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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • FMPONE
    • May 22, 2015 at 5:09 PM
    • #11,941
    Quote from 2d-chris

    Been working on a Volcano CTF map for UT, been a blast to make (phun intended) I'm a huge Volcano nerd, it's been tough to get the impression of scale, boundaries and sight lines working, particularly when your passionate about doing the theme justice. Rebuilt this sucka 3 times to get to where I am now. It's a blend of facing worlds, Eternal Cave and Lava Giant, to make that old school UT feel. It should be in the official build pretty soon.


    [Blocked Image: http://i60.tinypic.com/efewjr.jpg]

    The forums crashed yesterday before I could metaphorically shower you with my money. This shit is EPICCC

  • TheGuma
    • May 22, 2015 at 6:28 PM
    • #11,942
    Quote from FMPONE

    The forums crashed yesterday before I could metaphorically shower you with my money. This shit is EPICCC

    They crashed because of awesomeness

  • Deathy
    • May 23, 2015 at 7:58 AM
    • #11,943

    Blast from the past? ;D

    Looks amazing!

  • TheOnlyDoubleF
    • May 23, 2015 at 1:44 PM
    • #11,944

    I needed to relax a bit after a crazy week so I began to work on a little UE4 scene.

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

  • Feral_
    • May 23, 2015 at 2:56 PM
    • #11,945
    Quote from TheOnlyDoubleF

    I needed to relax a bit after a crazy week so I began to work on a little UE4 scene.

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

    [Blocked Image: http://i.imgur.com/E7Hyy37.gif]

  • 2d-chris
    • May 23, 2015 at 8:37 PM
    • #11,946

    Thought this might be of some use here, I took some pics from Maya of the scene for anyone who is curious, I started with a cone for the volcano and a sphere for the magma chamber, entire level is about 5k polygons, it's split up into smaller meshes so it's easier to work with an lightmaps don't completely bork out.

    It's not the cleanest mesh in the world, but it works, it is after all a prototype model

    [Blocked Image: http://i59.tinypic.com/5d9kd4.jpg]


    [Blocked Image: http://i59.tinypic.com/2n1hlar.jpg]

  • blackdog
    • May 23, 2015 at 8:56 PM
    • #11,947

    I was wondering Chris, why making a mesh instead of using terrain?

  • 2d-chris
    • May 23, 2015 at 9:22 PM
    • #11,948

    Interestingly, the first effort I started with some terrain, soon realized it was not an efficient way to be building this one.

    Terrain make sense for flatish areas, not complicated connecting, extruded caves and precise vertical shapes that you see here. Figuring out how to use terrain in this kind of map would take a lot of effort, it's easier to see the entire layout in Maya than farting about with tons of different parts at this point. I use different methods to build each map, it really depends on each situation.

  • blackdog
    • May 23, 2015 at 9:53 PM
    • #11,949

    I understand. So yeah, this is just for prototyping, then you would use terrain where appropriate(?).

    was just wondering if the choice was due to a more technical restriction, was thinking that maybe doesn't allow you to make caves like Cryengine

  • 2d-chris
    • May 23, 2015 at 10:05 PM
    • #11,950

    Well, for the actual art pass, that would require quite some discussions and planning, we'd evaluate all our tools and workflows to figure the best course of action. I'd be surprised if we decided to use terrain for any more than a few areas of this, it would be no different in Cryengine, the voxels have not been used since Crysis 1 and terrain is only used for flatish areas, cliff props are then carefully added to hide the seams, but it does look a little last gen (no blending between props and terrain etc) The caves in Crysis 3 are modeled, with a mixture of rock props you slam into each other, not voxels.

    Terrain is useful, for certain things like sweeping landscapes, but even then it's usually generated in world machine and then tweaked in the level itself, the days of "painting" terrain in the tool are slowly ending. If you require lots of vertical and precise measurements it's not going to make sense.

    As for using terrain in a prototype, sure, if it makes sense.

  • E
    • May 24, 2015 at 5:47 AM
    • #11,951

    Been working on this map on and off. Haven't touched it in a couple months. Been busy with other things. Really early stages of blocking out and making sure pathway times are good, etc, etc. Sorry for the dark spots in the map. Lighting will be put there. Hope to finish it (no ETA). Map will have long distance/mid/close quarters engagement. Map is going towards a Nuclear Aztec Favela theme if that makes any sense. I do have a map code-name for it but not sure if to use it. Map is playable. If any one is interested don't hesitate in joining the creative process of designing the map to make it the best!

    [Blocked Image: http://i.imgur.com/cKNUO65.jpg][Blocked Image: http://i.imgur.com/NeEcZPm.jpg][Blocked Image: http://i.imgur.com/JZN8yiU.jpg][Blocked Image: http://i.imgur.com/REAlkju.jpg][Blocked Image: http://i.imgur.com/2rCKLES.jpg][Blocked Image: http://i.imgur.com/pesHXvu.jpg]



  • TheOnlyDoubleF
    • May 24, 2015 at 4:53 PM
    • #11,952

    After of day fighting with Premiere Pro, I finally uploaded the timelapse.


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  • Vorontsov
    • May 24, 2015 at 5:22 PM
    • #11,953

    I am trying to work out a building for t-spawn a bit rougly, nothing is final and flatcoloured stuff are dev textures

    [Blocked Image: http://i.imgur.com/to9Ybar.jpg]

  • Vorontsov
    • May 25, 2015 at 4:54 PM
    • #11,954

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

    [Blocked Image: http://i.imgur.com/lnaTM9f.jpg]

    [Blocked Image: http://i.imgur.com/F3BAj9j.jpg]

    [Blocked Image: http://i.imgur.com/Ka6jc8E.jpg]

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

    [Blocked Image: http://i.imgur.com/SIK5cbu.jpg]

    [Blocked Image: http://i.imgur.com/8Wy4q4V.jpg]


    Hey it's shaping up, still looks a bit odd and shaky in some places

  • Castle
    • May 25, 2015 at 9:55 PM
    • #11,955
    Quote from 2d-chris

    Been working on a Volcano CTF map for UT, been a blast to make (phun intended) I'm a huge Volcano nerd, it's been tough to get the impression of scale, boundaries and sight lines working, particularly when your passionate about doing the theme justice. Rebuilt this sucka 3 times to get to where I am now. It's a blend of facing worlds, Eternal Cave and Lava Giant, to make that old school UT feel. It should be in the official build pretty soon.


    [Blocked Image: http://i60.tinypic.com/efewjr.jpg]

    Dude that looks amazing! ill have to look for it on UT4 forums. Damn! Can you imagine what this will look like with art? It will be fucking insane.

  • Smileytopin
    • May 26, 2015 at 2:26 AM
    • #11,956

    Not much so far, but rethemeing/starting to detail sideproject.

  • gotcha
    • May 29, 2015 at 4:05 PM
    • #11,957

    Just a little scene made with the CS:GO SDK:

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

    This was my reference:

    [Blocked Image: http://i.imgur.com/p767PSx.jpg]

  • sevin
    • May 29, 2015 at 11:22 PM
    • #11,958

    Geometry looks nice, but it's awfully dark. try lowering the sun angle and intensifying the light it casts. That wood floor also looks like it'd be simple to make into a custom texture. Just take that texture you're currently using and rotate part of it in diamond shapes like that in the middle of it. Could be a cool effect!

  • gotcha
    • May 30, 2015 at 2:13 PM
    • #11,959

    Did some changes to the lighting:

    [Blocked Image: http://i.imgur.com/QqQbcD0.jpg]

  • sevin
    • May 30, 2015 at 6:34 PM
    • #11,960

    Yeah that looks great. Now for the custom texture!

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