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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • cashed
    • October 26, 2013 at 8:13 PM
    • #10,621

    some work on the hotel building[Blocked Image: http://i.imgur.com/JwGSF0P.jpg]

    [Blocked Image: http://i.imgur.com/Dw7t4gQ.jpg]

  • FMPONE
    • October 26, 2013 at 10:03 PM
    • #10,622

    I hate to be "that guy" but the look of the map is just too similar to cs_italy for my taste. it doesn't do anything new visually

  • UnknownPredator
    • October 27, 2013 at 12:44 AM
    • #10,623

    I agree with FMPONE and also those bricks that have "B" Sprayed on them should be changed as they don't look good

  • KOLARI
    • October 27, 2013 at 9:21 AM
    • #10,624

    Some screenshots of a map I've been working on. Few might remember this as de_tibet from playtesting a while ago.


    [Blocked Image: http://i.imgur.com/GtrKfn0.jpg][Blocked Image: http://i.imgur.com/jC8TKXX.jpg]

  • Sprony
    • October 27, 2013 at 9:43 AM
    • #10,625

    I love the skybox and it certainly is an original setting. I take it the obvious rock seam with the misaligned textures in screenshot 1 is a known issue?

  • KOLARI
    • October 27, 2013 at 9:49 AM
    • #10,626

    Yes, I just haven't bothered with every detail just yet. I have done about only 20% of the map so far. Feedback for the visuals is appreciated tho.

  • blackdog
    • October 27, 2013 at 10:02 AM
    • #10,627

    Yeah, i remember it! Looks nice, rooftops could use some more height variation I'd say.

  • cashed
    • October 27, 2013 at 3:49 PM
    • #10,628

    FMPONE I agree, just getting the first pass in then differentiating after with more reference.

  • D3ads
    • October 27, 2013 at 7:35 PM
    • #10,629

    Awesome, reminds me of Tenzin's village in Uncharted 2!

  • Sentura
    • October 28, 2013 at 3:02 PM
    • #10,630

    Looks really good, but why would terrorras bomb those poor monks? Very cry.

  • BaRRaKID
    • October 29, 2013 at 11:26 AM
    • #10,631
    Quote from Sentura

    Looks really good, but why would terrorras bomb those poor monks? Very cry.


    Rambo

    (http://rambo.wikia.com/wiki/Buddhist_Monastery)

  • Sprony
    • October 29, 2013 at 11:24 PM
    • #10,632

    It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of 'Seir' suggestions. More computers, pipes, rocks, more open, etc.


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


    [Blocked Image: http://i.imgur.com/L6mmd8J.jpg]

  • JeanPaul
    • October 29, 2013 at 11:41 PM
    • #10,633

    Honestly the metal walls were way better than the rock


    (your last post in wips)


    But if you really feel the need to keep the rock, give those pipes some transition geometry where they intersect with the rocks

  • Sprony
    • October 30, 2013 at 8:07 AM
    • #10,634
    Quote from JeanPaul

    Honestly the metal walls were way better than the rock


    (your last post in wips)


    But if you really feel the need to keep the rock, give those pipes some transition geometry where they intersect with the rocks


    I post this to get honesty so thank you. Regarding the metal walls. I got a lot of comments about it being repetitive so I figured throwing a little rock at it would break that up. Your feedback is noted.

  • mjens
    • October 30, 2013 at 8:08 AM
    • #10,635

    Booooring rocks - both brushes and textures. You need to make some edges to get some lighting diversity. The texture is a bit like handmade mud ball. Q1 textures had more "content", there was no bump or AO, it was a flat brush so LD should get most of it with diffuse and brush variations. I think you can stay with the rocks but make it more bad-ass, not just rocks on part of the building, you can add some nice detail that holds the stones on the top. That's a little story you can include, in Q3 nobody will tell you "no way, it's unreliable" but if you'll make something actually reliable then you'll hear "ok, that's ace!" Get some inspirations and references, make it less isolated, make a nice composition of the rocks, make it unusual!

    Pipes in rocks - no-way :>

    Maybe it will be too much but that room is what about? I know it's a Q3 level but what's the story of the room. You need to get the main idea of actually everything. I guess it's a teleport room so let's say "the room is about the teleport stuff", how about emphasizing it instead of making everything on the same level (without the dominant).


    I'll make you an overpaint

  • Sprony
    • October 30, 2013 at 8:33 AM
    • #10,636

    Damn it Seir, you are throwing too many terms at this noob

    What's AO? What do you mean with overpaint?


    Well, back to the drawing board I guess.

  • mjens
    • October 30, 2013 at 8:42 AM
    • #10,637

    In Quake 1 times artists had to put everything on the diffuse. There was no freaky stuff like now (like that AO). Everything was baked into diffuse - shadows, detail...


    Overpaint - method of giving a feedback by painting stuff on image


    [Blocked Image: http://i.imgur.com/OGnNrc4.jpg]


    Sorry

  • Sprony
    • October 30, 2013 at 9:04 AM
    • #10,638

    Wow! I'm utterly amazed by the amount of brilliant feedback I'm getting here. I absolutely love what you've done with it. Your overpaint is going to be like my bible when I'm reworking this area

    Just one question: Do you mean something like the picture below with truss, support and stair frame (I did a Google)?


    [Blocked Image: http://www.totalstructures.com/images/mainimgs/productimgs/folding_truss.jpg]

  • mjens
    • October 30, 2013 at 9:15 AM
    • #10,639

    I remember such mesh from Q3 but I guess it was a custom made one or it was just a plane with alpha.


    I was talking about a single truss wall, exactly like this one:

    [Blocked Image: http://i00.i.aliimg.com/photo/v0/427437120/In_situ_construction_support_of_steel_truss.jpg]


    Good luck!

  • mr.P
    • October 30, 2013 at 1:23 PM
    • #10,640

    Found this and I wanted to share...now I probably have around 10 different minor sketches of each area, but this was one of the first rough layouts that I made,


    Level layout original sketch:


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


    How it turned out:


    [Blocked Image: http://i.imgur.com/7qZlZuY.jpg]

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