1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Cuplacakes
    • August 8, 2013 at 10:09 AM
    • #10,421

    I gotta admit, your work creeps me out, but it's still cool. Thank for the feedback, Here is a revised version of the scene!


    [Blocked Image: http://georgehulm.files.wordpress.com/2013/07/final.jpg?w=1200&h=]

  • RaVaGe
    • August 8, 2013 at 4:57 PM
    • #10,422

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/detail2.jpg]


    Im playing with the tf2 Soho assets for a detail contest

  • ElectroSheep
    • August 9, 2013 at 10:13 AM
    • #10,423

    Good choice, lolz.

  • selmitto
    • August 9, 2013 at 10:32 PM
    • #10,424

    New logo for GRASP and sneak peek of new background art of one of the first levels!

    What do you think?


    [Blocked Image: https://pbs.twimg.com/media/BRQbF_3CMAAkgCg.jpg:large]

  • FMPONE
    • August 9, 2013 at 10:33 PM
    • #10,425

    its lovely looking but that font is probably unreadable without first knowing the word grasp is meant to be conveyed

  • selmitto
    • August 9, 2013 at 11:44 PM
    • #10,426

    yeah, I'm playing with some ideas about how to improve the readability.


    What was the main issue? I was told that the G wasn't that readable, for example. So I cut some lines to see the results:

    (the logo above and two other versions of that)


    [Blocked Image: http://i.imgur.com/xwNCIgr.png]

  • FMPONE
    • August 9, 2013 at 11:55 PM
    • #10,427

    The merging of the S and the P is a lot more successful to my eyes than the G and the R, even looking at it now it's difficult to see where the shapes diverge

  • blackdog
    • August 10, 2013 at 1:36 AM
    • #10,428

    Sorry Anselmo, but I think the logo is not readable at all now.

  • selmitto
    • August 10, 2013 at 3:45 AM
    • #10,429
    Quote from blackdog

    Sorry Anselmo, but I think the logo is not readable at all now.

    Oh, no problem at all That's why I like to share things here, the feedback you guys provide are really important to me!


    I gotta make more concepts of that logo... As the logo isn't my main focus atm, it might take a little long to finish that. Meanwhile, I'll continue implementing other parts while the logo cooks in my head

  • Cuplacakes
    • August 10, 2013 at 5:08 PM
    • #10,430

    Howd'y Ya'll! I'm back with another quick update!

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Trempler
    • August 10, 2013 at 6:53 PM
    • #10,431

    Yeah... i was messing around with PhillipK Scifi Textures and edited them a bit
    Too i created some by myown... Pipemodel ( Texture / Model by Myself )
    Just for testings ofc

    [Blocked Image: http://filesmelt.com/dl/jjpil0003.jpg]

    [Blocked Image: http://filesmelt.com/dl/jjpil0002.jpg]

    [Blocked Image: http://filesmelt.com/dl/jjpil0001.jpg]


    Edit:

    Before people ask, this is halflife 1

  • Taylor
    • August 12, 2013 at 1:00 PM
    • #10,432

    Working on something for 7dFPS. It's called Doppelgunner and you have a gun that creates clones.


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • colte
    • August 13, 2013 at 11:33 AM
    • #10,433

    I would like some feedback on the following screenshot. Does it look okay? What would you change? It is going to be for a map for cs:go and I was going for a underground metro system. This is the only part of the Map I have started with and I am unsure if I could continue with this.


    [Blocked Image: http://s8.postimg.org/fhx0s6oyd/2013_08_13_00001.jpg]

  • blackdog
    • August 13, 2013 at 12:07 PM
    • #10,434

    Too dark for a game like CS. Then I'm not sure about the texture for the ceiling.

  • Jord
    • August 13, 2013 at 12:10 PM
    • #10,435

    The first thing I notice is that it's quite a long corridor with very little cover other than the space to the left. Try using some other objects such as stacks of crates to add more cover. Or possibly add an access tunnel which allows players to flank.


    You should definitely continue though. Finish what you start!

  • colte
    • August 13, 2013 at 12:29 PM
    • #10,436

    Thanks guys! I will take this in consideration.

    P.S.: you might not be able to see it in the screenshot, but on the right there are two hallways where a player could take a angle.

  • Synthesizer
    • August 13, 2013 at 2:27 PM
    • #10,437
    Quote from Taylor

    Working on something for 7dFPS. It's called Doppelgunner and you have a gun that creates clones.


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Can only the original player go through the portal? It seems interesting, but a little confusing when watching someone else play.

  • Squad
    • August 13, 2013 at 5:24 PM
    • #10,438

    @ colte: most important thing that I notice is that it's indeed too dark for CS:GO. Possibly not enough cover, but that really depends on what kind of area this is and more importantly how it plays out in gameplay tests. There is the long corridor in Dust 2 that doesn't have a lot of cover either, but it works.

    Other than that, looks like a good start! But another piece of advice, don't go too much into detailing if you only have a single area. Try blocking out the layout first, making sure that it plays well. It's a lot easier to make changes to the layout if your level is just made of big blocks.

  • Taylor
    • August 13, 2013 at 5:25 PM
    • #10,439

    Yeah, only the original can go through the portals. I was thinking about making the gates look different through the clone cameras but that might be even more confusing!

  • selmitto
    • August 13, 2013 at 7:27 PM
    • #10,440
    Quote from Taylor

    Yeah, only the original can go through the portals. I was thinking about making the gates look different through the clone cameras but that might be even more confusing!

    Maybe that would be understandable if you added that mechanic on later levels, after the player had already grasped the basics

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Why is data science needed

    shilpa
    July 17, 2026 at 12:39 PM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™