flat and looks a bit dull to be honest.

    Update

    [Blocked Image: http://cloud-2.steampowered.com/ugc/1082267538963141999/3DFA6050BAFA0E9E50F05D35C7E8ED998E523EF7/]

  • Puddy
    • May 26, 2013 at 12:44 PM
    • #10,204

    Yes,

    It's very flat and looks a bit dull to be honest.

  • Vilham
    • May 26, 2013 at 4:57 PM
    • #10,205

    some very wip images, haven't work on a multiplayer map in about 4 years

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

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

    [Blocked Image: http://i.imgur.com/hXaER5T.jpg]

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

  • Minos
    • May 28, 2013 at 9:41 PM
    • #10,206

    Been working on this small Starcraft inspired environment in UDK over the weekend, almost done with it and could use some crits

    [Blocked Image: http://thiagoklafke.com/misc/temp/starcraft_wip08.jpg]

  • Vilham
    • May 28, 2013 at 9:46 PM
    • #10,207

    looks very starcrafty

  • blackdog
    • May 28, 2013 at 10:08 PM
    • #10,208

    On the way to be a perfect add-on map for Alien Breed

  • 2d-chris
    • May 28, 2013 at 10:46 PM
    • #10,209

    very cool, but what is it? needs doodads (lol cant remember if that's how u spell it) and well purpose, base structure is rock on, ,. is it a a storage structure, science lab, urban district, space station or a prison? I'd assume a scene would read via just looking at it, this is technically sound but I'm not sure what it's trying to do.

  • Minos
    • May 28, 2013 at 11:24 PM
    • #10,210
    Quote from 2d-chris

    very cool, but what is it? needs doodads (lol cant remember if that's how u spell it) and well purpose, base structure is rock on, ,. is it a a storage structure, science lab, urban district, space station or a prison? I'd assume a scene would read via just looking at it, this is technically sound but I'm not sure what it's trying to do.

    yeah good point, it started out as just a random space station but I eventually changed it to a skyscraper rooftop. It's not supposed to make much sense but I'm adding a bunch of props to clear that out now

  • Vilham
    • May 29, 2013 at 12:05 AM
    • #10,211

    needs a dropship landing pad

  • selmitto
    • May 29, 2013 at 1:19 AM
    • #10,212

    Looking really good!

    What Chris said.

    What are you going to place on the upper left corner?

    Are they all modular pieces?

  • holiestcows
    • May 29, 2013 at 5:59 AM
    • #10,213
    Quote from Minos

    Been working on this small Starcraft inspired environment in UDK over the weekend, almost done with it and could use some crits

    [Blocked Image: http://thiagoklafke.com/misc/temp/starcraft_wip08.jpg]

    I can not believe this was Not made in Starcraft 2. It looks just like the new tileset featured in HotS.

  • Minos
    • May 29, 2013 at 8:11 PM
    • #10,214

    New update, almost calling this done... might still add a few pieces here and there tho.

    [Blocked Image: http://thiagoklafke.com/misc/temp/starcraft_wip09.jpg]

    @Anselmo: Yeah all modular pieces with textures made in nDo. This was a really short project that I wanted to finish over the weekend to have something new in my portfolio since I haven't updated in so long

  • General Vivi
    • May 29, 2013 at 10:17 PM
    • #10,215

    Minos - A part of me wants that main building to be more of a set piece (since this is just an art piece). I see you kind of do that with the "Sovereign.co" sign, but seems like you could push the theme of this building a bit more.

    I might also suggest having an ambient video of the environment just chilling (for portfolio purposes).

    I realize you only wanted to spend a weekend working on this, but if you are going to update your portfolio, might be worth spending a tiny bit more time on it.

    <3

  • FMPONE
    • May 29, 2013 at 11:41 PM
    • #10,216

    looks nice minos but the colors aren't working for me at all, there's no chemistry going on there IMO

  • Minos
    • May 29, 2013 at 11:53 PM
    • #10,217
    Quote from FMPONE

    looks nice minos but the colors aren't working for me at all, there's no chemistry going on there IMO

    Really? How exactly?

  • FMPONE
    • May 30, 2013 at 12:01 AM
    • #10,218

    Of course how colors mix is a bit of a subjective topic, but to me the orange is quite harsh for the scene, and the reds also clash (although they're a bit more subtle). I would go with a more yellow (similar to the sign) and test that. It's difficult in such a relatively complicated scene to define exactly teh solution to this issue without goign hands on with it, but my lighting philosophy is always really simple:

    1) 3 colors maximum

    2) one cool color, one warm color, one "x-factor" that is used pretty sparingly

    following this format i'd say to keep the green, keep the light yellow, and find a third color that can saturate the scene in spots. possibly the blue, but it's a bit strong where it's used, it doesn't feel like an x-factor but more like a third player, which is making the scene a bit busy.

    here's some refs you might find useful

    http://i.imgur.com/FzVJWmB.jpg

    http://i.imgur.com/GTv66FQ.jpg

  • mjens
    • May 30, 2013 at 12:23 AM
    • #10,219

    Minos, looks like you're making a HD version of this. Nice!

  • Minos
    • May 30, 2013 at 1:47 AM
    • #10,220
    Quote from FMPONE

    Of course how colors mix is a bit of a subjective topic, but to me the orange is quite harsh for the scene, and the reds also clash (although they're a bit more subtle). I would go with a more yellow (similar to the sign) and test that. It's difficult in such a relatively complicated scene to define exactly teh solution to this issue without goign hands on with it, but my lighting philosophy is always really simple:

    1) 3 colors maximum

    2) one cool color, one warm color, one "x-factor" that is used pretty sparingly

    following this format i'd say to keep the green, keep the light yellow, and find a third color that can saturate the scene in spots. possibly the blue, but it's a bit strong where it's used, it doesn't feel like an x-factor but more like a third player, which is making the scene a bit busy.

    here's some refs you might find useful

    http://i.imgur.com/FzVJWmB.jpg

    http://i.imgur.com/GTv66FQ.jpg

    Display More

    I see what you mean. I kept the palette really small though, it's pretty much colors analogous to green (greenish blue and yellow). The red is there as an accent, I tried other colors and they all look like shit. Agree about the teal line on the bridge though, it's a legacy from the old color scheme I was going for and looks really out of place now Thanks for pointing that out!

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