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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Sprony
    • June 10, 2015 at 7:16 PM
    • #11,981

    That's what this thread is for. Post away!

  • Vaya
    • June 10, 2015 at 7:33 PM
    • #11,982

    [Blocked Image: http://i.imgur.com/D019xj1.jpg]

    okay progress. Wish I could take time off work to blast this shit out.

  • cashed
    • June 10, 2015 at 8:40 PM
    • #11,983

    pretty noisy floor

  • Vaya
    • June 10, 2015 at 9:27 PM
    • #11,984

    But I maked it :(

    I guess I could use as a trim instead?

  • cashed
    • June 10, 2015 at 11:26 PM
    • #11,985

    It looks really nice, not putting it down in that sense. ;)

  • esspho
    • June 10, 2015 at 11:59 PM
    • #11,986
    Quote from Vaya

    But I maked it

    I guess I could use as a trim instead?

    Just brighten up the dark patches a little bit and it should be fine.

  • leplubodeslapin
    • June 11, 2015 at 12:14 AM
    • #11,987
    Quote from Vorontsov

    Why does source do this?

    [...]

    I use 3ds max with the Wallworm Model Tools plugin.

    Does your material contain a normal map ?

    In that case, is the model origin located inside a block / under a displacement ?

    It's normal that it doesn't look exactly the same as in your 3D modeling software, but in your case it seems that it's just darker and more bluish (which could fit to your ambient values in your light_env entity). And if your model is properly displayed, then i guess it's due to your blue light_environment lighting.

  • HoMaRt
    • June 11, 2015 at 2:14 AM
    • #11,988

    Last screenshot teasing for our student project . Trailer will come tomorrow and playable demo next day. Stay tuned guys !

    Revenge of Trishna old school FPS


  • ShockaPop
    • June 11, 2015 at 4:39 AM
    • #11,989
    Quote from Vaya

    But I maked it

    I guess I could use as a trim instead?

    Could do with less contrast between the dark/light to make it more pleasing for the eye.

  • Vorontsov
    • June 11, 2015 at 9:08 AM
    • #11,990
    Quote from Vaya

    But I maked it

    I guess I could use as a trim instead?

    Part of the process is scrapping a lot of stuff, I think it looks fine however

  • Vaya
    • June 11, 2015 at 9:59 AM
    • #11,991

    I think another carpet trim (or using the main carpet as a trim and making a new main floor) will help it.

    I haven't even started to think about the wall detail too which will obviously do a lot to change the look.


    Thanks for your help guys :)

  • blackdog
    • June 11, 2015 at 11:13 AM
    • #11,992

    Yeah on the carpet subject I would say just try to make it more neutral with a less evident pattern: less contrast and more grey. Dark colour is for accent, see Agency ;)

  • FUNK
    • June 12, 2015 at 1:48 AM
    • #11,993

    Whaddup gentlemen, this is a screenshot from my in-progess and heavily incomplete CSGO map, de_progeny (which I am also entering into the mapping competition).

    The map currently exists in a playable (competitive/classic modes only) state and I'm having trouble finding exposure and helpful feedback. If you're interested, take a look-see at the link below:

    http://www.reddit.com/r/GlobalOffens…_by_de_prodigy/

    Thanks very much!

  • bsr
    • June 12, 2015 at 2:22 PM
    • #11,994

    Here is a "grey-block" (a somewhat advanced version, not the first draft), of a map I did in Prince of Persia the Forgotten Sands in 2009. The level artist started to add his first draft of meshes (white edges in the picture).


  • Vorontsov
    • June 12, 2015 at 2:44 PM
    • #11,995

    @bsr Prince of Persia has to be my all time favourite game series

  • LATTEH
    • June 13, 2015 at 12:17 AM
    • #11,996
    Quote from bsr

    Here is a "grey-block" (a somewhat advanced version, not the first draft), of a map I did in Prince of Persia the Forgotten Sands in 2009. The level artist started to add his first draft of meshes (white edges in the picture).


    More, More! More!

  • bsr
    • June 13, 2015 at 10:48 PM
    • #11,997
    Quote from LATTEH

    More, More! More!

    Should I ? hmm let see what I have...

    This is in the same map, still in Forgotten Sands, it is at the start of my map. This is an early version because I cut the hole for the door on the right (it's a full wall in the final version). The meshes with the white edges are early draft of the level artist, "overlaying" my meshes (which are collisions). I added the waterfalls setup in the hole in the middle of the picture (in the engine).

  • phantazm11
    • June 15, 2015 at 4:13 AM
    • #11,998

    Part of a little scene I made over the course of about five hours this afternoon, running in Quake Live. I was inspired after playing the Hijacked Well level in Rage this morning. Not completely sure I will make this into a playable level or not, but I will probably will finish the scene at least. I will eventually model the cave walls, lights, pipes and maybe even the archways.


  • PogoP
    • June 16, 2015 at 1:25 AM
    • #11,999

    Flat view makes everything look better!

    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/flat_01.jpg]

  • FMPONE
    • June 16, 2015 at 10:21 AM
    • #12,000
    Quote from PogoP

    Flat view makes everything look better!

    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/flat_01.jpg]

    good thing TF2 just released their workshop!

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