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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Minos
    • March 1, 2015 at 6:46 PM
    • #11,721
    Quote from skusmet

    Nice Minos, is that in a games engine?


    Yep Unreal 4 as Pogos guessed


    @Pogos: Agreed! I was gonna work on plants next, have some really cool ideas for those. The skybox should also add some color (we will be making our own with moons and shit).


    TheOnlyDoubleF: haha just focus on finishing it. Working on these contests is a great way to level up, just force yourself to get as much done by the deadline

  • SamCom
    • March 1, 2015 at 7:19 PM
    • #11,722
    Quote from Psy

    Here's a CS map I blocked out a while back. Needs more cover and whatnot. Not sure if it's worth continuing with, tbh.

    Why not worth continuing?

    Looks cool! I like the hostages at the lowest point and rescue at the highest layout, having CTs fight their way out uphill.

  • Pampers
    • March 1, 2015 at 7:38 PM
    • #11,723

    +1 to Minos for not having broken up and damaged tiles on the floor looks great

  • text_fish
    • March 1, 2015 at 8:05 PM
    • #11,724
    Quote from Psy

    Here's a CS map I blocked out a while back. Needs more cover and whatnot. Not sure if it's worth continuing with, tbh.

    I really like the look of it! You should get it on a playtest.

  • Squad
    • March 1, 2015 at 8:20 PM
    • #11,725
    Quote from text_fish

    I really like the look of it! You should get it on a playtest.


    QFT

  • Czoolz
    • March 1, 2015 at 9:54 PM
    • #11,726

    A little something i've been working on with the UT4/UE4 editor. Im working on improving my workflow and making sure I get to get a good fun block out before moving onto anything else.
    The goal of the map is to have some nice vertical movement and lots of fun wall jumps.

    [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=12054&stc=1][Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=12174&stc=1][Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=12178&stc=1]
    [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=12052&stc=1][Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=12050&stc=1]

  • Filipe Goncalves
    • March 1, 2015 at 10:07 PM
    • #11,727

    Hi, this is my first time messing with UE4. First thing I created, it's not much I know


    [Blocked Image: https://farm9.staticflickr.com/8639/16686455492_70bc3175ef_o.jpg]

  • blackdog
    • March 2, 2015 at 8:59 PM
    • #11,728
    Quote from Psy

    Here's a CS map I blocked out a while back. Needs more cover and whatnot. Not sure if it's worth continuing with, tbh.

    Please do!

    Love the height difference between the two spawn points; i've been thinking of how to achieve the "dod_avalanche effect" for a while, and been thinking of underground maps every time I go in London.

  • Deathy
    • March 3, 2015 at 12:47 AM
    • #11,729

    Here's an overview of a CS:GO map I've had lying around for over half a year or so. They layout is based on an unreleased map for CS:S called de_shiva. I've already changed some of the waypoints, so e.g. you have three access points to every bomb spot.

    I am just not sure, whether CTs have overpowered access to the spots since they need half or less than half of the time the Ts need.


    [Blocked Image: http://abload.de/img/de_likeage_overviewwsuq3.jpg]


    Any feedback regarding tactics/waypoints is appreciated. I know it's a tough goal, but I plan to have this ready till 8th/9th.

    Cover and stuff is not placed properly yet.


    Psy: Definitely continue it. Might be interesting to see it finished.

  • Feral_
    • March 3, 2015 at 3:07 AM
    • #11,730

    I started making my map in tile sets then piece them together later.


    [Blocked Image: http://i.imgur.com/6gxsIhe.png][Blocked Image: http://i.imgur.com/Vu2zSTZ.png][Blocked Image: http://i.imgur.com/ydtqKYA.png]


    Update: An outside set. Windows and awnings need replacing.


    [Blocked Image: http://i.imgur.com/zs9giCB.png]

  • 8bit
    • March 3, 2015 at 3:35 PM
    • #11,731
    Quote from Psy

    Here's a CS map I blocked out a while back. Needs more cover and whatnot. Not sure if it's worth continuing with, tbh.


    Tbh, it can work as a defuse map too, a little bit of tweaks here and there and boom you have a unique layout we haven't seen before in Counter strike. You should keep working on it, take some suggestions and schedule a playtest.

    Recon you could update what you have to the workshop? Personally, I'm really liking the idea of your layout.

  • jackophant
    • March 4, 2015 at 12:21 AM
    • #11,732

    It's not much, but I'm proud of the (slow) progress


    http://imgur.com/a/iADoy

  • jaydenxs
    • March 4, 2015 at 4:57 PM
    • #11,733

    Heres the CT spawn of a map i've been working on. Im planning it to be themed in a somewhat japanese styled russian office. so many ethnicities omg. also a hostage map


    http://imgur.com/53XFPgN

  • Vilham
    • March 4, 2015 at 5:09 PM
    • #11,734

    how did the car fit in like that? austin powers style?

  • jaydenxs
    • March 4, 2015 at 7:13 PM
    • #11,735
    Quote from Vilham

    how did the car fit in like that? austin powers style?

    it took them 15 minutes to park it perfectlyhttp://i.imgur.com/Pr5Xd.gif

  • scales
    • March 6, 2015 at 12:24 AM
    • #11,736

    New to Mapcore, and getting back into mapping. Haven't done much except for some pretty terrible maps in CSS that still occasionally surface.


    So I've started this one. I really liked a mid concept I started doodling a while back. The idea is that when Ts rush mid, they end up behind some of the best positions for CTs to hold. Also liked the idea of a watch/control tower design. Not sure where I am going with the theme yet, just sorta doodled with hammer a bit.

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

    Still trying to figure out the B bombsite positioning. I didn't like where it was before so I moved it. Also debating adding in a more concealed backdoor entrance to A and the upper watchtower positions (the X's)


    [Blocked Image: http://i.imgur.com/kjhCB3P.jpg]


    [Blocked Image: http://i.imgur.com/XZfHKI9.jpg]

    Kinda what I was thinking for the watchtower-kinda design


    [Blocked Image: http://i.imgur.com/GBfAyHS.jpg]
    not sure about it all yet.


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

    Another angle, still just a doodle of what I might be thinking for the design.


    Thought I'd also throw in this, not sure what I am doing with it yet though.

    [Blocked Image: http://i.imgur.com/U419UQk.jpg]

  • jaydenxs
    • March 6, 2015 at 3:26 AM
    • #11,737

    Here is a few more w.i.p. screenshots of the map, some including mid and ct spawn, everything is mostly not done, and if anyone has any idea on how to make the staircase look more natural on images 4 and 5, please share. I want to make it look a little more natural and not just floating.


    http://imgur.com/a/dpM9W

  • TheOnlyDoubleF
    • March 6, 2015 at 1:45 PM
    • #11,738

    I've had to create a map for a UE4 simple lesson.


    Here's a part of the result:


    [Blocked Image: http://i.imgur.com/HusMaW8.jpg]

  • Drakeee
    • March 6, 2015 at 3:49 PM
    • #11,739

    [Blocked Image: http://i.imgur.com/Z4M5R2S.gif]

  • laminutederire
    • March 6, 2015 at 4:32 PM
    • #11,740
    Quote from jaydenxs

    Here is a few more w.i.p. screenshots of the map, some including mid and ct spawn, everything is mostly not done, and if anyone has any idea on how to make the staircase look more natural on images 4 and 5, please share. I want to make it look a little more natural and not just floating.

    http://imgur.com/a/dpM9W

    Hi, you could simply add a handrail or a guardrail in order to cover the fact that it is floating! I think this is what it lacks to look natural

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