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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Castle
    • June 25, 2014 at 6:49 AM
    • #11,141
    Quote from mr.P

    watched it, nice

    i wouldnt mind if you put 'em all in the same thread in the 3d-forum, will make it easier for people to watch, and you can just edit your 1st post to have all the video-blogs listed, perhaps with a little description what each episode contains,


    I would like to do this once i get my next video uploaded actually

  • leplubodeslapin
    • June 26, 2014 at 10:53 PM
    • #11,142

    I've made quite a big update to Print (a map from 1 year ago), because there was a problem with the clouds. And i've worked a bit more than what i expected at the beginning, i remade almost the whole lighting.


    [Blocked Image: http://i.imgur.com/wvabB87.jpg]


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


    [Blocked Image: http://i.imgur.com/1Dsux2R.jpg]


    [Blocked Image: http://i.imgur.com/8Wp41bN.jpg]


    [Blocked Image: http://i.imgur.com/Kabyo8k.jpg]


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


    [Blocked Image: http://i.imgur.com/BjkKd3O.png]


    I've also added a plane in the 3DSkybox, because ... i like it <3


    [Blocked Image: http://i.imgur.com/krkCK8c.jpg]


    That's it !


    If you want to check on the map itself :

    http://steamcommunity.com/sharedfiles/fi…s/?id=148027212

    Thanks

  • 2d-chris
    • June 26, 2014 at 10:57 PM
    • #11,143

    that's nice and clean visually, holds together well!

  • nicoreda
    • June 27, 2014 at 1:22 PM
    • #11,144

    (Post about csgo)

    Hey, making some trick to get a working -tools. I don't post how for now, I'm waiting -tools are only available in -insecure mode (to prevent cheat with material system).

    Be cause I have much screenshots, I post it with a link (no preview).

    Lightmapped phong http://steamcommunity.com/sharedfiles/fi…s/?id=275160824

    Working shaders http://steamcommunity.com/sharedfiles/fi…s/?id=276655145

    Reflection from player view with RenderRT and blob shader http://steamcommunity.com/sharedfiles/fi…s/?id=276634683

    RT from $bumpmap on lightmappedgeneric http://steamcommunity.com/sharedfiles/fi…s/?id=276683518

    Working material editor with -tools, shader list:

    https://www.dropbox.com/s/hvi21nut4o5r…%2022.47.41.png

    https://www.dropbox.com/s/g0hpddck2pce…%2022.47.42.png

    Using render target: https://www.dropbox.com/s/y6qxjyqsaasa…%2021.50.38.png

    And, that why I don't post the tools for now https://www.dropbox.com/s/qo0w4qmwtbml…%2020.50.15.png

    edit: Oh wait, tools are available directly on csgo sdk...

  • SirK
    • June 27, 2014 at 11:13 PM
    • #11,145

    Hej guys! First time posting something of my work here - so dont be to harsh


    [Blocked Image: http://image-upload.de/image/gL6yH0/5b8ce3e33f.jpg]


    [Blocked Image: http://image-upload.de/image/k5mYU1/0110b3b62b.jpg]

  • Spherix
    • June 28, 2014 at 11:15 AM
    • #11,146

    Plants be glowin'


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

  • FerdTheNerd
    • June 28, 2014 at 12:07 PM
    • #11,147

    Hello all,


    Wanted to share a small UDK environment I've been working on. Its still work-in-progress at the moment. It's called 'Hôtel Le Papillon Rouge' (The Red Butterfly Hotel) it is a fictional Hotel set in 30's Paris. The name is play off 'The Moulin Rouge'

    Its not a full playable level, I built this as more of a art test to see how far I could push myself visually. Be great to get some feedback and see what people think.


    You can't see in the photo's but the main rooftop sign does flicker, with the 'O' flickering on and off.


    Plans for the future:

    - add ground floor to the main hotel building (large arched windows/doors)

    - add shop-fronts and other building types to create variety

    - add props, lots more props (wires, pipes/gutters, dustbins etc)

    - Work on a grand entrance to the hotel (Large ornate doors, balcony, stone sculptures, flora etc)

    - Parallax Windows

    - Add curvature to the street, I feel its too straight at the moment

    - Work on a better distant cityscape silhouette


    Anything more you think I should add/change? Still definitely a WIP so will be working on it more and more.


    [Blocked Image: http://i.imgur.com/iSZHSNq.png]


    [Blocked Image: http://i.imgur.com/3cyZnj4.png]


    [Blocked Image: http://i.imgur.com/KDryEmJ.png]


    [Blocked Image: http://i.imgur.com/Vtwoamk.png]

  • gotcha
    • June 28, 2014 at 12:17 PM
    • #11,148

    CS:GO map I'm working on. It's currently in a very early stage.

    [Blocked Image: http://i.imgur.com/o2Jmsks.jpg]


    [Blocked Image: http://i.imgur.com/kgXMQl9.jpg]

  • nicoreda
    • June 28, 2014 at 12:52 PM
    • #11,149
    Quote from FerdTheNerd

    Hello all,


    Wanted to share a small UDK environment I've been working on. Its still work-in-progress at the moment. It's called 'Hôtel Le Papillon Rouge' (The Red Butterfly Hotel) it is a fictional Hotel set in 30's Paris. The name is play off 'The Moulin Rouge'

    Its not a full playable level, I built this as more of a art test to see how far I could push myself visually. Be great to get some feedback and see what people think.


    You can't see in the photo's but the main rooftop sign does flicker, with the 'O' flickering on and off.


    Plans for the future:

    - add ground floor to the main hotel building (large arched windows/doors)

    - add shop-fronts and other building types to create variety

    - add props, lots more props (wires, pipes/gutters, dustbins etc)

    - Work on a grand entrance to the hotel (Large ornate doors, balcony, stone sculptures, flora etc)

    - Parallax Windows

    - Add curvature to the street, I feel its too straight at the moment

    - Work on a better distant cityscape silhouette


    Anything more you think I should add/change? Still definitely a WIP so will be working on it more and more.


    [Blocked Image: http://i.imgur.com/iSZHSNq.png]


    [Blocked Image: http://i.imgur.com/3cyZnj4.png]


    [Blocked Image: http://i.imgur.com/KDryEmJ.png]


    [Blocked Image: http://i.imgur.com/Vtwoamk.png]

    Display More

    Yay excellent ! Can you show your modular content ? I really want to look how you done this.


    gotcha Hey cool, I want to see more also

  • FerdTheNerd
    • June 28, 2014 at 8:33 PM
    • #11,150
    Quote from nicoreda

    Yay excellent ! Can you show your modular content ? I really want to look how you done this.


    gotcha Hey cool, I want to see more also


    Hey,


    Here is a modularity breakdown of the hotel building. In total I used three primary texture sheets (Trim x 2, Windows) recycling assets and textures wherever I could. For the brickwork I created a tiled brick texture, utilising Multi-Sub Materials to get 2 textures applied to one mesh. This way I could tile the brickwork and keep texture fidelity, whilst leaving the trim texture unaffected. I used the same process for the roof tiles.


    [Blocked Image: http://i.imgur.com/glUl1mh.png]

  • wareya
    • June 30, 2014 at 4:46 PM
    • #11,151

    Well, I'm making my first CS map. It looks something like this:

    http://i.imgur.com/fw18VnC.png

    Here's the only part that I've bothered to detail (because I'm almost positive it won't change from layout changes)

    http://i.imgur.com/VvdbvzX.jpg

    It's boring, yeah?

  • nicoreda
    • July 4, 2014 at 2:23 PM
    • #11,152
    Quote from wareya

    Well, I'm making my first CS map. It looks something like this:

    http://i.imgur.com/fw18VnC.png

    Here's the only part that I've bothered to detail (because I'm almost positive it won't change from layout changes)

    http://i.imgur.com/VvdbvzX.jpg

    It's boring, yeah?

    Hehe, nice but, I see the middle is in interior ?

    Also, there is my picture of the day

    [Blocked Image: http://rekasdev.com/gallery/var/albums/Coland/Devblog-Pictures/Untitled.jpg?m=1404476504]

  • Spherix
    • July 4, 2014 at 3:57 PM
    • #11,153

    Wha...what engine is that?

  • nicoreda
    • July 4, 2014 at 5:02 PM
    • #11,154

    Unreal Engine 4

  • blackdog
    • July 4, 2014 at 5:59 PM
    • #11,155
    Quote from leplubodeslapin

    I've made quite a big update to Print (a map from 1 year ago)

    Sweet!I like the warmer lighting in the inside areas... but seems it got warmer outside as well, whether I'd have it colder for more contrast.

    Quote from gotcha

    CS:GO map I'm working on. It's currently in a very early stage.

    [Blocked Image: http://i.imgur.com/o2Jmsks.jpg]

    I can hear the "Ave Maria" from Hitman all over it

  • gotcha
    • July 4, 2014 at 7:20 PM
    • #11,156

    Updates on my map...


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


    [Blocked Image: http://i.imgur.com/aMzI0Oy.jpg]


    [Blocked Image: http://i.imgur.com/ilixOo1.jpg]


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


    [Blocked Image: http://i.imgur.com/l1hATMj.jpg]


    [Blocked Image: http://i.imgur.com/xW0wsCM.jpg]

  • ElectroSheep
    • July 5, 2014 at 12:27 PM
    • #11,157

    This reminds me a map called cs_mari from 1.6 ^^ One of my favorites.

  • 2d-chris
    • July 5, 2014 at 1:02 PM
    • #11,158

    also reminds me of cs_bikini ^^

  • will2k
    • July 5, 2014 at 2:18 PM
    • #11,159

    A little break from Counter-Strike.


  • wareya
    • July 6, 2014 at 9:29 PM
    • #11,160
    Quote from nicoreda

    Hehe, nice but, I see the middle is in interior ?

    yep, ridiculously small too and positioned where it's mostly for rotation

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