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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Vilham
    • February 10, 2014 at 4:05 PM
    • #10,861

    nice concept I would look at expanding the fishing mechanic to be a bit more involved and a bit more minigame like. Maybe some varying puzzles that it randomly picks. Almost like a mario party game.

  • Sjonsson
    • February 10, 2014 at 4:36 PM
    • #10,862

    Thanks! I've been thinking a bit about that too. Currently my plan is that once the player catches a really big or rare fish you would get a mini-game, so it's also a challenge the harder catches get even more rewarding. I still want the player to be able to 'hoard' fish quickly, but if that turns out to be boring I guess I have to add a mini-game for every fish.

    I will definitely add some puzzle games, but where - I'm not sure yet!

  • Lemurr
    • February 15, 2014 at 9:40 AM
    • #10,863

    Part of a map I'm working on.

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  • will2k
    • February 15, 2014 at 10:23 AM
    • #10,864

    For a second, before watching the video, I thought this was Duke Nukem forever


    Impressive work there; the 1960-1980s era of Portal 2 is one of my favorite parts of the game and I'll be definitely looking forward to play this level when it's finished.


    Good luck

  • RaVaGe
    • February 16, 2014 at 2:15 PM
    • #10,865

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/hurg.jpg]


    :hurg2: :hurg2: :hurg2:

  • kikette
    • February 16, 2014 at 8:23 PM
    • #10,866

    Very impressive work Tartaros !

  • Vilham
    • February 17, 2014 at 10:10 PM
    • #10,867

    Don't know if anyone used to use it but VBCT was updated a while ago to work again, so you can easily compile cs:go maps with it now.

  • mr.P
    • February 18, 2014 at 9:42 PM
    • #10,868

    latest wip (veeeery wip),

    its a early misty morning and the local radar station is under attack,


    custom content by myself, resource: cgtextures

    big thanks to will2k for assisting me with the textures


    ...playtest proved it fun, now it just needs to get dressed and lit the fcuk up


    also, anyone know if its possible to add custom player and weapon skins to a level?

  • Squad
    • February 18, 2014 at 11:09 PM
    • #10,869

    Cool setting


    Quote from mr.P

    also, anyone know if its possible to add custom player and weapon skins to a level?


    This is just a guess, but if you'd define a custom player model in the .kv file and make sure everything is pakratted, it might work?


    Also, there is a grey SAS model, it's just not used in official content:


    [Blocked Image: http://users.telenet.be/gus/Grey%20SAS%20model.jpg]

  • mr.P
    • February 21, 2014 at 9:10 PM
    • #10,870
    Quote from Squad

    Cool setting


    This is just a guess, but if you'd define a custom player model in the .kv file and make sure everything is pakratted, it might work?


    Also, there is a grey SAS model, it's just not used in official content:


    [Blocked Image: http://users.telenet.be/gus/Grey%20SAS%20model.jpg]

    Display More


    thanks, there is hope...


    one more wip of my crossmix level of prodigy-facility and good ol' gasworks, doesn't show much but:

    got some props and lights going,

    added the possibility to walk on all the roofs and a sniper platform half the way up the antenna (made the map approximately 100000% more fun)

    changed and added a few routs after last playtest


    release within a few weeks,

  • Pampers
    • February 23, 2014 at 7:33 PM
    • #10,871

    I need to make a proper gameplay plan soon

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  • Vilham
    • February 23, 2014 at 8:39 PM
    • #10,872

    hahahahaha, that dive. Amazing.

  • mr.P
    • February 23, 2014 at 11:55 PM
    • #10,873

    got some time over this weekend, adding a few wip from my latest level,


    left to do: fixes, fixes, fixes


    CT spawn

    [Blocked Image: http://i.imgur.com/64UV63j.jpg]


    catwalk from ct spawn to vent

    [Blocked Image: http://i.imgur.com/i3gpQXs.jpg]


    catwalk T side

    [Blocked Image: http://i.imgur.com/3XC9aAS.jpg]


    T side yard, access to catwalk, garage, boost or side

    [Blocked Image: http://i.imgur.com/Xz1gGEM.jpg]


    near T spawn

    [Blocked Image: http://i.imgur.com/7JL392f.jpg]


    Tside

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


    Asite

    [Blocked Image: http://i.imgur.com/Oo2Jcar.jpg]


    vent

    [Blocked Image: http://i.imgur.com/5tNoYh2.jpg]


    garage

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


    not final compile...

  • Pampers
    • February 24, 2014 at 12:05 AM
    • #10,874

    that looks very cool, but the pathways are very thin and capped off with even smaller doorframes, leaving players with very little options if they get spotted

  • FMPONE
    • February 24, 2014 at 12:37 AM
    • #10,875
    Quote from mr.P

    got some time over this weekend, adding a few wip from my latest level,


    left to do: fixes, fixes, fixes


    CT spawn

    [Blocked Image: http://i.imgur.com/64UV63j.jpg]


    catwalk from ct spawn to vent

    [Blocked Image: http://i.imgur.com/i3gpQXs.jpg]


    catwalk T side

    [Blocked Image: http://i.imgur.com/3XC9aAS.jpg]


    T side yard, access to catwalk, garage, boost or side

    [Blocked Image: http://i.imgur.com/Xz1gGEM.jpg]


    near T spawn

    [Blocked Image: http://i.imgur.com/7JL392f.jpg]


    Tside

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


    Asite

    [Blocked Image: http://i.imgur.com/Oo2Jcar.jpg]


    vent

    [Blocked Image: http://i.imgur.com/5tNoYh2.jpg]


    garage

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


    not final compile...

    Display More


    That looks genuinely awesome!

  • Veeblur
    • February 24, 2014 at 1:38 AM
    • #10,876
    Quote from mr.P

    got some time over this weekend, adding a few wip from my latest level,


    left to do: fixes, fixes, fixes


    CT spawn

    [Blocked Image: http://i.imgur.com/64UV63j.jpg]


    catwalk from ct spawn to vent

    [Blocked Image: http://i.imgur.com/i3gpQXs.jpg]


    Tside

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


    garage

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


    not final compile...

    Display More


    Looking good!


    Would suggest adding more small lights on the exterior to lead the player (judging by screenshots only). The path to B-site in the first shot looks very dark along the catwalk.


    garage - keeping with the dramatic lighting, you could throw some flood/spots along the ceiling to cast nice shadows from the beams onto the upper walls or maybe the floor. The stairway in the foreground looks super dark. And maybe drop a stain/props near the bronco wheels? Tires on clean concrete tend to look like they are floating (minor, but they always pop out at me).


    Maybe throw some really tall antennae on the roof to oppose the metal work shooting into the sky. Something to balance your screenshots and give the sky depth.


    Can't wait to see more!

  • Chrillen
    • February 24, 2014 at 11:40 AM
    • #10,877

    That looks insane mr.P. Very original. Now excuse me while I save those screenshots into my reference folder.

  • will2k
    • February 24, 2014 at 2:17 PM
    • #10,878
    Quote from mr.P

    got some time over this weekend, adding a few wip from my latest level,


    left to do: fixes, fixes, fixes


    [Blocked Image: http://i.imgur.com/i3gpQXs.jpg]


    not final compile...

    Display More


    Great work


    Reminds me of the dam level in Return to Castle Wolfenstein.


    This could also work as a finale level for L4D2 if you ever decide to recycle

  • mr.P
    • February 24, 2014 at 4:25 PM
    • #10,879

    thanks all,


    veeblur, just been copy pasting light in some areas to check visibility, will spend some more time on those sexy shadows once the level is close to final, save the best for last


    been discussing (with myself) whether or not the outside should be lit more, since it's supposed to be a bunker-like complex I'd wanted the outside to be as subtle as possible, the options are; keep it current - harder for snipers, fake lights to ease visibility or/and add some flood lights - this would make the base feel more majestic...still haven't decided, we'll see by the end of the week


    however in its current state player silhouettes are an easy read

  • Veeblur
    • February 24, 2014 at 5:50 PM
    • #10,880
    Quote from mr.P

    thanks all,


    veeblur, just been copy pasting light in some areas to check visibility, will spend some more time on those sexy shadows once the level is close to final, save the best for last


    been discussing (with myself) whether or not the outside should be lit more, since it's supposed to be a bunker-like complex I'd wanted the outside to be as subtle as possible, the options are; keep it current - harder for snipers, fake lights to ease visibility or/and add some flood lights - this would make the base feel more majestic...still haven't decided, we'll see by the end of the week


    however in its current state player silhouettes are an easy read

    Display More


    Sounds good - just wanted to make sure it was on your radar. It pains me to see players jack up the brightness on nice looking maps to counter dark spaces (Seaside for example), but that also depends on the audience you are trying to reach I suppose. Either way, I really like the direction you are taking with the lighting so far.

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