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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Gale
    • February 2, 2016 at 11:58 PM
    • #12,461

    I figured, after a hacker was paid to try to extort the VMF out of me, and took over some of my accounts, that it'd be a good time to post this so people know I'm the one to did the work on it: http://imgur.com/a/dnHAX This is a gallery of a (sigh...) downtown edit I was payed to do. Now that I'm finally done with this(minus bug fixes for the next forever), I think I'll move onto CS:GO mapping. Here are some images from the gallery:


    This map is quite literally 2 maps stacked on top of eachother. The islands you see are the bottom half, and they were made from scratch, I made my own soundscapes and textures for a good bit of it. They are both full grid -1024^2 units. It was a huuuuge pain getting this map to work with sources limitations, but even with it's huge scale, I've managed to keep the brush count at 93.6 percent with very little propper use(4 props). The upper half is the downtown edit, and that is an edit. I had to do some hacky optimization work because anything put in dark RP instantly nets you 30 less FPS, and with 60 players, you can have good luck getting anything past 50.

    On another note, the gmod server hosting community is extremely insidious and actually dangerous to be around. It was nice, but I don't like being made a target like this.


    Again, please, look at the gallery here: http://imgur.com/a/dnHAX

  • Pampers
    • February 3, 2016 at 12:34 AM
    • #12,462
    Quote from Gale

    I figured, after a hacker was paid to try to extort the VMF out of me, and took over some of my accounts

    The free time hobby based mapping scene must have turned pretty rough lately

  • clankill3r
    • February 3, 2016 at 7:47 AM
    • #12,463
    Quote from leplubodeslapin

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

    Lots of programming.

    Quote from FMPONE

    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)

    Yeah I thought of that. A bit like the plates in portal. In the end this will be easier but for now it will be harder.

  • leplubodeslapin
    • February 3, 2016 at 5:56 PM
    • #12,464
    Quote from clankill3r

    Lots of programming.


    [Blocked Image: http://i.imgur.com/1d4hkcH.png]

    Woooooow

  • MaanMan
    • February 3, 2016 at 6:01 PM
    • #12,465
    Quote from leplubodeslapin

    Woooooow

    Best post of this year so far!

  • Vorontsov
    • February 3, 2016 at 8:45 PM
    • #12,466

    Advanced collision mesh programming 101

  • clankill3r
    • February 3, 2016 at 11:16 PM
    • #12,467

    Another bad image from blender, I noticed it motivates me more to post content here, it might be the dog pics.
    I'm learning to UV map to texture objects. And I looked into using linked instances from other blender files to have a good workflow.
    Soon I will check if I can make a script / add on to export to .map or .rmf.

  • leplubodeslapin
    • February 4, 2016 at 7:37 AM
    • #12,468

    Valve Hammer Editor is a 3D Volumetric software.

    Blender is 3D Surface software.

    They are really different, and you're really not supposed to create a map on another software (because of optimization for example). As fmpone said, you should try to create modular assets.

    By the way, have you already made a collision mesh for a model before ? It's very restricted, you have to decompose the geometry into many simple convex shapes, and there is a max number of shapes allowed by the compilers. It will be impossible to make something smooth if it's a big slope !

  • clankill3r
    • February 4, 2016 at 8:57 AM
    • #12,469
    Quote from leplubodeslapin

    Valve Hammer Editor is a 3D Volumetric software.

    Blender is 3D Surface software.

    They are really different, and you're really not supposed to create a map on another software (because of optimization for example).

    I'm aware of that but thanks for pointing it out anyway. I just want to see how far I can get and move on from hammer to there if required.

    Quote from leplubodeslapin

    By the way, have you already made a collision mesh for a model before ? It's very restricted, you have to decompose the geometry into many simple convex shapes, and there is a max number of shapes allowed by the compilers. It will be impossible to make something smooth if it's a big slope !

    I did but never for source. I hope it will be less limited with source 2 rubikon.

  • ElectroSheep
    • February 4, 2016 at 9:06 AM
    • #12,470

    It's not a limitaion related to source only. When we talk about collision meshes, less is always better, on all engine.

  • Guest
    • February 4, 2016 at 11:09 PM
    • #12,471

    Back to working on this after ignoring it for a few months.

    [Blocked Image: http://i.imgur.com/kogV05g.jpg]

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

  • Ahoy
    • February 5, 2016 at 5:49 AM
    • #12,472

    I've been putting some time into the yacht again. (Ep2 engine, not CG:SO)

    [Blocked Image: http://i193.photobucket.com/albums/z105/sporkfire222/yacht/2016-02-04_00001_zpshic7h4yp.jpg]

    [Blocked Image: http://i193.photobucket.com/albums/z105/sporkfire222/yacht/2016-02-01_00008_zps7tbhttnw.jpg]

    [Blocked Image: http://i193.photobucket.com/albums/z105/sporkfire222/2016-02-01_00007_zpsv21urjof.jpg]

  • rockdude86
    • February 6, 2016 at 11:52 AM
    • #12,473

    Some more shots!

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

    [Blocked Image: http://i.imgur.com/6u0mWJa.jpg]

    [Blocked Image: http://i.imgur.com/0JJRMzm.jpg]

    [Blocked Image: http://i.imgur.com/6A6bPfE.jpg]

  • dux
    • February 6, 2016 at 12:57 PM
    • #12,474

    ffs rockdude you've posted shots for the past 10 years or whatever. Release the bloody thing :v

  • FMPONE
    • February 6, 2016 at 6:51 PM
    • #12,475

    The shots are cool, tho ;)

    If it won't add another decade of time, how about some cool flags and foliage?

  • Deathy
    • February 7, 2016 at 5:29 AM
    • #12,476

    Next vaporware confirmed?

    Looks sick!

  • Vorontsov
    • February 8, 2016 at 9:15 PM
    • #12,477

    whaddup crackas, just working on some bridge+tunnel combo

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

    [Blocked Image: http://i.imgur.com/0xU0HJw.png][Blocked Image: http://i.imgur.com/OQyiwov.png]

    edit moar

    [Blocked Image: https://i.imgur.com/7PvuVix.jpg]

    [Blocked Image: https://i.imgur.com/ZuZAv0w.jpg]


    the weird artifacts in the overlays were just a graphical error, nothing wrong with em

  • clankill3r
    • February 10, 2016 at 12:55 PM
    • #12,478

    Old map, but have just set up my pc to continue on it again.

  • Deathy
    • February 11, 2016 at 2:44 AM
    • #12,479

    Some recent WIP changes to B spot and mid to B on FongHuang...

    [Blocked Image: http://abload.de/img/2016-02-11_00001ctsti.jpg]

    [Blocked Image: http://abload.de/img/2016-02-11_00002bnssl.jpg]

  • kinggambit
    • February 11, 2016 at 4:24 PM
    • #12,480

    Rough build still for a map for a kz competition I'm working on. Trying to get a minimalistic metropolis sorta like Mirror's Edge. Forgive the horrible lighting; had to increase lightmap since the map's so big, just to get vvis not to crash on compile.

    [Blocked Image: http://i.imgur.com/N01jjSJ.jpg]

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