1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • will2k
    • July 24, 2015 at 9:21 AM
    • #12,061
    Quote from mr.P

    some wip screens from heat remake level for csgo, this will be my largest csgo project to date, 80-90 custom props, 20-30 new materials, also testing a new workflow using source 2 hammer to create level specific props and exporting them 1:1 to source,

    some non-sexy screens,

    This is awesome.

    It's happening :-D; told you last year when you started your Dota2 project that you'll spearhead the source2 development for CSGO and here we are :)

  • Quotingmc
    • July 24, 2015 at 11:17 AM
    • #12,062
    Quote from nikkoship

    It's not much but I just came back to an Arms Race map for CSGO this week that I started back in spring and did some hallway work. I've got nothing but free time until the end of August so I'm gonna try and get this out there before then. Trying to work in some more colors other than "red brick" to help players orient themselves as it's mostly a symmetrical layout. Full album can be found on the flickr account tied to the images.

    [Blocked Image: https://farm1.staticflickr.com/281/19001966853_9f05ef20f4_b.jpg][Blocked Image: https://farm1.staticflickr.com/557/19622989885_4d1743faab_b.jpg][Blocked Image: https://farm1.staticflickr.com/482/19000400344_78f060aa7b_b.jpg]

    This is really cool! I wish arms race got more love.

  • mr.P
    • July 24, 2015 at 4:51 PM
    • #12,063
    Quote from Squad

    Let us know how that works out Would be interested to learn more about that.

    Good luck on the remake! Are you going with a dusk/dawn theme or are these shots just from playing around with lighting env?

    Yeah sure, it's a quite simple process (with room for improvements), but basically the steps I've used is:

    1. Build your layout in Hammer S1 (using dev textures)

    2. Import your level into Hammer S2 (if you are building with custom textures you will need to make separate materials)

    3. Build your props (ref mesh and col) export as FBX (note, you can build a col mesh in Maya, but I think it goes faster in Hammer S2, also UV mapping is not properly saved when exporting to FBX)

    4. Import into maya, UV the prop, export with MESA-tools (far superior 3party model exporter than whats available for other tools) - guess you can import the FBX into any 3d program with exporter to Source1

    5. Add models to level in Hammer S1

    Will hopefully have a first version in a few weeks, but with the international coming up etc I'm not sure how much spare time I will have :)

    Just playing around with the lighting now, have a few cool skyboxes but the skymaterial still seems to be broken :( ...and think I'll go with a skybox included in CS:GO to keep size down, and since the last level I made was set during night I think this one will be day


    Quote from will2k

    This is awesome.

    It's happening :-D; told you last year when you started your Dota2 project that you'll spearhead the source2 development for CSGO and here we are :)

    Wooot, was that a year ago!? time flies when having fun! heheh

  • Squad
    • July 24, 2015 at 7:33 PM
    • #12,064

    Thanks, mr.P :)

    Can't believe that was already a year ago!

  • 'RZL
    • July 24, 2015 at 8:01 PM
    • #12,065
    Quote from nikkoship

    It's not much but I just came back to an Arms Race map for CSGO this week that I started back in spring and did some hallway work. I've got nothing but free time until the end of August so I'm gonna try and get this out there before then. Trying to work in some more colors other than "red brick" to help players orient themselves as it's mostly a symmetrical layout. Full album can be found on the flickr account tied to the images.

    [Blocked Image: https://farm1.staticflickr.com/281/19001966853_9f05ef20f4_b.jpg]

    The blue bricks look pretty huge, I'd suggest to scale them down a notch, to be more on par with the bricks in this picture:

    Quote from nikkoship

    [Blocked Image: https://farm1.staticflickr.com/482/19000400344_78f060aa7b_b.jpg]

    Anyway, it looks pretty promising so far.

  • Sprony
    • July 25, 2015 at 10:33 AM
    • #12,066
    Quote from shaviro

    So much great work here!


    While we're waiting for QuakeCon, here's a small tour of Mars City; In progress areas from Doom 3: Phobos

    [Blocked Image: http://tfuture.org/media/mcity_tour.png]

    I was wondering what the status was. Looked up the mod page last week. Good to see you guys are still working on it. Especially with Doom3world going down, there's not much of a Doom 3 community left.

  • Ahoy
    • July 29, 2015 at 7:55 PM
    • #12,067

    What do you guys think I can do to spice up my gym area? I'm okay with how it looks like in the 1st picture, but it looks like complete crap when viewed from the opposite direction. I have no idea what to do with this room


  • Pampers
    • July 29, 2015 at 8:53 PM
    • #12,068

    Everything is all symmetrical, so your eyes don't stick to anything. You could play with lines pointing to something gameplay relevant, like an exit or bombsite etc. Guide the player with light, contrast and colors.

  • Logic
    • July 30, 2015 at 3:33 PM
    • #12,069

    B-site on de_complex (temporary name) I've been working on for a time now. Still figuring out how the rest of the level will work out. Balance is a big focus right now.

    Graphics and props are temporary. I wont start with the theme/detailing until I know that the layout works and is fun to play! :D

  • afallensentinel
    • August 1, 2015 at 11:52 AM
    • #12,070
    Quote from Logic

    Looks great! Really reminds me of B-site on dust2, the right passage being the tunnel and left being double-doors. Loving all different covers!

    Attached images are from a map I've been designing, it's still in early development and especially the hallways need some polishing.


  • Vaya
    • August 1, 2015 at 12:01 PM
    • #12,071

    scale looks mental there, what's the map timings to sites?


    Thanks

  • Logic
    • August 1, 2015 at 12:22 PM
    • #12,072
    Quote from afallensentinel

    Looks great! Really reminds me of B-site on dust2, the right passage being the tunnel and left being double-doors. Loving all different covers!

    Attached images are from a map I've been designing, it's still in early development and especially the hallways need some polishing.

    Thank you. Yes, the B-site is quite similar to Dust 2, with the tunnel and all, but I'm trying to make it wider and more interesting for attackers. T's will be able to throw smokes and flashes through the window over the door and maybe other windows once I start detailing the map.

    I can't say much about your level from the overview screenshots, but you can use cl_leveloverview to take a flat screenshot of your level from above, makes things look a bit better :)

  • Overdoziz
    • August 2, 2015 at 6:06 AM
    • #12,073

    Hey guys, first time poster here. Currently working on my first ever map that's actually found its way onto the Workshop. It won't play great in CS, but it's a nice way to get used to working with Hammer.

  • Logic
    • August 2, 2015 at 6:27 AM
    • #12,074
    Quote from Overdoziz

    Hey guys, first time poster here. Currently working on my first ever map that's actually found its way onto the Workshop. It won't play great in CS, but it's a nice way to get used to working with Hammer.

    I recognize that map! You probably should have told people that it's based off of a multiplayer map in Halo 3 :P

    It looks great and might not work well for defuse, but Arms Race and Demolition could work out great!

  • Overdoziz
    • August 2, 2015 at 7:56 AM
    • #12,075

    Haha yeah, it's a remake of Halo 3's The Pit. A simple layout which makes it good to get to learn the basics of Hammer.

  • afallensentinel
    • August 2, 2015 at 6:24 PM
    • #12,076
    Quote from Vaya

    scale looks mental there, what's the map timings to sites?


    Thanks

    With knife out, it takes about 17 seconds to reach A-site from T-spawn, 15 to reach B. 9 secs to A from CT, 7 to B. Note that this only counts the second you step inside the room, meeting points should be somewhat quicker.

    And yeah haha, I hate scaling maps, even now some ceiling seem a bit high and corridors too long, the map itself is inspirated by the likes of Agency and Resort.

    Here's in-game overview: (no much lighting yet :()

  • Logic
    • August 2, 2015 at 8:19 PM
    • #12,077
    Quote from afallensentinel

    With knife out, it takes about 17 seconds to reach A-site from T-spawn, 15 to reach B. 9 secs to A from CT, 7 to B. Note that this only counts the second you step inside the room, meeting points should be somewhat quicker.

    And yeah haha, I hate scaling maps, even now some ceiling seem a bit high and corridors too long, the map itself is inspirated by the likes of Agency and Resort.

    Here's in-game overview: (no much lighting yet )

    Here is some things I spotted right away. If you feel like they are wrong assumptions then ignore them. I can't really tell how the map plays, I can only speculate

    The content cannot be displayed because it is no longer available.

  • afallensentinel
    • August 3, 2015 at 1:26 AM
    • #12,078
    Quote from Logic

    Here is some things I spotted right away. If you feel like they are wrong assumptions then ignore them. I can't really tell how the map plays, I can only speculate

    Some very good points, although I suppose it's a bit difficult to tell the layout completely :D. CTs can't at the moment go through the hallway with an arrow, It was specifically designed to provide an attacking direction for Ts.

    Quote

    .

    The "same rooms" are actually stairs to have a higher chance of surviving, since having just one of them leading to A seems like a death trap for Ts.

    The room that you want to be mid actually kind of is, it's hard to tie together yet but that and the area to the left equals what I'd call mid for now.

    The staircase at bottom left is actually a bit hard for me to decide on, since you can't see it on the overview but there's actually a separate entry to a hallway below it, so two hallways overlap. The rooms above the red circle, the ones with 2 and 3 large windows, are accessible from this hallway.

    I REALLY need to work on the bomb sites. Currently thinking of ways to make B more interesting and A less overwhelming by its size.

    Also, vents! This is something that came up to me very early, but still haven't added them for testing purposes. In the final version there'll probably be some vents with multiple drop-points to help both CTs and Ts navigate to the bomb sites, while making rotation a lot easier.

    Leaving tomorrow for a week, so sadly I can't work on the map. :( But I'll make sure to post some more info as things get done!

  • Logic
    • August 3, 2015 at 1:11 PM
    • #12,079

    I'll just upload an overview of the level de_complex so far :)

  • Sigma
    • August 3, 2015 at 5:10 PM
    • #12,080

    Started working up another Unreal Tournament 4 level finally. See plans and an early (very) WIP blockout.

    [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=18569&d=1438525589]

    [Blocked Image: http://i.imgur.com/Wx62sDA.jpg]

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  2. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  3. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  4. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™