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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Sigma
    • August 4, 2015 at 2:56 PM
    • #12,081
    Quote from Bevielis

    Never even played Unreal Tournament, but your sketches and handwriting are beautiful.

    Thank you. The level will be beautiful when I get done with it too! Made a little headway last night and started rethinking some of the elevations on the interior of the temple.

  • mr.P
    • August 4, 2015 at 3:04 PM
    • #12,082

    soon done with the brushwork, then the fun stuff begins, like normalizing the textures, up the quality on the props, and errm...make a minimap

  • Vaya
    • August 4, 2015 at 3:16 PM
    • #12,083

    Is the building to the right one big prop? why no self-shadowing under the balconies? :S

  • mr.P
    • August 4, 2015 at 9:57 PM
    • #12,084
    Quote from Vaya

    Is the building to the right one big prop? why no self-shadowing under the balconies? :S

    good point, thought the ssao would take care of that, but realize that it might not affect models (in s1) which is too bad, right now all windows, balconies and other arches share the same texture, baking the ao would make it look nicer but also add to the file size, ...but haven't really started looking into visuals yet, so shadow distance might be set very low etc, agree that it looks fairly flat and boring :)

    wip version for those who want to try it out, currently set to friends-only

    http://steamcommunity.com/sharedfiles/fi…s/?id=446241636

  • biXen
    • August 5, 2015 at 12:28 AM
    • #12,085

    My CS map WIP doesn't show too much, but I'm impressed if you figure out the setting ;)

    Making it for the competition, but won't be complete for that. Probably 75% blocked now, removed architectural details after testing them, and most objects and shapes are placeholders for better modelled objects. After blocking and strategic objects are placed, hopefully some playtesting while I prioritize which objects to detail first after the architectural details.

    More details when I make my project thread. Spent a LOT of time thinking and planning this one.

  • ShockaPop
    • August 5, 2015 at 6:14 AM
    • #12,086
    Quote from biXen

    My CS map WIP doesn't show too much, but I'm impressed if you figure out the setting

    Making it for the competition, but won't be complete for that. Probably 75% blocked now, removed architectural details after testing them, and most objects and shapes are placeholders for better modelled objects. After blocking and strategic objects are placed, hopefully some playtesting while I prioritize which objects to detail first after the architectural details.

    More details when I make my project thread. Spent a LOT of time thinking and planning this one.

    Showing a normal 3d-view Hammer-screenshot is already "eww" to me, but you took it to a whole new level with showing the wireframe-view! :B

  • Logic
    • August 5, 2015 at 6:23 AM
    • #12,087

    My first attempt at a radar. Any thoughts?

    EDIT: For some reason it looks really dark on the forum :S Click the image to see how the radar actually looks like!

  • kinggambit
    • August 5, 2015 at 6:26 AM
    • #12,088
    Quote from mr.P

    then the fun stuff begins, like normalizing the textures

    Honest newb question here, Can you explain what you mean by normalizing textures? Do you mean trying to make the textures more consistent with each other?

  • biXen
    • August 5, 2015 at 9:03 AM
    • #12,089
    Quote from SotaPoika

    Showing a normal 3d-view Hammer-screenshot is already "eww" to me, but you took it to a whole new level with showing the wireframe-view! :B

    :D Yeah, I am used to teh ugly now as I am working on the proper skyboxing so I can't compile it currently without leaks :)

    Didn't want to give anything away though, that's not fun :P

  • RaVaGe
    • August 5, 2015 at 1:08 PM
    • #12,090

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

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/cp_tba1_a10001.jpg][Blocked Image: https://dl.dropboxusercontent.com/u/4055243/cp_tba1_a10000.jpg]

    :>

  • mr.P
    • August 7, 2015 at 5:07 PM
    • #12,091
    Quote from kinggambit

    Honest newb question here, Can you explain what you mean by normalizing textures? Do you mean trying to make the textures more consistent with each other?

    yeah, what you are saying - more or less try to make them fit together a little bit more, for example the stains on some of the textures pops too much etc. also add normals and spec, some models are 512-2048, so they might need to be upped or down rez etc...so trying to make it feel like a real place,

    attached a ref pic i've been using


  • jackophant
    • August 7, 2015 at 5:47 PM
    • #12,092
    Quote from mr.P

    Reminds me of early in HL2 in the sewer when the guy and vortigaunt are in the train cart and Gman is on the TV.

  • Tensei
    • August 8, 2015 at 2:50 PM
    • #12,093

    Some progress i have made to my main map!

    Quote

    [Blocked Image: http://i.imgur.com/vLS8MdM.jpg][Blocked Image: http://i.imgur.com/RKD8xgY.jpg][Blocked Image: http://i.imgur.com/RZgbZBT.jpg][Blocked Image: http://i.imgur.com/0Ql54jC.jpg][Blocked Image: http://i.imgur.com/cr4yy0v.jpg][Blocked Image: http://i.imgur.com/FqpcL5M.jpg][Blocked Image: http://i.imgur.com/ejNOui7.jpg][Blocked Image: http://i.imgur.com/LoKZyBD.jpg][Blocked Image: http://i.imgur.com/6Rbqk45.jpg]

  • Vaya
    • August 8, 2015 at 3:07 PM
    • #12,094

    [Blocked Image: http://i.imgur.com/cr4yy0v.jpg]
    Think the foliage in the one looks pretty weird due to being so uniform

  • Tensei
    • August 8, 2015 at 3:21 PM
    • #12,095
    Quote from Vaya

    [Blocked Image: http://i.imgur.com/cr4yy0v.jpg]
    Think the foliage in the one looks pretty weird due to being so uniform

    That's true. I myself think i need some thicker wines, because these ones has to be spammed for them to look like the stuff is overgrown

    Basically, this is even not close to what i want it to look like. I plan to make that whole area look like that but way more better than these wines in picture

  • jackophant
    • August 8, 2015 at 9:32 PM
    • #12,096

    tbh, I don't think you even need it.

    To me, that sort of growth implies it's grown out of brickwork or something similar. But this is just on a metal pipe, nothing else around, it hasn't grown up from somewhere, just... there?

  • Tensei
    • August 8, 2015 at 9:58 PM
    • #12,097
    Quote from jackophant

    tbh, I don't think you even need it.

    To me, that sort of growth implies it's grown out of brickwork or something similar. But this is just on a metal pipe, nothing else around, it hasn't grown up from somewhere, just... there?

    Where the pipe comes from is going to be cliff besides the mountain, inside it, lets say mini lake, where water surplus comes from. The whole area is meant to be old abandoned military base hid in the mountains or so, which has been taken over by terrorists, and as CounterTerrorists come, Terrorists are desperate to blow up all the coke they has in old factories, by blowing up high tier military explosives (lets say power of 20 000 kg of TNT)

    Now it sounds more believable, right ? It's just the rough idea of map.

  • jackophant
    • August 8, 2015 at 10:09 PM
    • #12,098
    Quote from Tensei

    Where the pipe comes from is going to be cliff besides the mountain, inside it, lets say mini lake, where water surplus comes from. The whole area is meant to be old abandoned military base hid in the mountains or so, which has been taken over by terrorists, and as CounterTerrorists come, Terrorists are desperate to blow up all the coke they has in old factories, by blowing up high tier military explosives (lets say power of 20 000 kg of TNT)

    Now it sounds more believable, right ? It's just the rough idea of map.

    No, it doesn't lol. The point I'm trying to make is that regardless of the state of overgrowth, plants don't take root ON metal. They might in crevasses, but otherwise it'll only be algae/moss growth. Plants might grow around it more likely, but plants prefer bricks/mortar/stone because they can take root in the cracks and these materials are also generally more porous and water can percolate through them supporting this growth. Mosses or lichens are more likely to survive in this way.

    But if you can find good photographic evidence of the situation you've created, by all means, please show me.

  • Guest
    • August 9, 2015 at 2:40 AM
    • #12,099

    You could try using some of the vines from Portal 2. Might help your foliage look less uniform and more natural - just a thought.

  • Tensei
    • August 9, 2015 at 10:30 AM
    • #12,100

    Well i don't have portal 2 :D How do i import models from et ?

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