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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • selmitto
    • August 19, 2013 at 3:33 AM
    • #10,481
    Quote from Marcem

    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.


    Very, very good. For making water, follow the steps that a game industry veteran once told me after learning the technique throughout his career:

    1. Buy ice.

    2. Let it melt.

  • knj
    • August 19, 2013 at 5:19 AM
    • #10,482

    I see strong force in you guys !

  • Puddy
    • August 19, 2013 at 8:14 PM
    • #10,483

    woah woah


    slow down guys, i can't handle all the awesome


    no wait you are just cunting about


    here's a true, very WIP shot (Agency):

    [Blocked Image: http://i.imgur.com/Jm6kwPa.jpg]

  • blackdog
    • August 19, 2013 at 8:31 PM
    • #10,484

    Like it better without the path to the helipad!

  • knj
    • August 19, 2013 at 9:02 PM
    • #10,485

    Looking good dude but its a lil bit too busy and there is no selling point i know that droid is the selling asset but the light is pointing on it and on some randome points on the seen and every where it is equaly bright or maybe im missing something

    Anyways cool scene ;)

    Edit: where da fuck it go ? Lolz

  • -HP-
    • August 19, 2013 at 9:11 PM
    • #10,486
    Quote from knj

    Looking good dude but its a lil bit too busy and there is no selling point i know that droid is the selling asset but the light is pointing on it and on some randome points on the seen and every where it is equaly bright or maybe im missing something

    Anyways cool scene ;)

    Edit: where da fuck it go ? Lolz


    my post got deleted twice, either this is a sleepy monday morning or I keep clicking the wrong buttons, probably both. lol And thanks dude!


    Here's the shot again: http://i.imgur.com/zrGODlJ.jpg


    Will finish this tonight, already looking forward to move on to something proper and less brain fairtish.

    Picked this guideline: http://s.cghub.com/files/Image/08…524/882_max.jpg

  • Setin
    • August 19, 2013 at 10:43 PM
    • #10,487

    I like that new helipad Puddy, but why does it have the "+" on it? Is it medical? I think changing it to a large "H" would fit better.

  • Puddy
    • August 19, 2013 at 10:55 PM
    • #10,488

    you work with the decals you got ;D actually, i hadn't considered that... hmm, now i probably have to change it

  • blackdog
    • August 19, 2013 at 11:06 PM
    • #10,489
    Quote from Setin

    I like that new helipad Puddy, but why does it have the "+" on it?


    [Blocked Image: http://www.btsh.org/bruise/wp-content/uploads/2010/06/xmarksthespot.png]

  • PogoP
    • August 23, 2013 at 2:45 AM
    • #10,490

    Been working a little more on this scene. Had a couple weeks off it because Cryengine was down and I wanted a break.. Going to be moving on to the rooms next and getting a bit more life into this. Want to do a lot with the lighting too, to get a lot more contrast into it. Plus, I want to work on the fog, get in some lightshafts, dirty up the floor... Add more props.. The list goes on, it's just finding the time to do it!


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_03a.jpg]

  • selmitto
    • August 23, 2013 at 3:14 AM
    • #10,491

    a few cobwebs on the ceiling could be good to the atmosphere too

  • knj
    • August 23, 2013 at 3:35 AM
    • #10,492

    I know you will work on side wood and floor but do smth woth window frame spec it to smooth at this point

    And do smth with the ceiling old fashioned gold lamps would be good

  • colte
    • August 25, 2013 at 11:44 PM
    • #10,493

    Hi guys, I have been working on the map and I would appreciate some feedback! [Blocked Image: http://s8.postimg.org/wk9r45fgx/2013_08_26_00009.jpg] [Blocked Image: http://s8.postimg.org/amdaad0gh/2013_08_26_00014.jpg] [Blocked Image: http://s8.postimg.org/dhuyuytu9/2013_08_26_00016.jpg]

  • Sprony
    • August 27, 2013 at 3:10 PM
    • #10,494

    Earlier I posted some editor shots of this map. I listened to the feedback (thank you guys) and I made changes accordingly. This only shows the areas that are finished. Except for the last shot in which the hallway needs some extra light. Most of the map is done except for the lighting. Only one area left to build so expect some more screenshots soon. Feedback is always appreciated. Btw, yes, this is for good old Quake 3.


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


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


    [Blocked Image: http://i.imgur.com/3FlbRvg.jpg]


    [Blocked Image: http://i.imgur.com/Vjq1w6P.jpg]

  • Trempler
    • August 29, 2013 at 6:41 AM
    • #10,495

    Nice warm feeling i would love to play some q3 again xD

  • mjens
    • August 29, 2013 at 10:13 AM
    • #10,496

    Warm lights could look nice with cold/neutral light from space. One light type right now makes it a bit boring. Also the architecture isn't the best what you can get from this theme:

    http://mpqarchive.pauked.com/index.php?view…view_link=17507

  • Sprony
    • September 1, 2013 at 4:12 PM
    • #10,497
    Quote from seir

    Warm lights could look nice with cold/neutral light from space. One light type right now makes it a bit boring. Also the architecture isn't the best what you can get from this theme:

    http://mpqarchive.pauked.com/index.php?view…view_link=17507


    Do you have an example regarding the architecture/theme comment? I've looked good at several of the best Quake maps out there (Dead Memories, Slipgate Duplex) using this theme and borrowed from it.

  • mjens
    • September 1, 2013 at 5:47 PM
    • #10,498
    Quote from SpronyvanJohnson

    Do you have an example regarding the architecture/theme comment? I've looked good at several of the best Quake maps out there (Dead Memories, Slipgate Duplex) using this theme and borrowed from it.


    Sure:

    Screen 1: scene is very isolated, how about some rocks, radars, antennas, buildings etc. Also it's 100% orange. You could make a fake "skylight" to touch the top of the walls, then the orange ones could be a bit more weak so some nice gradients would came up

    Screen 2: lighting is flat, try some smaller point lights to show a bit of darkness, use some shadows. The crates looks a bit naive, who would place them like that (so much space between them)? How about some details like construction pillars, supports, maybe one more texture on wall (electric box, cables, detail). Maybe some crate shelves? This could be interesting.

    Screen 3: Lighting again. Try deleting the top light, use bottom one to create nice mood. The bottom light should only "touch a bit" of ceiling (it means that the light should lit it a bit, not even 50% of its power). You can invert it and then remove bottom lights, make a strong spot light from the top lamp and then bounce it a bit through the corridor). Also how about something cool on the texture or a bit different brushwork? Just to make it less flat, force light to bounce and create dark spots. This will be more readable.

    Screen 4: This one is fine, I really like how you've shown the silhouette of the main pillar, the computer details are great, logos also, shadow under the balcony (a bit to dark maybe, I prefer less dark spots or maybe to show a bit of gradient from weak light to blackness, not just BAM! DARK! )

  • Vilham
    • September 1, 2013 at 8:12 PM
    • #10,499

    had a little time to work on cs_mass a bit more:


    [Blocked Image: http://i.imgur.com/vhl7fxT.jpg]

    CT spawn is now in the centre, its a little more open so there are less places to hide as T's when the hostages are being retrieved, there is a stair entrance to the sewer and a manhole


    [Blocked Image: http://i.imgur.com/JMiTjy5.jpg]


    [Blocked Image: http://i.imgur.com/6sXqu8Z.jpg]thinking of adding a tunnel entrance on the far right of that picture, link down to the catacombs below. probably hang off on that for now though, don't want to make too many routes atm.


    At some point I need to figure out how i'm going to get models for the more ornate parts of the church like the pillars and windows. wink wink, nudge nudge...

  • Sprony
    • September 2, 2013 at 5:43 AM
    • #10,500
    Quote from seir


    Do you have an example regarding the architecture/theme comment? I've looked good at several of the best Quake maps out there (Dead Memories, Slipgate Duplex) using this theme and borrowed from it.


    Sure:

    Screen 1: scene is very isolated, how about some rocks, radars, antennas, buildings etc. Also it's 100% orange. You could make a fake "skylight" to touch the top of the walls, then the orange ones could be a bit more weak so some nice gradients would came up

    Screen 2: lighting is flat, try some smaller point lights to show a bit of darkness, use some shadows. The crates looks a bit naive, who would place them like that (so much space between them)? How about some details like construction pillars, supports, maybe one more texture on wall (electric box, cables, detail). Maybe some crate shelves? This could be interesting.

    Screen 3: Lighting again. Try deleting the top light, use bottom one to create nice mood. The bottom light should only "touch a bit" of ceiling (it means that the light should lit it a bit, not even 50% of its power). You can invert it and then remove bottom lights, make a strong spot light from the top lamp and then bounce it a bit through the corridor). Also how about something cool on the texture or a bit different brushwork? Just to make it less flat, force light to bounce and create dark spots. This will be more readable.

    Screen 4: This one is fine, I really like how you've shown the silhouette of the main pillar, the computer details are great, logos also, shadow under the balcony (a bit to dark maybe, I prefer less dark spots or maybe to show a bit of gradient from weak light to blackness, not just BAM! DARK! )


    Now that's feedback. Thank you!

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