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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Sentura
    • November 23, 2013 at 10:50 PM
    • #10,681

    Mat_wireframe is the best thing you can do to understand Vis and Visleaves

  • ElectroSheep
    • November 24, 2013 at 11:01 AM
    • #10,682

    Mat_leafvis 3 (or visleaf) to sea all te leaves calculated from your position.

  • Dejavo
    • November 25, 2013 at 10:32 PM
    • #10,683

    Speaking of source. I'm working on a small morrocan scene with custom content for cs go. A bit empty atm but this is what I've got.

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


    [Blocked Image: http://i.imgur.com/5BmxIOZ.jpg]

  • blackdog
    • November 26, 2013 at 12:10 AM
    • #10,684

    I like the lighting! But i can't remember seeing gutters on their houses.

  • Dejavo
    • November 26, 2013 at 8:08 AM
    • #10,685

    Thanks. I have a reference for the left one. The other one is hurting my eyes right now.

  • knj
    • November 26, 2013 at 8:47 PM
    • #10,686

    love the blue

  • RaVaGe
    • November 27, 2013 at 6:58 PM
    • #10,687

    Hammer is ok with the convex brushes, but if the brush is concave it will generate an invalid solid.

  • RaVaGe
    • November 27, 2013 at 7:10 PM
    • #10,688
    Quote from ChA1NsAw

    And what about brushes being partly inside other brushes? The rest of the building is on grid, but there it seems easiest to just put it trough. I hate to have it like that though.


    It doesn't matter, vvis will take more time to compile but it doesn't change anything. But if the brushes have the same thickness it will cause an overlap of the textures, wich isn't good for the fps, even if it doesn't affect it a lot.

  • JeanPaul
    • November 27, 2013 at 9:16 PM
    • #10,689

    Semi-false.


    Colliding brushes depends on the particular brush, and in some instances it can cause problems/bugs/visual errors.


    -func_detail colliding with func_detail = okay

    -func_detail colliding with world geometry = okay

    -world geometry colliding with world geometry = not okay


    It basically boils down to whether or not vvis sees any of the aftermath when compiling. So the same concept of func_detail with func_detail can be applied to any brush based entity.


    Also your construction of that building should be 100% dependant on whether or not you want to make it with an interior

  • blackdog
    • November 27, 2013 at 9:31 PM
    • #10,690

    You probably don't want to make all those details in Hammer, even if it's func_detail, and make a model instead.

  • Nerve
    • November 27, 2013 at 11:00 PM
    • #10,691

    I've been using Hammer a few hours a night for the last week now, most of those spent watching/following a guides, but I decided to start messing around on my own tonight and started building a little courtyard. I'm going to add arches to the pillars and an upper area with windows/possibly a small balcony looking over it.


    [Blocked Image: http://i.imgur.com/YqCn9ZG.jpg]


    Complete beginner but thought I'd share. If it's something I end up sticking with, I was thinking a 'hogwarts-y' type environment would be cool, potion classrooms and everything.

  • Nerve
    • November 27, 2013 at 11:46 PM
    • #10,692

    Holy shit, yes.

  • mjens
    • November 29, 2013 at 9:16 AM
    • #10,693

    2007's COD engine. Early WIP, mostly propless:

    [Blocked Image: http://level-design.org/mp_crane/mp_crane_v5_008%20copy.jpg]

  • Cuplacakes
    • November 29, 2013 at 6:55 PM
    • #10,694

    Feedback Please? This is a scene I am working on comprised entirely of stock UDK assets. I am planning on altering the existing materials for all the meshes though. [Blocked Image: http://gyazo.com/467f3de72b1a8a327f23da63b3c5275d.png] [Blocked Image: http://gyazo.com/047c6fe99e2e0c9567f3bb6cc1da7d4c.png]

  • Puddy
    • November 29, 2013 at 9:05 PM
    • #10,695

    I see. This is a femnist piece. The world is turned bleak and colourless thanks to the oppressive, one-eyed trouser snake. Not very subtle, but eye-opening.

  • mjens
    • November 30, 2013 at 9:06 AM
    • #10,696

    Looks like something with compilation went wrong. You need to work on less killer stylization I guess...

  • Cuplacakes
    • November 30, 2013 at 2:09 PM
    • #10,697

    I'm glad you saw my meaning so quickly Puddy, The fact that the phallic symbol is comprised of mechanical elements also serves to highlight the mechanical and systematic way a patriarchal society oppresses the female sex.


    Also, penis envy.


    Any serious feedback would be really appreciated though what do you think of the stylization in particular?


    Seir, I am not sure what you mean?

  • mjens
    • November 30, 2013 at 2:50 PM
    • #10,698

    I don't know what you're trying to achieve, you've playing with light without any textures so with on this state I can't tell you what is wrong because it's hard to see what you wanna do. Right now it's overburned so it mostly look like one strong light on few meshes without any textures. About the meshes: the roof construction is weird, giant roof is hold by few metal pipes. The regularity of cable composition feels like it's a "German chaos".

  • blackdog
    • November 30, 2013 at 11:19 PM
    • #10,699

    I understand architectural critiques, especially tubes repetetiveness (but we know it's early wip); i personally like the stylization a lot and i'm curious to see the final piece with just subtle textures that would make obvious the materials, but not necessarily giving colors.

  • w0llmart
    • December 1, 2013 at 1:31 AM
    • #10,700

    i don't mean to derail the phallic discussion but this csgo screenshot for de_rostok is probably a loaded metaphor too


    you can find more phallocentric competitive action here:

    http://steamcommunity.com/sharedfiles/fi…s/?id=181663471


    [Blocked Image: http://cloud-4.steampowered.com/ugc/486683612263233837/C9D856DE590F35BB16F2A3604FE6D7C74411F584/]

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