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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Lizard
    • April 25, 2015 at 12:22 AM
    • #11,881

    de_cargo Bombsite A:
    [Blocked Image: http://i.imgur.com/uFbeRL4.jpg]
    [Blocked Image: http://i.imgur.com/yNcwEH2.jpg]

  • Single
    • April 26, 2015 at 7:11 AM
    • #11,882

    The map is almost finished, but I don't think it warrants a whole new thread, so I'll just post this here.

    I've made a spleef/floor-break map with an underworld/hell theme, called Nether or spleef_nether. For those not familiar, the point of the game mode spleef is to break the floor under your oponents, causing them to fall into a lava pit underneath the world. In this map, there are two layers of stained glass, which you can break using a variety of weapons, which are randomly assigned to everyone at the start of the round.

    [Blocked Image: http://i.imgur.com/DwmbK4j.jpg]

    [Blocked Image: http://i.imgur.com/89OV7Pp.jpg]

    [Blocked Image: http://i.imgur.com/cWZw7fL.jpg]

    It's not supposed to be stunningly beautiful; most mini-game maps I've seen aren't really pushing the limits of graphical fidelity. This is really just a smaller project in between larger projects.

    You can get it on the Steam Workshop here.

  • RaVaGe
    • April 26, 2015 at 1:17 PM
    • #11,883

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/blorav_2.jpg]


    In game, shitty lighting as always.


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

    I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore.

  • TheGuma
    • April 26, 2015 at 1:42 PM
    • #11,884
    Quote from RaVaGe

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/blorav_2.jpg]


    I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore.

    That looks amazing!

  • ElectroSheep
    • April 27, 2015 at 1:00 AM
    • #11,885

    2nd one !!!!

  • Evert
    • April 27, 2015 at 9:24 AM
    • #11,886

    Agreed, second one. Third one also has great potential but would benefit of some more point lighty stuff =)

  • SirK
    • April 27, 2015 at 10:28 AM
    • #11,887

    Second one all the way

  • will2k
    • April 27, 2015 at 4:17 PM
    • #11,888
    Quote from RaVaGe

    In game, shitty lighting as always.


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

    I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore.

    While everyone is pointing to the 2nd one (big contrast and I somehow agree), the 1st one could also work with a bit more contrast between buildings and sky. If you could switch the environment lighting to a more orange version (sunset setting or even dusk), things would look better and building shapes will be more pronounced (couple that with some sharpening/contrast in the post process entity and you will be fine).


    I can see the setup totally working for a dock yard at sunset with a pier and lighthouse


    Bonne chance

  • TheGuma
    • April 27, 2015 at 6:33 PM
    • #11,889
    Quote from RaVaGe

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/blorav_2.jpg]


    In game, shitty lighting as always.


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

    I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore.

    Display More

    Okay, so I gave it a thought after I saw your compile screenshots, why don't you use a sunny environment? Although I realize that you want to have moodier environment, I think that bright lighting and blue sky would give players happy and bright tone, as well as improve visibility in certain aspects (even though its not an issue). It would also give that summer feeling.


    Sort of Super Mario Sunshine esque

  • will2k
    • April 27, 2015 at 7:03 PM
    • #11,890
    Quote from will2k

    While everyone is pointing to the 2nd one (big contrast and I somehow agree), the 1st one could also work with a bit more contrast between buildings and sky. If you could switch the environment lighting to a more orange version (sunset setting or even dusk), things would look better and building shapes will be more pronounced (couple that with some sharpening/contrast in the post process entity and you will be fine).


    I can see the setup totally working for a dock yard at sunset with a pier and lighthouse


    Bonne chance

    To further elaborate on my point, when I saw your pics, I immediately thought of Dishonored, specifically the Hounds Pit area at sunset.


    I had this in mind when I recommended the sunset setting:


    [Blocked Image: http://i.ytimg.com/vi/NbavWGLRj2M/maxresdefault.jpg]


    You could go for a subtle sunset (orange-pinkish)

    [Blocked Image: http://glenmartin.info/portfolio/d14.jpg]


    or a pronouced sunset with LOTS of heavy orange

    [Blocked Image: http://3.bp.blogspot.com/-4t6Jxj03vBI/UptRy_CCSCI/AAAAAAAALYc/3phFieNPXxw/s1600/D131128-03.jpg]


    I reckon both will work well with your architecture and mostly brown brick textures.


    Dishonored would be a great reference for your map

  • RaVaGe
    • April 27, 2015 at 9:42 PM
    • #11,891
    Quote from TheGuma

    Okay, so I gave it a thought after I saw your compile screenshots, why don't you use a sunny environment? Although I realize that you want to have moodier environment, I think that bright lighting and blue sky would give players happy and bright tone, as well as improve visibility in certain aspects (even though its not an issue). It would also give that summer feeling.


    Sort of Super Mario Sunshine esque


    Nah I want something rainny, there's enough sunny maps in tf2 already , it also gives a tropical mood that I really like, keep in mind that I barely put the env_ligthing and compiled right after, it still needs a ton of work.

  • TheOnLY
    • April 29, 2015 at 12:56 AM
    • #11,892

    This is what we will (hopefully ) playtesting on sunday:


    T-Spawn and enterance to A (on the left:


    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/38622112195448581/4A8DDBFF233B4C2FDD38BAFA5588BC84912F7A9E/]


    Same area - different view:


    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/38622112195448201/4A4FA7ED7AB6C2BC3E84BF0D2F5E73C267DDAA8D/]


    To B- Ts coming from the left, CT from the right:


    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/38622112195448402/33956227C465939FE15860689262FC039E576175/]


    B:


    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/38622112195448749/AF1269F53314B5C1911452F18864C37C663BCEE6/]


    The ugly A


    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/38622112195448959/296C851E154114FEF044EFE223A9118E5181AF9D/]

  • VIOLATION
    • April 29, 2015 at 3:53 AM
    • #11,893

    [Blocked Image: http://i.imgur.com/0iQiP7E.jpg][Blocked Image: http://i.imgur.com/EvFm4lo.jpg][Blocked Image: http://i.imgur.com/wYwOQPU.jpg][Blocked Image: http://i.imgur.com/YA4Exat.jpg]

  • Thurnip
    • April 29, 2015 at 4:37 AM
    • #11,894

    ^


    Sexy! reminds me Just cause2

  • pat h
    • April 29, 2015 at 7:11 AM
    • #11,895

    new quake 3 / quakelive duel map set in an abandoned factory.


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/kara/phdm5_mh1.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/kara/phdm5_mh2.jpg]

  • Minos
    • April 29, 2015 at 6:53 PM
    • #11,896

    Love it Pat

  • Feral_
    • April 30, 2015 at 5:23 AM
    • #11,897
    Quote from VIOLATION

    [Blocked Image: http://i.imgur.com/0iQiP7E.jpg][Blocked Image: http://i.imgur.com/EvFm4lo.jpg]

    Reminds me of Drone from Black Ops 2.

  • CorentinF
    • April 30, 2015 at 12:24 PM
    • #11,898

    Hi ! I'm new here


    I'm currently working on a game, here's a foliage & lighting test. Everything is moving with wind ^^


    Grass is supposed to receive light from the sun but for some weird reason I have to desactivate it

    It's on source engine btw.


    [Blocked Image: http://img110.xooimage.com/files/b/5/b/nag_village0005-4b048fa.jpg]

  • nicoreda
    • April 30, 2015 at 1:34 PM
    • #11,899
    Quote from CorentinF

    Hi ! I'm new here


    I'm currently working on a game, here's a foliage & lighting test. Everything is moving with wind ^^


    Grass is supposed to receive light from the sun but for some weird reason I have to desactivate it

    It's on source engine btw.


    [Blocked Image: http://img110.xooimage.com/files/b/5/b/nag_village0005-4b048fa.jpg]

    Display More

    Corentin <3 Why it look sharpen at the distance ?

  • FRAG
    • April 30, 2015 at 6:36 PM
    • #11,900

    Picked up my CTF map (CTF-Atmos) for UT4 today, currently working on brush architecture and lighting, the next step will be growing a pair and using blender to start making some models.

    [Blocked Image: https://photos-1.dropbox.com/t/2/AABLRSj1QtHuulnFzMp7j7Eo5p0L0c5gYIa94vpfdhxPMg/12/21955490/png/1024x768/3/1430420400/0/2/HighresScreenshot00004.png/CKKHvAogASACIAMoASgC/Xgj9jNoqUoDACq_p0IDjq_TtD6o9xMwMXmMAV3aCQDc]

    [Blocked Image: https://photos-1.dropbox.com/t/2/AACwRDpshuC6crlEZqyvLgpiE520bP3LNKNrLhccrjbG2Q/12/21955490/png/1024x768/3/1430420400/0/2/HighresScreenshot00002.png/CKKHvAogASACIAMoASgC/Of7JtqLWLwGuqvRYIfuLJo4aBs0XbDBf9ZCFGxxGv4w]

    [Blocked Image: https://photos-5.dropbox.com/t/2/AACDxaaoTw_FBxxPf47luVDJXcO8HhJyIgVDSg5EHqgXcQ/12/21955490/png/1024x768/3/1430420400/0/2/HighresScreenshot00000.png/CKKHvAogASACIAMoASgC/0Xjp3L3xVJVbAtu5SLW7pINOAmk1E3pbwftjWfzIZCk]

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