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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Hipshot
    • December 29, 2014 at 12:36 AM
    • #11,581
    Quote from pat h

    i'm glad the q3a mapping competition introduced me to this forum - it seems like a great community. it's kind of intimidating to post stuff here, though, since you guys all make so much awesome stuff! here's my latest quake 3 project using sock's industrial texture pack.


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0014.jasdasdasdadspg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0012.jpasdasdag]

    This forum badly needs more people posting more quake things - so just keep it flowing buddy!

    Edit: I mean, just the fact that we now have a banner image that's featuring quake levels shows the suffering that has been going on around here - for like 15 years.

  • Squeebo
    • December 29, 2014 at 1:02 AM
    • #11,582

    A CS:GO bomb diffuse map I've been working on; it takes place along a set of rooftops:

    [Blocked Image: http://i.imgur.com/fjwmN5A.jpg]


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

  • blackdog
    • December 29, 2014 at 4:28 AM
    • #11,583
    Quote from TheOnlyDoubleF

    To take a break from the ut map, I made a quick scene this afternoon


    NeoGizeh

    [Blocked Image: http://i.gyazo.com/7ee26992e784d5c5653b07af8554337f.jpg]


    It's maybe a bit to brighter. Though, it's a preview light building, 'cause even medium quality was taking ssoooo much time.

    I'll add some particules on the foreground.


    I like the contrast between the old pyramids and the scifi city, but I feel like it would be cool to have a scifi texture on the pyramids too. What do you think ?

    Display More

    Very nice, although skyline is a bit repetetive... i'd see well one piramid to be much larger, or/and a couple of skyscrapers.

    Also, with this camera position I think you are loosing a bit the effect you could achieve to show the scale of the view: what about a slightly larger fov, and a camera positioned a bit higher, like from a balcony overlooking this large platform. Or to make the buildings look tall maybe lower the point of view in respect of the horizon.

  • Vaya
    • December 29, 2014 at 9:07 AM
    • #11,584
    Quote

    rooftop map


    Looks really cool. Lines of sight will be difficult to get right!

  • TheOnlyDoubleF
    • December 29, 2014 at 9:08 AM
    • #11,585
    Quote from blackdog

    i'd see well one piramid to be much larger

    In fact the one on the right is way bigger than the other one but it's not noticeable with the perspective.


    Quote from blackdog

    Also, with this camera position I think you are loosing a bit the effect you could achieve to show the scale of the view: what about a slightly larger fov, and a camera positioned a bit higher, like from a balcony overlooking this large platform. Or to make the buildings look tall maybe lower the point of view in respect of the horizon.

    The problem with putting a bit higher the camera is than we see a bit of the middleground and that's not the interest.


    I'll may change the ratio of the camera to make it larger and i'll see what i can with the camera positionning

  • TheOnLY
    • December 29, 2014 at 6:02 PM
    • #11,586

    Made a Layout wit a lot of height differences. Not sure about ti being balanced though


    [Blocked Image: http://cloud-4.steampowered.com/ugc/38610708551155762/C5DC2D3332A37CE046FE163B78D9CC26E59AE301/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/38610708551152962/73E2EAA7DECC1B003B9ACB8A659BDDB1CB6A9A38/][Blocked Image: http://cloud-4.steampowered.com/ugc/38610708551151631/626072334BCA09272F3D5491976315FA96214551/][Blocked Image: http://cloud-4.steampowered.com/ugc/38610708551150318/3B828DE606C180BB1C8E787A25EBCA2C9F96C2CE/2048x1152.resizedimage]

  • Idolon
    • December 29, 2014 at 7:29 PM
    • #11,587
    Quote from Squeebo

    A CS:GO bomb diffuse map I've been working on; it takes place along a set of rooftops:


    [Blocked Image: http://puu.sh/dOwRR/827bec3222.jpg]


    de_escher


    Unrelated note, I've been working on a grapple map for TF2, using the new Asteroid assets:

    [Blocked Image: https://dl.dropboxusercontent.com/u/37624951/tf2m/incubator/grapple_incubator_v10001.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/37624951/tf2m/incubator/grapple_incubator_v10003.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/37624951/tf2m/incubator/grapple_incubator_v10000.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/37624951/tf2m/incubator/grapple_incubator_v10002.jpg]

  • TheOnlyDoubleF
    • December 29, 2014 at 8:08 PM
    • #11,588

    I've made few change (and on the fow blackdog). This is good for me.


    [Blocked Image: http://th03.deviantart.net/fs71/PRE/i/2014/363/2/1/neogizeh_by_theonlydoublef-d8bq0rw.png]

  • TheOnlyDoubleF
    • December 31, 2014 at 6:54 PM
    • #11,589

    I made another quick scene today, on the last day of 2014. Happy new year!


    [Blocked Image: http://i.gyazo.com/5d0ed5e63763d3344ec48d49c17272e1.jpg]

  • Em'
    • December 31, 2014 at 10:05 PM
    • #11,590

    Would you mind sharing your lighting settings ? Or your scene, i'm slowly learning how to UE4, but i'm struggling with TOD... Tried some "plugins" but none were good enought.

  • Hipshot
    • January 1, 2015 at 1:18 AM
    • #11,591
    Quote from TheOnlyDoubleF

    I've made few change (and on the fow blackdog). This is good for me.


    [Blocked Image: http://th03.deviantart.net/fs71/PRE/i/2014/363/2/1/neogizeh_by_thdssfsfeonlydoublef-d8bq0rw.png]

    I was thinking, should the lasers go beyond or into the pyramid peak? If the latter, maybe add some kind of receiver at the top?

  • Hipshot
    • January 1, 2015 at 3:28 AM
    • #11,592

    I have been wanting to do a Japanese styled theme for years, and I always thought that I would go for the Moon Dragon look, but then I saw Overwatch and added that I'm kinda exhausted by making dark and moody levels, I felt that this look would be really fun to bring into Q3, do the Empire of the Rising sun some justice (Japanese Castles are getting a bit old now =))

    [Blocked Image: http://zfight.com/misc/images/maps/m16/1.png]

    I know Sakura trees don't look like this, but I haven't had time to make a proper texture yet, so I just tinted some old leafs.

  • TheOnlyDoubleF
    • January 1, 2015 at 9:43 PM
    • #11,593
    Quote from Em

    Would you mind sharing your lighting settings ? Or your scene, i'm slowly learning how to UE4, but i'm struggling with TOD... Tried some "plugins" but none were good enought.

    Here are my settings for the NeoGizeh scene:


    The Skylight:

    [Blocked Image: http://i.gyazo.com/68d7e2ff0e1da5048c148c4eca68b542.png]


    The directional light:

    [Blocked Image: http://i.gyazo.com/fb608f0db4fe80c7743bceb9b58310cc.png]


    The settings for the Desert scene:

    the skylight

    [Blocked Image: http://i.gyazo.com/96d4f7a10658619df159fc594754f87b.png]


    The directional light: Here I enabled the light shaft bloom to have a little a glow around the edges of the meshes. Not sure it's the best way to do it, but it worked.

    [Blocked Image: http://i.gyazo.com/c264e10c842302355c419d2a363a557b.png]


    Of course there is always an lighting importance volume.


    Don't you problems come drectly from the light properties of your meshes ?

  • Castle
    • January 2, 2015 at 5:46 AM
    • #11,594

    Minecraft building within UT4 anyone?


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    [Blocked Image: http://i.imgur.com/2pBX747.jpg][Blocked Image: http://i.imgur.com/bJzsZSC.jpg][Blocked Image: http://i.imgur.com/FXAqNDA.jpg][Blocked Image: http://i.imgur.com/9D8keYW.jpg][Blocked Image: http://i.imgur.com/4OcIQxy.jpg][Blocked Image: http://i.imgur.com/lFXGEXD.jpg]

  • Em'
    • January 2, 2015 at 8:58 AM
    • #11,595
    Quote from TheOnlyDoubleF

    Of course there is always an lighting importance volume.


    Don't you problems come drectly from the light properties of your meshes ?


    How do i know there's nothing wrong with my meshes ?

  • TheOnlyDoubleF
    • January 2, 2015 at 9:46 AM
    • #11,596
    Quote from Em

    How do i know there's nothing wrong with my meshes ?

    You can check this:


    https://docs.unrealengine.com/latest/INT/Eng…shes/index.html


    https://docs.unrealengine.com/latest/INT/Eng…ping/index.html

  • Em'
    • January 2, 2015 at 11:02 AM
    • #11,597
    Quote from TheOnlyDoubleF


    How do i know there's nothing wrong with my meshes ?


    You can check this:


    https://docs.unrealengine.com/latest/INT/Eng…shes/index.html


    https://docs.unrealengine.com/latest/INT/Eng…ping/index.html


    Thx, I already know how to prepare and export models, it's more on the UE4 side that i'm having troubles

    And i'm not using lightmaps, i'm using Dynamic Lighting with GI and LPV (i think, not sure i did all right). Maybe i should swith to a static lighting...


    But i'm pretty sure it's non related to the mesh. When i drop my material to any other mesh, texture are still mega bright.

  • GameDev
    • January 3, 2015 at 1:14 AM
    • #11,598

    Hey CSGO designers, do you recommend playtesting with bots for rapid layout design? I want to be able to iterate quickly, but the results from bots aren't as genuine as real players.

  • Nakroma
    • January 3, 2015 at 1:49 AM
    • #11,599

    Keep in mind im not a professional (I dont have a job / studied Game Design or anything) so wait for a few other answers

    I generally find bots only useful for finding and placing cover. Everything else (how the general layout is) you should do a playtest here on mapcore for example.

  • Squad
    • January 3, 2015 at 2:15 AM
    • #11,600

    Bots are useful for checking (early development) chokepoints timings and for checking angles and generally how "fun" a specific spot is or can be.

    As soon as you think your layout is getting pretty decent, you should organise a playtest with human players though.

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