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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • KOLARI
    • December 6, 2013 at 5:50 PM
    • #10,701

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

  • Nerve
    • December 8, 2013 at 12:16 AM
    • #10,702

    I know this is scrub stuff compared to you guys, but it's the first ever map I've started work on after getting to grips with the fundamentals of Hammer. A laboratory themed map, this will be the main hallway/choke point in the centre. (Ignore the lighting, temporary at the moment so I can launch in-game to test)


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

  • Nerve
    • December 8, 2013 at 9:57 PM
    • #10,703

    Been doing a bit more work on de_laboratory. This is bombsite B, the door at the top leads back to the main hallway, the lower door leads to underground tunnels for easy rotation and the door on the right is a path from CT spawn.


    [Blocked Image: http://i.imgur.com/6HfynQf.jpg]

  • Puddy
    • December 8, 2013 at 10:18 PM
    • #10,704

    just something to consider: maps that are 100% indoor tend to feel mazy and claustrophobic. If possible you should include some more open/outdoor areas.

  • Nerve
    • December 8, 2013 at 10:35 PM
    • #10,705

    Thanks Puddy, I'll bear that in mind

  • mr.P
    • December 14, 2013 at 12:20 AM
    • #10,706

    somewhere in the jungle; the good guys must rescue some treehugers from the bad guys...


    will hide the seams with the big aztec trees


    [Blocked Image: http://i.imgur.com/ZOoWoj1.jpg]

  • OrnateBaboon
    • December 14, 2013 at 12:52 AM
    • #10,707

    That looks excellent. Height map generated?

  • MaK
    • December 14, 2013 at 1:20 AM
    • #10,708

    Woah, nice displacements man!

  • mr.P
    • December 14, 2013 at 5:05 AM
    • #10,709

    thanks,


    baboon: started the layout with blocks, then made a easy raw, added some erosion to it, then brought it back to source and modified it, every thing in the playable area is by hand - its not a large map so didnt take too long, I find it semi hard to preserve any decent heightmap details once you start blobbing with the displace tool in source, all n all the map is 99% heightmap the only instances made from bps will be the buildings,

    playable area has density 3, skybox 4,

  • KOLARI
    • December 14, 2013 at 10:37 PM
    • #10,710

    I started to rework on my older map, trying to make it look somewhat decent with new theme. I want to finish this before continuing to work on de_tibet.


    I think im somewhat close to finishing the outside part and have only caves left to do after. Would like to hear what you guys think about it. Didn't feel like making a thread for just some quick feedback.


    [Blocked Image: http://i.imgur.com/PGHAp2g.jpg][Blocked Image: http://i.imgur.com/zifY5nN.jpg]

  • blackdog
    • December 14, 2013 at 11:15 PM
    • #10,711

    Like the general mood and background.

    First shot: seems like players can do ladder and easily get on top of the roof via the wood pile, is it intended?

  • Dejavo
    • December 14, 2013 at 11:18 PM
    • #10,712

    Are the textures your own? They have a nice consistent feel to them.

  • TermInator525
    • December 14, 2013 at 11:50 PM
    • #10,713

    i like the changes. looks familiar (i know its a port / vietcong remake). I'm not so sure about your greenish looks of your map. My guess is: It will be hard to see the players (especially if they have green clothing).Maybe you can break the look of this mountain a bit. its too unified atm.

  • KOLARI
    • December 14, 2013 at 11:50 PM
    • #10,714

    Yes, players are allowed to get on the roof. The gametype is going to be either hostage or ctf. Most likely I will be going for CTF as this is a remake of old ctf map from Vietcong.

    The terrorists spawn inside the mountain and CTs on shore and docks.


    Custom textures are from CGTextures with a little bit of editing done to them. I've also edited some of CSGO's own textures.

  • Spherix
    • December 15, 2013 at 12:57 PM
    • #10,715
    Quote from KOLARI

    Yes, players are allowed to get on the roof. The gametype is going to be either hostage or ctf. Most likely I will be going for CTF as this is a remake of old ctf map from Vietcong.

    The terrorists spawn inside the mountain and CTs on shore and docks.


    Custom textures are from CGTextures with a little bit of editing done to them. I've also edited some of CSGO's own textures.


    If you need a hand with CTF, I've got it pretty much set up for CS:GO.

  • TheOnLY
    • December 15, 2013 at 1:29 PM
    • #10,716

    Finally reworked my map (de_catchment) and i would like to playtest it.

    when it plays fine i will put it fom alpha into beta

    Here are some screens (with negraph enabled )


    http://steamcommunity.com/sharedfiles/fi…s/?id=204167649

    http://steamcommunity.com/sharedfiles/fi…s/?id=204167623

    http://steamcommunity.com/sharedfiles/fi…s/?id=204167638

    http://steamcommunity.com/sharedfiles/fi…s/?id=204167605

    http://steamcommunity.com/sharedfiles/fi…s/?id=204167549

    http://steamcommunity.com/sharedfiles/fi…s/?id=204167576

  • KOLARI
    • December 15, 2013 at 2:40 PM
    • #10,717

    That would be awesome Spherix. I'll make sure to contact you after im finished with the visuals. Don't expect it anytime soon though because there are still some work to do with the map and I don't have too much time to work on it.

  • Puddy
    • December 15, 2013 at 2:51 PM
    • #10,718

    ctf_dearesther?

  • KOLARI
    • December 15, 2013 at 4:37 PM
    • #10,719
    Quote from Puddy

    ctf_dearesther?

    If only I could make it as nice looking as Dear Esther. Anyways could try to differentiate the map turning it into a bit snowy.

  • Squad
    • December 15, 2013 at 5:54 PM
    • #10,720

    @ KOLARI: I like the moody atmosphere it has now. But as TermInator said, it's probably a bit hard to see other players.

    What about trying some lighter textures on the buildings? It could help in readability and drawing player's attention. Or even better, use lighting to improve player guidance (thinking building exterior lights, fire, beacons, interior lights illuminating outside through windows, ... ).


    [Blocked Image: http://ropcorn.com/a/bubbetorps-christmas-market23.jpg]


    [Blocked Image: http://1.bp.blogspot.com/-tzoese0qcIs/TrhC9GG-OMI/AAAAAAAAB78/POTmeuqb2Ps/s640/anna-laure_amsterdam.jpg]


    Perhaps a bit cliché, but a lighthouse on top of that mountain would be cool too:


    [Blocked Image: http://visualparadox.com/images/no-linking-allowed-main/beacon800.jpg]


    [Blocked Image: http://thefuturebuzz.com/pics/lighthouse/lighthouse.png]

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