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
  • Fuzyhead
    • August 16, 2013 at 12:55 PM
    • #10,461
    Quote from Cuplacakes

    I'm sorry, I didn't mean to upset everyone

    Well I think you didn't, so don't worry. But you really should spend more then 2 hours on a scene to learn more effectively, I think it's in your interest as well. Like knj said, 2 hours might be not even enough to get a good idea for a scene, I won't start talking about gathering references as well (which could take days)... You might also want to try to make just single assets instead of an entire scene. Of course a finished scene is better for a showcase, but a scene also needs much more time to spend on.

    If you just started going to university you still have some time left until you are in need of a polished portfolio. So there is also no need to get those scenes as fast as possible (as far as I can say).

    So just take the time you need.

  • knj
    • August 16, 2013 at 2:47 PM
    • #10,462

    You didnt upset anyone dude chill just try to listen to these guys they know what they are doing

  • Cuplacakes
    • August 16, 2013 at 6:50 PM
    • #10,463

    Thanks for your advice guys

  • RaVaGe
    • August 16, 2013 at 11:09 PM
    • #10,464

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/brazil2.jpg]


    This topic lacks of TF², the red side of my koth map is done, there's still like 75% of work to do but I'm happy (fast vvis+meh lighting)

  • holiestcows
    • August 17, 2013 at 2:23 AM
    • #10,465

    Hey I am struggling to produce my radar for my cs:go map. I have put in the coordinates of what the console gave me but it is WAY off, and so after painstakingly manually editing it for an hour, I got the Y scale to work and fit but the X is way too big so if I make it smaller, to fit my X, the Y will way too small.

  • Minos
    • August 17, 2013 at 2:45 AM
    • #10,466

    Looking good Ravage, love the mood!


    Once you do a prop and decal pass this will look super awesome

  • Puddy
    • August 17, 2013 at 8:11 AM
    • #10,467

    Agreed with Minos, really solid work Ravage!


    I love the angles you've used!

  • RaVaGe
    • August 17, 2013 at 9:05 AM
    • #10,468

    Thanks guys, yeah it's not totally finished, but I don't want to overload too much my map with props, I do a huge work on the brushwork to compensate the lacks of props, but it definitely need a final touch that's sure


    And about the angles, i'm more based on the 45° grid than the 90° one ahah, I can't do a straight brush anymore, when you're used to work with the angles it's not possible to do something straight anymore

  • Sprony
    • August 17, 2013 at 11:21 AM
    • #10,469

    I've been working my ass of on this night scene. It's kinda dark though. Feedback appreciated.


    [Blocked Image: http://i.imgur.com/10LTMFF.jpg]

  • 2d-chris
    • August 17, 2013 at 2:35 PM
    • #10,470

    I see you took a screenshot from doom 3

  • FMPONE
    • August 17, 2013 at 6:26 PM
    • #10,471
    Quote from SpronyvanJohnson

    I've been working my ass of on this night scene. It's kinda dark though. Feedback appreciated.


    [Blocked Image: http://i.imgur.com/10LTMFF.jpg]


    Hahaha, I love what you did with the dog, how he's licking that lollipop that the princess soldier dropped from her tricycle made out of hair

  • TheOnLY
    • August 17, 2013 at 8:27 PM
    • #10,472

    Wow my display cant handle this awesomeness

  • D3ads
    • August 17, 2013 at 9:37 PM
    • #10,473

    Wtf that's a leaked screenshot from Doom 4 you faker!

  • selmitto
    • August 17, 2013 at 11:04 PM
    • #10,474
    Quote from SpronyvanJohnson

    I've been working my ass of on this night scene. It's kinda dark though. Feedback appreciated.


    [Blocked Image: http://i.imgur.com/10LTMFF.jpg]


    Care to share your workflow on your next Mapcore article? The community would certainly benefit from that!

  • Sprony
    • August 18, 2013 at 9:41 AM
    • #10,475

    That would be a very extensive article. I would have to confirm with Thrik if he's willing to put up such a long and elaborate text. It would also put FMPONE's Making a Map: CS_Museum to shame and I don't want to be stepping on anyone's toes.

  • Taylor
    • August 18, 2013 at 3:10 PM
    • #10,476

    I don't really want to create a "Work Release" thread every time I pop out another jam game (Ludum Dare next weekend, woo) so Doppelgunner is KIND OF finished as in the Jam version is out.

    http://7dfps.com/?action=games&id=79


    So far people have been positive and I think it's a nice proof of concept... but the puzzles are not particularly difficult. I might carry on working on this idea, though. Currently trying some stuff out in Unity.

  • FMPONE
    • August 18, 2013 at 4:42 PM
    • #10,477
    Quote from SpronyvanJohnson

    That would be a very extensive article. I would have to confirm with Thrik if he's willing to put up such a long and elaborate text. It would also put FMPONE's Making a Map: CS_Museum to shame and I don't want to be stepping on anyone's toes.

    I never even stood a chance D:

  • D3ads
    • August 18, 2013 at 11:35 PM
    • #10,478

    I was inspired by Sprony's work and wanted to do a day version, so I used brighter lighting and more lively textures, I think I might have overdone the HDR lol


    [Blocked Image: http://i41.tinypic.com/28mlkwk.jpg]

  • FMPONE
    • August 18, 2013 at 11:54 PM
    • #10,479
    Quote from D3ads

    I was inspired by Sprony's work and wanted to do a day version, so I used brighter lighting and more lively textures, I think I might have overdone the HDR lol


    [Blocked Image: http://i41.tinypic.com/28mlkwk.jpg]


    Here, I toned down the HDR for you:


    [Blocked Image: http://pinetarpress.com/wp-content/uploads/2011/07/beating-a-dead-horse-2.jpg]

  • DrywallDreams
    • August 19, 2013 at 1:42 AM
    • #10,480

    After watching five minutes of the first CSS mapping tutorial on youtube, I'm finally ready to announce a new map the CS community can truly get excited about. Move aside, operation payback! This is all the CS community will ever need! Remember how much Dust revolutionized CS mapping? Here we go again.


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


    now how do I make water? That's all I need to realize my vision.

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

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