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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • BaRRaKID
    • September 2, 2013 at 6:58 PM
    • #10,501
    Quote from SpronyvanJohnson

    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.


    Personally i would remove the lights from the stairs in the first pic and add a secondary colour to the map to accentuate certain areas and make the map look less less repetitive. Maybe use a different colour for the lights in the doors/entrances to make them more visible.

    But i really like this, gj.

  • Sprony
    • September 2, 2013 at 9:42 PM
    • #10,502

    Thank you all. Here's some more. Lighting is experimental and thus temporary. I have your feedback in mind.


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


    [Blocked Image: http://i.imgur.com/jIk6iY4.jpg]

  • FMPONE
    • September 3, 2013 at 2:29 AM
    • #10,503

    That's looking very cool!

  • mjens
    • September 3, 2013 at 9:34 AM
    • #10,504

    Wow, that's moody! Stairs have a bit to much lights. You can go this way and add more glow from the lights but it will loook nice when glowing in the dark. Right now there's no darkness on staris so there's no need to light it more. Also there's a subtle version of the idea, for me it's more moody and interesting. Good job! You made me want to finish my MatSP3, it's waiting to be finished since ~2006

  • Thrik
    • September 3, 2013 at 10:09 AM
    • #10,505

    Looks great, a superb example of how lighting is so important to making a map look its best. I agree that the yellow stairs clash a bit with everything else, seir's alternative seems good.

  • blackdog
    • September 3, 2013 at 1:10 PM
    • #10,506

    Vilham: looking forward to see the revisions


    Sprony: i'd turn off a spotlight here and there, especially in a corner.

  • mkandersson
    • September 3, 2013 at 5:25 PM
    • #10,507

    PogoP: Loving the atmosphere!

  • knj
    • September 3, 2013 at 8:30 PM
    • #10,508

    So as i said, i did some work on my last scene, mostly upgrade shaders and work on the light, hope this is looking better cause i want to move on to my next piece

    [Blocked Image: http://www.knj-art.com/!tmp_img/the_last_07.jpg]


    and this is how was it before


    [Blocked Image: http://knj-art.com/proj/the_last/the_last_01.jpg]

  • 2d-chris
    • September 3, 2013 at 8:32 PM
    • #10,509

    a map without light is black, a photo without light is black, and movie without light is black, a room without light is black. Lighting is, and always will be one of the most important factors in artwork, when you start to learn how much thought and expertise that goes into lighting a scene of any media, it's humbling - learn lighting for one and you've got the basics of them all.

  • blackdog
    • September 3, 2013 at 10:48 PM
    • #10,510

    knj: like it, very much a sunset feeling... not sure but the sky is so blue/purplish that breaks the believability imo. Rest is perfect, except the glass on the floor that seems floating.

    I liked the original, I think that in there the lights you placed in the room are a tad too strong, especially the one above the closest mirror.

  • selmitto
    • September 3, 2013 at 11:03 PM
    • #10,511
    Quote from 2d-chris

    a map without light is black, a photo without light is black, and movie without light is black, a room without light is black. Lighting is, and always will be one of the most important factors in artwork, when you start to learn how much thought and expertise that goes into lighting a scene of any media, it's humbling - learn lighting for one and you've got the basics of them all.

    Agreed. How could someone get better with lighting in general? Any good resources? (besides kicking ass at photography )

  • mjens
    • September 4, 2013 at 8:24 AM
    • #10,512
    Quote from Al Anselmo~Intelect0

    Agreed. How could someone get better with lighting in general? Any good resources? (besides kicking ass at photography )

    You need to know some basic rules how the light acts, know some tricks how to use it to create atmosphere that you want. Watch how it's used in movies or games, how it works and so on... The rest is your technical skills, engine limitations and pure practise. A lot of. I couldn't find any outstanding book/article/tutorial about light but here's a one thing that will get you closer: http://www.crytek.com/download/gdce2…_plus_bonus.pdf

  • 2d-chris
    • September 4, 2013 at 9:04 AM
    • #10,513

    what seir said, and ...

    add one light to the scene and make that your key light (primary) then add a fill light (ambient) then add some rim lighting or in games (highlights) to emphasize

    subject, leading or just cool visual elements.

    Biggest mistake noobs make from my experience is adding too many lights, the best cinematographers and lighting guys use less and do more with them.

    Also take note of the size of the light source itself and how diffuse or sharp a light would be in nature, once you've mastered all that you have materials and surfaces to worry about, but one thing at a time

  • blackdog
    • September 4, 2013 at 10:15 AM
    • #10,514

    Very simple but effective method there, thanks for sharing Chris.


    It's maybe worth reposting this link that was posted much earlier in this or another topic here in the forum.

  • AtsEst
    • September 4, 2013 at 3:27 PM
    • #10,515

    Good advice all round. I thought I'd add in my two cents as well:

    For lighting deconstruction from artistic perspective (values, use of color, form and composition) I find that looking at paintings is super helpful as they are basically reconstructions of light and every stroke is there to do a specific thing. For example take a look at the 2D galleries from cgsociety: http://forums.cgsociety.org/forumdisplay.php?f=3 or there is always the work from the oldschool masters(random side note: abstract art can be good reference for dealing with form and composition). Though there are things that can go missing in paintings, photo reference helps there and obviously for technical reasons as well. Two good sites for photo reference: http://1x.com/ and http://natgeofound.tumblr.com/.


    And a couple links with lighting tutorials:

    http://www.itchy-animation.co.uk/light.htm

    http://www.amaanakram.com/lightingT/part1.htm


    If you are looking for more in depth tutorials/discussions on the matter you'd do good by looking up a book.

  • _gb
    • September 4, 2013 at 11:55 PM
    • #10,516

    Thanks for the last couple links. Very helpful stuff.

  • Spherix
    • September 4, 2013 at 11:58 PM
    • #10,517

    One of two projects I'm working on at the moment, CTF in CS:GO.

    Edit: Should note, I focus on the gameplay side atm.

    [Blocked Image: http://s10.postimg.org/5b94jerw9/2013_09_05_00001.jpg]

  • blackdog
    • September 5, 2013 at 1:13 AM
    • #10,518

    Oooh, good times.

  • cashed
    • September 10, 2013 at 3:04 AM
    • #10,519

    Completing a map layout I made years ago for CS1.6. Palermo-ish theming


    [Blocked Image: http://i.imgur.com/f7SmgFC.jpg][Blocked Image: http://i.imgur.com/Ro7FvPm.jpg]

  • FMPONE
    • September 10, 2013 at 3:17 AM
    • #10,520

    I really like the colors, maybe you could add in some more reds, but the biggest issue I see is the squareness of the geometry

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