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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • mr.P
    • October 15, 2015 at 11:50 AM
    • #12,201
    Quote from RivFader

    Nice, I wonder how the towers will look and play like.

    thanks :)

    me2, the only tower reachable is the one in the last pic, still debating with myself if I should remove the other towers to avoid confusion

  • will2k
    • October 16, 2015 at 10:07 AM
    • #12,202
    Quote from mr.P

    after some r&r slacking I'm back in biz...this heat remake is sure taking some time, but we are almost there...a few screens from the latest compile


    P, this looks sick AF :-D; spot on composition.

    You should consider switching this into an Insurgency map in the future; the theme fits perfectly well.

  • mr.P
    • October 16, 2015 at 12:51 PM
    • #12,203
    Quote from will2k

    P, this looks sick AF :-D; spot on composition.

    You should consider switching this into an Insurgency map in the future; the theme fits perfectly well.

    thanks :)

    ye, perhaps, going to see how it turns out, then perhaps redo something similar for Insurgency, been a while since I played it and it might be fun to do something else than csgo

  • slavikov4
    • October 16, 2015 at 4:55 PM
    • #12,204

    omg

  • Tensei
    • October 19, 2015 at 6:11 PM
    • #12,205

    Just playing around.

    [Blocked Image: http://i.imgur.com/85oPIGF.png]

    [Blocked Image: http://i.imgur.com/71imKcn.png]

  • kinggambit
    • October 19, 2015 at 8:43 PM
    • #12,206

    [Blocked Image: https://migrationtest.mapcore.org/uploads/monthly_2015_10/2015-10-14_00003.jpg.24063b5bb639318aef506b5bae7c5112.jpg]

    [Blocked Image: https://d.gr-assets.com/hostedimages/1388806345ra/7933954.gif]

    Anyways, I'd appreciate some advice on what I need to improve on. The suggestions on giving the environment more shadows definitely helped make the map less ugly. Not sure if enough though:

    [Blocked Image: http://i.imgur.com/6lwirDg.jpg][Blocked Image: http://i.imgur.com/8yywCUT.jpg]

    Areas I'm not as proud of at the moment:

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

    [Blocked Image: http://i.imgur.com/8sq2ppr.jpg]

    [Blocked Image: http://i.imgur.com/f2Lq6Ko.jpg]

  • mr.P
    • October 20, 2015 at 9:42 AM
    • #12,207
    Quote from kinggambit

    Anyways, I'd appreciate some advice on what I need to improve on. The suggestions on giving the environment more shadows definitely helped make the map less ugly. Not sure if enough though:

    been a while since I tested this map, looks like its coming along good, are the screen taken from a final compile? (-staticproppolys -textureshadows -staticproplighting etc) and do you have any cc?

    its still feels a little dark, think its the combination of the skymap and the wood textures, perhaps try to crank up the light environment, but it might also just be that you need to run it in final compile and/or add a cc (or add reflective to some textures

    cloudy

    bright day

    night

    overall simplify the brushwork and swapping some textures might also be helpful

    since it looks like its placed high up in the mountains it would be cool to have some type of plateau or vista point

    also looks like you have good amount of details in the interiors, so perhaps tune it down in the outside areas, a simple thing would be to remove the weeds from the ponds (but keep the lotus), might also help to turn a few of the ponds into sand gardens,

    bonus: it's a Korean temple if I remember correct(?), I'm totally going to nerd out and say that you should incorporate the following areas https://en.wikipedia.org/wiki/Korean_Bu…#Typical_Layout

  • tomm
    • October 20, 2015 at 10:40 AM
    • #12,208

    +1 sand garden, that water was always bugging me. Although isn't that a japanese thing? Mixing different asian cultures is pretty ignorant and it happens way too often.

  • kinggambit
    • October 20, 2015 at 1:38 PM
    • #12,209
    Quote from mr.P

    been a while since I tested this map, looks like its coming along good, are the screen taken from a final compile? (-staticproppolys -textureshadows -staticproplighting etc) and do you have any cc?

    Yeah, it was my first final compile with HDR. A lot more lighting issues than I thought. I have some lighting tweaks to do (and add CC!)

    Wooh! Thanks for the solid feedback! Lots of good ideas. Excited to get as many of those ideas into my map.


    Quote from tomm

    +1 sand garden, that water was always bugging me. Although isn't that a japanese thing? Mixing different asian cultures is pretty ignorant and it happens way too often.

    There's quite a lot of Korean temples and palaces that have bodies of water i.e. [Blocked Image: http://english.triptokorea.com/english/UserFi…sa%20Temple.jpg]

    [Blocked Image: https://upload.wikimedia.org/wikipedia/comm…oreangarden.jpg]

    It's hard to say though. I'm admittedly ignorant and did research as I went along. There's some distinct differences I've found but there's a lot of similarities as well.

    I want to try the rock garden at mid but korean gardens dont have that "zen garden in a box" style as japan's

    (granted, lack of planning forced my layout at mid to be rectangular and less naturally shaped)

  • tomm
    • October 20, 2015 at 2:41 PM
    • #12,210

    yeah I was referring to the sand garden being a japanese thing but I could be wrong.

  • will2k
    • October 20, 2015 at 6:33 PM
    • #12,211

    [Blocked Image: https://www.mediafire.com/convkey/a7d5/kb5qv3re330vsst6g.jpg]

  • Tensei
    • October 20, 2015 at 7:21 PM
    • #12,212

    [Blocked Image: http://i.imgur.com/JGkp76Q.png]

    So much reminds me of DOD:S style

  • mr.P
    • October 20, 2015 at 10:26 PM
    • #12,213

    you know you are close to release when making the overview img, anyways don't mind the background on the loading screen that will be changed once the map is done, was hoping some friend could hook me up with some pimped out img...

    was concerned about the file size, but after some opting its down to 71 mb (without any severe quality loss) and that includes keeping the 4096 backdrop texture

    you guys can test it here (there are some obvious bugs etc) http://steamcommunity.com/sharedfiles/fi…s/?id=446241636

    got some clipping and minor tweaks left before the pitchforks can rip it apart,


    once its done and released I will remove the public access for the map and keep it private for testing,

    (screens are taken on potato laptop)

  • Vaya
    • October 20, 2015 at 11:41 PM
    • #12,214
    Quote from mr.P

    [snip]

    Biggest issue imo is the lack of shadowing/contast on certain props. Seems brighter than the surface of the sun in areas due to this

    Very nice apart from that! I like

  • mr.P
    • October 21, 2015 at 9:18 AM
    • #12,215
    Quote from Vaya

    Biggest issue imo is the lack of shadowing/contast on certain props. Seems brighter than the surface of the sun in areas due to this

    Very nice apart from that! I like

    spanks,

    lets hope we get ssao on models for christmas! :D the balconies and windows pops a little for me, was hoping not having to bake ao for the wall props since they all share the same material, but if it has to be done it has to be done,

    also noticed that some of the polys on the siderwalks and some barriers are lit incorrect, disabling vertex lightning might solve that,

  • RivFader
    • October 21, 2015 at 9:22 AM
    • #12,216

    Haha, that Pasha graffiti. I really like the middle area, looks stunning. However, I am not sure if the removal of the towers was a good idea. Sure, they were a bit gimmicky but they had a unique flavour to it. What kind of ideas did you have in mind while designing the remake and why did you choose these in the end? I am curious.

  • will2k
    • October 21, 2015 at 10:29 AM
    • #12,217
    Quote from Tensei

    [Blocked Image: http://i.imgur.com/JGkp76Q.png]

    So much reminds me of DOD:S style

    Les évènements de cette carte se déroulent dans un petit village Breton au nord de la France et puisque...Ooops, excuse my French :D

    So yeah, as I was saying :-D, the map is based on old villages in the region of Bretagne (mainly Locronan and Saint-Suliac among others)

    Locronan

    [Blocked Image: https://upload.wikimedia.org/wikipedia/commons/d/d8/Bretagne_Finistere_Locronan1_tango7174.jpg]

    Saint-Suliac

    [Blocked Image: http://www.ibcousinie.info/10%20Bretagne%202012/06la%20Rance/IMG_1265.JPG]

    The action in DOD:S takes place in Normandie among other places, and Normandie is right next to Bretagne...:) hence the somehow similar architectural style (I'm not taking reference from DOD though)

  • Vaya
    • October 21, 2015 at 10:52 AM
    • #12,218
    Quote from mr.P

    spanks,

    lets hope we get ssao on models for christmas! :D the balconies and windows pops a little for me, was hoping not having to bake ao for the wall props since they all share the same material, but if it has to be done it has to be done,

    also noticed that some of the polys on the siderwalks and some barriers are lit incorrect, disabling vertex lightning might solve that,

    The missile launcher thing is another example of this. It seems to have some form of self-shadowing (going by your screenshots above- at work so I can't check in game) but it seems kinda weak. not sure if pumping up the shadow control would help if these are just dynamic ones?

  • mr.P
    • October 21, 2015 at 12:36 PM
    • #12,219
    Quote from Vaya

    The missile launcher thing is another example of this. It seems to have some form of self-shadowing (going by your screenshots above- at work so I can't check in game) but it seems kinda weak. not sure if pumping up the shadow control would help if these are just dynamic ones?

    ya, will see what I can do, that mesh is wee headache because of collision etc, so will probably need a little rework, amt I'm pretty antsy to start with the next project :)


    anyways, the latest addition is the heat hotel landmark, similar to the bell tower in inferno it can be seen from most key areas in the map, and will hopefully help with navigation

  • R-C-MAN
    • October 21, 2015 at 2:58 PM
    • #12,220

    Here is some of my current projects/ideas for Insurgency

    My Vietnam Map for the upcoming Vietnam mod for Insurgeny.
    http://images.akamai.steamusercontent.com/ugc/6421196853…3D0021199766CC/

    My Next map for Insurgency call Miransh
    http://images.akamai.steamusercontent.com/ugc/6454961154…591222807C6E43/

    http://images.akamai.steamusercontent.com/ugc/6860267927…1631F0A161280D/

    trying out night same map

    http://images.akamai.steamusercontent.com/ugc/6860278780…533999DE875718/

    http://images.akamai.steamusercontent.com/ugc/6860278780…7EA52B7F2C7765/

    http://images.akamai.steamusercontent.com/ugc/6860278780…382BE5B6D2143C/

    More an idea than a map, have a lot of these
    http://images.akamai.steamusercontent.com/ugc/2735930916…EE6FA54A22B587/

    http://images.akamai.steamusercontent.com/ugc/2735930916…6CCEDF6D046312/

    My released warehouse map

    http://images.akamai.steamusercontent.com/ugc/2735885547…4C034BFB2B9EC7/

    warehouse in testing :)

    http://images.akamai.steamusercontent.com/ugc/2735885546…E94110516CAD89/

    http://images.akamai.steamusercontent.com/ugc/2735837876…5CA8CB4A7AF65C/

    http://images.akamai.steamusercontent.com/ugc/2735767082…C23AE1FA41CC14/

    Concept test

    http://images.akamai.steamusercontent.com/ugc/6421203199…D4FD239A99F5C5/

    http://images.akamai.steamusercontent.com/ugc/6454961154…81B2637E514FC7/

    http://images.akamai.steamusercontent.com/ugc/6454961154…2E4096B6D953D9/

    http://images.akamai.steamusercontent.com/ugc/6421203199…D4FD239A99F5C5/


    R-C-MAN

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