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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Setin
    • March 30, 2014 at 8:28 PM
    • #10,961
    Quote from Campaignjunkie

    I think you need to sell that time travel transition a lot better, especially if that's your main conceit here... apply screen overlay, add a quick screen fade, etc. right now it's just a straight-up teleport that almost looks like a bug with how sudden it is... I'm not saying to make it into a 60 second Final Fantasy summon sequence, but, you know, at least make it juicier.


    Ya I'm still working on that. Trying to make it look nicer. I also changed it so where you actually come out of the teleporter facing the right direction, instead of the wall. I want to do like a screen shake, special sound, and some kind of overlay or post process effect.

  • Setin
    • March 30, 2014 at 8:33 PM
    • #10,962
    Quote from RaVaGe

    Looks cool, it's a bit late to say that I know, but the pacing is really weird, it's like you have to open 20 doors, without really understanding what you do ...

    There are a lot of doors, but part of it is just trying to keep going. A lot of Portal 2 is just figuring out how to keep going forward. Some doors are broken and you can't get through, others have barriers that prevent you from reaching them. Part of the puzzle is figuring out where to go.

  • Demonz312
    • March 31, 2014 at 9:26 PM
    • #10,963

    csgo map in progress, dev textures.


    [Blocked Image: http://puu.sh/7R9QZ.jpg]


    [Blocked Image: http://puu.sh/7Ra7u.jpg]


    [Blocked Image: http://puu.sh/7Ra8K.jpg]

  • blackdog
    • April 1, 2014 at 4:35 AM
    • #10,964

    Haven't played Portal 2 so I dunno how they compare exploration wise, but looks cool Setin, congrats!

    I think a lot of players enjoy that kind of exploration, although I would think of some kind of "center piece" room where the player would be stuck a lil longer to solve a more time consuming puzzle. (But maybe you have it just after, or had it before, but as someone said, the pace seems a bit off.)

  • Rick_D
    • April 1, 2014 at 2:39 PM
    • #10,965
    Quote from OrnateBaboon

    At the moment it looks like you have at least 7 main routes, which is more fitting of a demolition map. To make it work better as a hostage map, I think reducing the number of main paths down to 3 (like most good hostage maps), and blocking off as many windows as possible would help things massively. Once you do this, you can then focus on refining the chokes, and work on balance/fun/sightlines etc.


    Just from the overview, it does not look like anything that cannot be solved, or at least radically improved by some simple changes.


    Assuming all the necessary entities are in the map to get it working, it totally looks like it is worth a playtest on the server so that people can give meaningful more feedback. There is too much work here to let the map go to waste!


    what? you have that the other way around? cs maps work great when it's windy and complicated, forcing t's to hold rather than rush down 1 of 2 routes and massacre the ct's.

  • Adolph-Hugh
    • April 1, 2014 at 2:42 PM
    • #10,966

    [Blocked Image: https://dl.dropboxusercontent.com/u/5009358/Brawler_Combat_2.gif]

    Not sure where to post this. Super Smash Bros style Proof of Concept

  • cincinnati
    • April 1, 2014 at 3:32 PM
    • #10,967

    this is a shot from the map i scheduled for testing on the 15th.

    it's a recently renovated port of a source map that is set in a recently renovated metro station.


    [Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/disr_go/disr2014-03-28_00003.jpg]

  • Fr0z3n
    • April 2, 2014 at 3:19 AM
    • #10,968
    Quote from Setin

    Did a lighting and detail pass on my intro level. Finally figured out how to get the lighting to look good.

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    At about the 1 minute mark, you have to shoot a portal through a bunch of foliage to get into the next little area. I don't think that panel is highlighted well enough for players to get the subtle hint to use it to get up there. Ontop of that, it's not really common for players to be able to shoot and walk above a drop-tile ceiling like that in portal 2, so you might want to highlight it a bit more. (That all being said, I really love that idea)


    At about the 2:30 mark, you shoot through the hole in the window towards the opposite wall. That looks like a pretty tight shot. Maybe consider opening up the shot a little bit to allow for wiggle room for players?


    Also, as someone said making the time travel bits a little bit more interesting visually would be really cool.

  • Setin
    • April 2, 2014 at 5:45 AM
    • #10,969
    Quote from Fr0z3n

    At about the 1 minute mark, you have to shoot a portal through a bunch of foliage to get into the next little area. I don't think that panel is highlighted well enough for players to get the subtle hint to use it to get up there. Ontop of that, it's not really common for players to be able to shoot and walk above a drop-tile ceiling like that in portal 2, so you might want to highlight it a bit more. (That all being said, I really love that idea)


    At about the 2:30 mark, you shoot through the hole in the window towards the opposite wall. That looks like a pretty tight shot. Maybe consider opening up the shot a little bit to allow for wiggle room for players?


    Also, as someone said making the time travel bits a little bit more interesting visually would be really cool.


    Thanks! I hadn't thought about those. Fixing now.

  • Dejavo
    • April 2, 2014 at 7:06 PM
    • #10,970

    cincinatti: Looks sweet. Did you mipmap the brick texture. Looks a bit noisy further away.

  • mr.P
    • April 4, 2014 at 2:35 PM
    • #10,971

    every decent fps needs one...cs:go has been missing one until now...a fuckking aircraft carrier map!


    the story: T has boarded a aircraft carrier with the purpose to destroy it! CT are sent do deal with 'em A-site: forward elevator, a few F9Panthers+300 pounds bombs makes the perfect targetB-site: hangar, a blackbird+300 pound bombs makes the perfect target models: somewhat done

    textures: somewhat done

    layout: somewhat done

    brushwork: not even started


    maps without a mid seems to be the topic of the month, think it would be a challenge to make one, here we go


    92-95% based on real life metrics


  • tomm
    • April 4, 2014 at 2:52 PM
    • #10,972

    That's sexy, looks like a rather 'compact' layout.. I hope you can't hear footsteps everywhere


    +1 for no mid

  • Squad
    • April 4, 2014 at 2:55 PM
    • #10,973

    You're a mapping machine, mr.P!

    Loving the setting, looking forward to see more


    Layout seems a bit confusing though. Looks like T's seem to have an advantage to getting to the bombsites first, but I guess there's several floors or something?

  • LATTEH
    • April 4, 2014 at 3:25 PM
    • #10,974
    Quote from Hboybowen

    [Blocked Image: https://dl.dropboxusercontent.com/u/5009358/Brawler_Combat_2.gif]

    Not sure where to post this. Super Smash Bros style Proof of Concept


    This is the stuff of my nightmares.

  • mr.P
    • April 4, 2014 at 3:34 PM
    • #10,975
    Quote from tomm

    That's sexy, looks like a rather 'compact' layout.. I hope you can't hear footsteps everywhere


    +1 for no mid


    yeah it's kinda compact, regular aircraft carrier sounds will hopefully stop footsteps


    Quote from Squad

    You're a mapping machine, mr.P!

    Loving the setting, looking forward to see more


    Layout seems a bit confusing though. Looks like T's seem to have an advantage to getting to the bombsites first, but I guess there's several floors or something?


    CT reaches the bomb areas first, the layout is well playtested, this is 5th or 6th iteration on the layout and the first version that feels genuine fun,

    the map has 2 floors but most of the playable area is on floor one, will probably change t spawn to be one level down,

  • UnknownPredator
    • April 5, 2014 at 4:49 AM
    • #10,976

    Hey, I think the idea of a "No Mid" map is good but it just hasn't been done correctly yet

  • UnknownPredator
    • April 5, 2014 at 4:50 AM
    • #10,977

    I'm back! Bombsite A (Note: It's a wip)

    [Blocked Image: http://cloud-4.steampowered.com/ugc/579018555169591291/828827CC51635390B59034CF5D3FE54EEC482F9B/]

  • Pampers
    • April 5, 2014 at 9:20 PM
    • #10,978
    Quote from UnknownPredator

    I'm back! Bombsite A (Note: It's a wip)

    [Blocked Image: http://cloud-4.steampowered.com/ugc/579018555169591291/828827CC51635390B59034CF5D3FE54EEC482F9B/]

    "Hey Joe, I parked those bombs in the corner like you asked"


    Not much new stuff, but I've been porting stuff over to UE4, now comes with shiny floors and 50 less frames per second!

    Just doing mechanics so far and will get my materials set up after that. Everything is done in BluePrint as well, really nice tool to work with.

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  • Vilham
    • April 5, 2014 at 10:29 PM
    • #10,979

    yeah the frame rate there is definitely noticeably worse than any video you have shown before.

  • Pampers
    • April 5, 2014 at 11:27 PM
    • #10,980

    every graphic setting is set to "epic" by default in the editor, and I forgot to change that before recording

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