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
  • Squad
    • December 1, 2015 at 1:24 AM
    • #12,321

    I think it looks better than you think it does :)

    Is it just one model you're using or are there a few variations?

  • nicoreda
    • December 1, 2015 at 2:04 AM
    • #12,322
    Quote from Squad

    I think it looks better than you think it does

    Is it just one model you're using or are there a few variations?

    Only the one of the first screenshot :)

  • El_Exodus
    • December 1, 2015 at 2:09 AM
    • #12,323

    I like the lighting

  • slavikov4
    • December 1, 2015 at 1:54 PM
    • #12,324
    Quote from Quotingmc

    Start of a demolition/arms race map. Credit to Yanzl, RZL and Puddy for textures and models.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183725751149/FE707430B516860A2A4EEE198890CCF881007416/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183725750819/E621E1A4AD12B3C5C389B7C7E5381E650047BBBA/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183725750184/BF9A6E28B6458E846D7293ECA36C80CB94435E95/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183725747874/41558162143F3E5FAD1F1306A12C8EA33A481813/]

  • Quotingmc
    • December 1, 2015 at 5:47 PM
    • #12,325
    Quote from slavikov4

    Ok, it was remnants of an old idea that I was to lazy to take out. Will remove.

  • nicoreda
    • December 2, 2015 at 2:59 AM
    • #12,326

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/403432783363591008/EBD1A98FFD6BB18251F0131009F8B68A670D8857/]

    Tried outside

  • Vaya
    • December 2, 2015 at 8:43 AM
    • #12,327

    I think that'll start looking damn nice once you split up the brown some with some desert plants etc..
    .

  • Tensei
    • December 2, 2015 at 9:05 AM
    • #12,328
    Quote from nicoreda

    Soo I tried to do something fun with this little rock...

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/403432783358051704/35DE39D11340205B07B2D285CB714D23170EB1F1/]

    Even it don't look good, it was funny to do this :lol:

    This is for a remake of my old de_chanda

    If it all is made of group of small models, won't it impact performance ?

  • nicoreda
    • December 2, 2015 at 11:52 AM
    • #12,329
    Quote from Tensei

    If it all is made of group of small models, won't it impact performance ?

    Yeah I think it can impact performances but I'm not sure if it's only in hammer or also ingame. I have to check that, but it's possible since it do bad perf with multiple prop_static of grass.

  • Tensei
    • December 2, 2015 at 4:03 PM
    • #12,330
    Quote from nicoreda

    Yeah I think it can impact performances but I'm not sure if it's only in hammer or also ingame. I have to check that, but it's possible since it do bad perf with multiple prop_static of grass.

    Well, why don't you take a bit more time and make the whole cave a single model. Well i don't know much about modeling, and i don't know how will engine react to whole area being as model, but i know that few games levels are literally made from models

  • nicoreda
    • December 2, 2015 at 4:27 PM
    • #12,331
    Quote from Tensei

    Well, why don't you take a bit more time and make the whole cave a single model. Well i don't know much about modeling, and i don't know how will engine react to whole area being as model, but i know that few games levels are literally made from models

    Making bigger parts... yes but not entirely. I'm scared about the lighting on this engine with models, I really don't know for now. I'm in a state of making an "asset store" (I don't know the name in english, but making all models I need to make a map with them).

    I have made this level http://steamcommunity.com/sharedfiles/fi…s/?id=135458640 using a lot of single part models, without performances problem on a GTS 250, so I think it's not necessary, well I'll see, thanks for the feedback :)

  • TheGuma
    • December 2, 2015 at 7:42 PM
    • #12,332

    While it is not a bad idea, Source is also good at handling displacements and brushes on its own as long as you know what you're doing.

    Of course, props are more efficient when it comes to very detailed subtle things such as windows, trims, corners, props and other details, but I don't think making the whole map out of them is a great idea.

    Some things such as penetration, different graphic cards handling the map and collisions come into mind.

    For example, the ground in the screenshot outside could be easily replaced with displacements, and to make it look just as good you could have a good texture on it.

    There's a new feature that allows you to use Phong on non-model surfaces, so you could experiment with that too.

    Just some of my thoughts, the screenshots look superb, it doesn't even look like Source engine!

  • nicoreda
    • December 2, 2015 at 8:29 PM
    • #12,333
    Quote from TheGuma

    While it is not a bad idea, Source is also good at handling displacements and brushes on its own as long as you know what you're doing.

    Of course, props are more efficient when it comes to very detailed subtle things such as windows, trims, corners, props and other details, but I don't think making the whole map out of them is a great idea.

    Some things such as penetration, different graphic cards handling the map and collisions come into mind.

    For example, the ground in the screenshot outside could be easily replaced with displacements, and to make it look just as good you could have a good texture on it.

    There's a new feature that allows you to use Phong on non-model surfaces, so you could experiment with that too.

    Just some of my thoughts, the screenshots look superb, it doesn't even look like Source engine!

    Display More

    Currently I got this http://images.akamai.steamusercontent.com/ugc/4034333470…A99658B5F761E1/ (not as screenshot to not spam forum about my content) I set the floor as displacement here.

    I know it's bad on source making entirely model, because there is no vis, so you have to cut with brush manually every pieces, so you have bsp behind models etc... I really hope Source 2 for cs:go will fix this issue.

  • [N]awbie
    • December 3, 2015 at 6:41 PM
    • #12,334

    Working on t-spawn :v

  • Squad
    • December 3, 2015 at 9:22 PM
    • #12,335
    Quote from [N]awbie

    Forbitten?

  • Quotingmc
    • December 3, 2015 at 9:30 PM
    • #12,336

    Also, get to know where it is set, LA heh? Sounds awesome!

    Getting a feel of the style for my map. Debating right now over if I want to go with day or night, I like the sunset but night would be cool and not to hard as most of map is close to walls (To attach lights to) or indoors:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929747406009099/FD9307A0308A3D23F5F7F72C20370B578B585ABD/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929747406010446/D9530935F2CD580372191EB784A15BC3D4D5E573/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929747406011011/D0FDBFC8424C7B5729E0B978385355522695DF6B/]

  • [N]awbie
    • December 4, 2015 at 3:59 AM
    • #12,337
    Quote from Squad

    Forbitten?

    Yup?

    E: Oh it was supposed to have dd instead of tt sorry my bad :D

  • FMPONE
    • December 7, 2015 at 12:14 PM
    • #12,338

    Having some fun with UE4, might make a little level. It takes about 1/1000th as long as using Source, that's for sure

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

  • VIOLATION
    • December 8, 2015 at 5:01 AM
    • #12,339

    [Blocked Image: http://i.imgur.com/Q7sU2f0.jpg]

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

    [Blocked Image: http://i.imgur.com/hU2EQ03.jpg]

    [Blocked Image: http://i.imgur.com/TZug3zj.jpg]

  • FMPONE
    • December 10, 2015 at 5:35 PM
    • #12,340

    UE4 experiment day 2

    [Blocked Image: http://i.imgur.com/l3Lao6k.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
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™