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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • slavikov4
    • January 29, 2016 at 3:47 PM
    • #12,441
    Quote from 3Dnj

    I think it's sad to have all the window at the same height. Need variation between the different buildings.

    so conceived

    Quote from 3Dnj

    I think it's sad to have all the window at the same height. Need variation between the different buildings.

    :D

  • K
    • February 1, 2016 at 6:00 AM
    • #12,442

    Hi everyone, i'm new here! :)
    Something that i'm working for csgo
    It's a hostage rescue map "cs_leika"

    Hope you like :)
    Ct Spawn:

    Some foliage models by Thomas 'Hessi' Hess (cypress and ivy models)

  • SirK
    • February 1, 2016 at 7:24 AM
    • #12,443

    I quit - nuff said xD

  • FrieChamp
    • February 1, 2016 at 8:48 AM
    • #12,444

    Dayum.

  • RivFader
    • February 1, 2016 at 9:57 AM
    • #12,445

    Wow, this looks stunning. I hope you plan on playtesting this here, can't wait to walk around on that beauty.

  • voyager
    • February 1, 2016 at 11:28 AM
    • #12,446

    Wow, it's gorgeous! How many brushwork in this map? Or it's mostly models?

  • Vorontsov
    • February 1, 2016 at 12:12 PM
    • #12,447

    Hah where the hell did this beast come from?!

  • El Moroes
    • February 1, 2016 at 12:18 PM
    • #12,448

    Yeah now it reminds me de_corse from Hessi, that's cool :)

  • jackophant
    • February 1, 2016 at 12:18 PM
    • #12,449
    Quote from K

    Hi everyone, i'm new here! :)
    Something that i'm working for csgo
    It's a hostage rescue map "cs_leika"

    Hope you like :)
    Ct Spawn:

    /cut/

    Some foliage models by Thomas 'Hessi' Hess (cypress and ivy models)

    It looks very nice, but I worry that it's visually too noisy for game play?

    Is there more of the map to see?

  • Fa GuAn
    • February 1, 2016 at 1:08 PM
    • #12,450

    Does nebody have news or preview of de_mirage2 last known as de_vice?? I really loved the layout of that map, very unique and new what we need goshdarnit!

  • Vaya
    • February 1, 2016 at 1:12 PM
    • #12,451
    Quote from Fa GuAn

    Does nebody have news or preview of de_mirage2 last known as de_vice?? I really loved the layout of that map, very unique and new what we need goshdarnit!

    it's being worked on. Once the mappers @Squad + @Yanzl are ready to share their work it'll be posted here I'm sure. This thread is for posting your work. not requesting other peoples.

  • dux
    • February 1, 2016 at 2:42 PM
    • #12,452
    Quote from jackophant

    It looks very nice, but I worry that it's visually too noisy for game play?

    Is there more of the map to see?

    Jacko said pretty much what I thought. No denying it is visually impressive, great work. But for a CS GO map it is very visually noisy.

  • K
    • February 2, 2016 at 3:37 AM
    • #12,453
    Quote from voyager

    Wow, it's gorgeous! How many brushwork in this map? Or it's mostly models?

    Yes, both! There's a lot of brushwork, but i'm using the source sdk propper, to avoid the brush limit :P
    so now, the most of details are models.

    Quote from jackophant

    It looks very nice, but I worry that it's visually too noisy for game play?

    Is there more of the map to see?

    Being a hostage rescue map, i didn't think much about this...i'll try to make some changes, tests,.... and post more screenshots, soon! :)

    Thank you!

  • Vorontsov
    • February 2, 2016 at 6:41 PM
    • #12,454

    Did somebody say displacements?

    [Blocked Image: https://i.imgur.com/btXmjWk.png][Blocked Image: https://i.imgur.com/5WczsGq.png][Blocked Image: https://i.imgur.com/cKNBRBr.png]

    It took a whole lot faster than I thought it would take

  • Pampers
    • February 2, 2016 at 6:51 PM
    • #12,455

    still crazy blocky compared to all the subdivisions you have

  • Vorontsov
    • February 2, 2016 at 9:33 PM
    • #12,456

    In hindsight you're right. Lowest subdivision level (2), I guess I'll have to remake it some time

  • clankill3r
    • February 2, 2016 at 9:57 PM
    • #12,457

    I want to make a surf map for source engine.
    Only I think hammer is not the right tool for a surf map.
    I just did some baby steps with blender for it, nothing impressive.

    My goal for now is to make the tools for blender to make it as easy as possible. For now I want to figure out that the ramp is automatic as long as the curve.
    This might sound easy but I think it will be a bitch.

    In the end I hope that I can make a map with blender without touching hammer. I decided to freelance less and work more on my own projects.
    Money is worth nothing a teacher of mine always said, I think he is right :)

  • ElectroSheep
    • February 2, 2016 at 9:57 PM
    • #12,458

    Smooth it to make it rounded. It's a long process but the improvement is nice.


    Like this, there is no use for a displacement here.


    edit now i'm thinking of this, wait for a more advanced version of the whole map before doing that. :)

  • leplubodeslapin
    • February 2, 2016 at 10:45 PM
    • #12,459
    Quote from clankill3r

    I want to make a surf map for source engine.
    Only I think hammer is not the right tool for a surf map.
    I just did some baby steps with blender for it, nothing impressive.

    My goal for now is to make the tools for blender to make it as easy as possible. For now I want to figure out that the ramp is automatic as long as the curve.
    This might sound easy but I think it will be a bitch.

    In the end I hope that I can make a map with blender without touching hammer. I decided to freelance less and work more on my own projects.
    Money is worth nothing a teacher of mine always said, I think he is right

    But how to you deal with the collision mesh ? Do you think you can generate it like this ?

  • FMPONE
    • February 2, 2016 at 11:14 PM
    • #12,460

    I think those bends should be made into modular pieces, so that you can build your surf map using sexy curves easily (not giant meshes that are hard to customize)

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