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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • laminutederire
    • September 4, 2015 at 4:53 PM
    • #12,121

    @kinggambit that blue and red logo on the gate made think about the Korean Air logo^^

    I think what are missing the most are shadows, it feels too unnatural without them I guess. That'd be the main things to fix through a better lighting.

    PS: I know it's hard to balance this with readability :)

  • Gale
    • September 4, 2015 at 8:53 PM
    • #12,122
    Quote from laminutederire

    @kinggambit that blue and red logo on the gate made think about the Korean Air logo^^

    I think what are missing the most are shadows, it feels too unnatural without them I guess. That'd be the main things to fix through a better lighting.

    PS: I know it's hard to balance this with readability :)

    That is exactly what I was going to say. The lighting really kills how beautiful this map could look. Shadows and better lighting would really do this map justice.

  • mr.P
    • September 5, 2015 at 1:46 PM
    • #12,123
    Quote from kinggambit

    Nice! I got excited for bit when I thought it was going to be an ancient egyptian tomb environment but looks nice nonetheless.

    Wasn't surprised my unpolished build didn't make the contest cut, but damnit I'm still gonna make an Operation-worthy map one day! If anyone has feedback on what I need to fix about my map's aesthetics, I'd appreciate it a lot!

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

    [Blocked Image: http://i.imgur.com/Oss8zfj.jpg]

    Workshop page for more screenshots: http://steamcommunity.com/sharedfiles/fi…s/?id=453634612

    thanks,

    tried dynasty with bots, it's a cool theme, at first I thought it was a Japanese temple, after reading the description I understand that it's suppose to be a Korean temple,

    there was a lot of stairs, and kinda reminded me of some cs:s map that I've forgotten the name of, here are some fast thoughts in no particular order:

    - simplifying the layout a wee bit and merging together some areas to create larger courtyards, find a theme for each area,

    - b-site was a little confusing at first, but cool once I found it, I'd consider keeping B-site inside and turning A-site into a outside courtyard,

    - switch up the colors of the white walls for variation, like yellow/red

    - more contrast in the lighting, either dark outside and bright inside, or the other way around, right now it feels very generic, as a fast simple test - add the lights/cc etc from dust2 and use one of the cs:go day-skyboxes

    - add a big fat budda somewhere, or something similar to http://www.fotothing.com/photos/46b/46b…de64d238ff6.jpg

    - spend your poly budget on roof tiles, http://blogit.jamk.fi/kimchiland/files/2011/04/IMG_1219.JPG

    - use more displace (for all outside ground/stairs and walls faces), blend stone walls with moss and sand

    - make a cool looking 3d skybox with vue (or similar),

    - find some good inspiration, I'd consider using pictures like this https://www.colourbox.com/preview/237853…south-korea.jpg and base all textures/models/theme/lighting from it,

  • Bodd Jonar
    • September 5, 2015 at 2:17 PM
    • #12,124
    Quote from mr.P

    some heat-remake progress,

    trying to find a decent looking style for the middle area, its suppose to be some kind of market, this is the entrance,

    some inspiration...

    That looks sick :o Any WiP thread?

  • mr.P
    • September 5, 2015 at 7:41 PM
    • #12,125
    Quote from Bodd Jonar

    That looks sick Any WiP thread?

    this is my wip thread ;)

  • FMPONE
    • September 6, 2015 at 12:51 AM
    • #12,126
    Quote from mr.P

    some heat-remake progress,

    trying to find a decent looking style for the middle area, its suppose to be some kind of market, this is the entrance,

    some inspiration...

    fucking sick!

  • RivFader
    • September 7, 2015 at 10:57 AM
    • #12,127
    Quote from mr.P

    some heat-remake progress,

    trying to find a decent looking style for the middle area, its suppose to be some kind of market, this is the entrance,

    some inspiration...

    Looks amazing compared to the Heat remake already on the workshop that mostly just uses Valve textures. Can't wait to play it!

  • Vaya
    • September 7, 2015 at 11:03 AM
    • #12,128
    Quote from RivFader

    Looks amazing compared to the Heat remake already on the workshop that mostly just uses Valve textures. Can't wait to play it!

    Thats the map mr.p is remaking, he made the original csgo version - now he's doing some pioneer shit and making stuff in the source2 sdk and importing to source 1

  • mr.P
    • September 7, 2015 at 11:14 AM
    • #12,129

    another minor update, this is the middle market, the stair in the middle of the screenshot takes you to the upper market entrance,

    I need to flip some normals and work some more on the textures, was hoping to play around with the "new" phong shader for brushes, but as of right now I've skipped spec on all materials to keep the file size down...

  • gav
    • September 7, 2015 at 3:27 PM
    • #12,130

    Hullo .

    I am just about to resubmit a workshop map , hoping its the last time. [url='']http://de_3rdstrike[/url]

    Cant really add to many screens ATM as im at work on my phone.

  • Vaya
    • September 7, 2015 at 3:30 PM
    • #12,131
    Quote from gav

    Hullo .

    I am just about to resubmit a workshop map , hoping its the last time. [url='']http://de_3rdstrike[/url]

    Cant really add to many screens ATM as im at work on my phone.

    think you meant to post this? http://steamcommunity.com/sharedfiles/fi…s/?id=477044277

  • gav
    • September 7, 2015 at 3:34 PM
    • #12,132

    Yep. Fat fingers were no help ?

  • Vaya
    • September 7, 2015 at 6:32 PM
    • #12,133
    Quote from gav

    Yep. Fat fingers were no help ?

    you wont get much feedback here btw. much better making a separate topic. This is just for screenshots :)

  • gav
    • September 7, 2015 at 6:38 PM
    • #12,134

    Cheers . Will attack that when i get to PC .

  • Sigma
    • September 7, 2015 at 7:20 PM
    • #12,135

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

    Started whiteboxing again and am going to upscale this room as quick as possible in order to set the tone for the rest of the level.

  • Logic
    • September 9, 2015 at 1:57 PM
    • #12,136

    Okay, so I won't be able to do anything with my map for a few days, might as well try and get some feedback.

    I can only give you guys an overview, since we still have no internet. Any feedack is apprechiated, even if its only speculation from the overview.

    Standard overview:

    https://www.dropbox.com/s/x5wjvwl0m8kn1pu/foto 2015-09-09 14 23 04.jpg?dl=0

    Sites, spawns & routes:

    https://www.dropbox.com/s/i9um9bv6op8r89x/foto 2015-09-09 14 53 09.jpg?dl=0

    There will be a playtest of the map soon :)

  • Feral_
    • September 12, 2015 at 3:52 AM
    • #12,137

    Snab, Cruptor and I are making another Hunger Games map for CSGO. Requesting feedback for improvement.

    ignore the giant concrete block to the right.

    emphasis on "ignore"

  • TheGuma
    • September 12, 2015 at 10:50 PM
    • #12,138

    [Blocked Image: http://i.imgur.com/p3bqgQB.jpg]

    Got my shit together and fixed the skybox. Woo!

  • [N]awbie
    • September 13, 2015 at 8:39 PM
    • #12,139

    Slowly making progress with the map..

  • will2k
    • September 14, 2015 at 8:18 PM
    • #12,140
    Quote from Feral_

    Snab, Cruptor and I are making another Hunger Games map for CSGO. Requesting feedback for improvement.

    Your custom skybox has visible seams; make sure you have "clamp S" and "clamp T" enabled in the sky VTFs.

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