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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • atrocity
    • February 5, 2014 at 11:38 AM
    • #10,841

    Hey guys, it's been a long time since I have visited the forums but I figured I would dive back in again. I wanted to share some screenshots of a small Overgrown art project in source. It's purpose was to simply test what methods and tricks I would have to deploy to get some sort of overgrown look and feel into a CS:GO level. I had a few materials made for the trees and I made some blend maps for tiles and bricks, but other than that it's all standard stuff.


    [Blocked Image: http://www.aspaceman.com/wp-content/gallery/blog_1/overgrown_wip_01.jpg]


    [Blocked Image: http://www.aspaceman.com/wp-content/gallery/blog_1/overgrown_wip_02.jpg]


    [Blocked Image: http://www.aspaceman.com/wp-content/gallery/blog_1/overgrown_wip_03.jpg]

  • PogoP
    • February 5, 2014 at 12:21 PM
    • #10,842

    Looks ace man, but I think it suffers from the same problem Siege has, in that everything is too noisy because of the lighting, and the ambient colour is too dark so it would be hard to spot players. I think increasing the brightness of the ambient, and perhaps giving it a slight blue colour would fix a lot of that though.


    Looks amazing though!

  • FMPONE
    • February 5, 2014 at 1:44 PM
    • #10,843

    Yeah that looks really cool but honestly too difficult to see stuff

  • atrocity
    • February 5, 2014 at 4:17 PM
    • #10,844

    Thanks guys. Yeah running around with bots in the interior it was indeed hard to see people. I have a 3d skybox that's coming in soon so I will start trying to tweak the ambient to soften things up.

  • kikette
    • February 6, 2014 at 8:18 AM
    • #10,845

    just WOW §! *_*

    The only point I could critic is your indoor part that I find a bit too dark compared to the rest of the level were the light bounce a lot. It looks like an other map.

  • Spherix
    • February 6, 2014 at 10:32 AM
    • #10,846

    Those big trees outside arn't stock content, are they?

  • spence
    • February 6, 2014 at 1:07 PM
    • #10,847

    The green ones are; the yellow and red 'autumn' ones are reskins of the de_inferno big tree models.

  • Morloc
    • February 6, 2014 at 1:28 PM
    • #10,848

    Seeing all these great CS:GO maps is giving me the urge to give it go while I wait for L4D3 to come out

  • Spherix
    • February 6, 2014 at 2:29 PM
    • #10,849
    Quote from spence

    The green ones are; the yellow and red 'autumn' ones are reskins of the de_inferno big tree models.


    They look so much better =/ You plan on sharing that content ?

  • atrocity
    • February 6, 2014 at 5:29 PM
    • #10,850

    Thanks Kikette! When I get the Skybox back from Spence I am going to spend some time tweaking the ambient lighting so it's not too dark.


    Spherix: Like Spence said those are reskins. Spencer is actually working with me on this project. He is building the 3d skybox for the level and helping out with some detailing. I can certainly release all of the extra content when it's done.

  • Spherix
    • February 7, 2014 at 10:43 AM
    • #10,851

    Sweet. I always miss proper foliage that doesn't look weird in a map with a new theme..

  • General Vivi
    • February 8, 2014 at 9:51 AM
    • #10,852

    Wb! Map is looking pretty spiff man. I agree with the others about noise but it looks pretty fixable

  • Pampers
    • February 9, 2014 at 1:48 AM
    • #10,853

    By request, headbut body slam is now the only way to kill the cubes, unless you shoot them of course still pretty rough, and I need to find a way to blend in an get-up animation

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    edit: I'm playing with a controller so the aiming is a bit bad

  • atrocity
    • February 9, 2014 at 2:19 AM
    • #10,854

    That is really cool Pampers. I think I might have missed your initial post discussing what this is. Small side project? Learning new things? Full game?

  • FMPONE
    • February 9, 2014 at 2:58 AM
    • #10,855
    Quote from Pampers

    By request, headbut body slam is now the only way to kill the cubes, unless you shoot them of course still pretty rough, and I need to find a way to blend in an get-up animation

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    edit: I'm playing with a controller so the aiming is a bit bad


    It's awesome!


    I'd like to see you go in a more subversive direction with it. Cute mousketeer says Duke Nukem quotes as he smashes watermelons, M-M-M-M-Megakill sound effects on every 3rd kill, etc.

  • Pampers
    • February 9, 2014 at 12:46 PM
    • #10,856
    Quote from atrocity

    That is really cool Pampers. I think I might have missed your initial post discussing what this is. Small side project? Learning new things? Full game?

    It's a small side project, completely different from what I do at work

  • Skjalg
    • February 9, 2014 at 6:22 PM
    • #10,857

    lol that reminds me of my test level in ponh

  • Vilham
    • February 9, 2014 at 7:22 PM
    • #10,858
    Quote from Pampers

    By request, headbut body slam is now the only way to kill the cubes, unless you shoot them of course still pretty rough, and I need to find a way to blend in an get-up animation

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    edit: I'm playing with a controller so the aiming is a bit bad

    fuck yeah

  • Sjonsson
    • February 9, 2014 at 10:23 PM
    • #10,859
    Quote from Vilham

    fuck yeah

    This whole mouse thing is so much Terry Prattchett to me it hurts!

  • Sjonsson
    • February 9, 2014 at 10:26 PM
    • #10,860

    Finally I can show you guys some of the work I've been doing on a hobby project!


    [Blocked Image: http://i.imgur.com/g4hwJ8J.jpg]

    It's a fishing game for mobile platforms with one simple goal, catch the biggest fishies with the biggest rods, you get fish, sell it and buy more better gear. Currently everything in the game is placeholder graphics and the sprite for the player character is from Pokemon, will make some kind of a character later.

    Current Features

    - Fishing.

    • Simple Fishing Mechanic where the player can go to the water and fish.

    - Three inventories.

    • Fish Inventory
    • Tackle Inventory
    • Equipment Inventory

    - Fish Drop Tables, when a fish bites it's type is generated based on following:

    • Type of Tackle used
    • Type of Water currently fishing in.

    CURRENT TASKS

    • Add a bob to the fishing mechanic.
    • Add a cast mechanic so the player can aim at what range the bob should land.
    • Add a Fishing Shop where the player can sell fish, buy Equipment and Tackle.

    Here's what it looks like right now:


    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

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