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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Lizard
    • April 30, 2016 at 9:00 PM
    • #12,641

    Transit A Short . Still heavy work in progress.

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

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

  • hoistenize
    • May 1, 2016 at 12:08 AM
    • #12,642

    finally finished detailing this map

    I can definitely say that this is my best work so far

    workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=676144533

    open this spoiler for new screens

    Spoiler [Blocked Image: http://i.imgur.com/CG4VDeX.jpg]

    [Blocked Image: http://i.imgur.com/Dv6kAVH.jpg]

    [Blocked Image: http://i.imgur.com/E079TzM.jpg]

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

    [Blocked Image: http://i.imgur.com/6Unj9Y1.jpg]

    [Blocked Image: http://i.imgur.com/ohe76kM.jpg]

  • CoraBlue
    • May 1, 2016 at 12:22 AM
    • #12,643

    @BreadParticles

    Great polish. It looks fantasic. Wow there are a lot of places to hide though. I'd be paranoid as hell playing on that map. Feels dangerous but that's not a bad thing.

  • blackdog
    • May 1, 2016 at 4:01 AM
    • #12,644
    Quote from LizardPL

    6 hours ago, LizardPL said: Transit A Short . Still heavy work in progress.

    Spoiler

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

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

    Luv the cleanliness, the balance in the detailing and your trims that frame and really help to pop everything :)

  • Comfort Jones
    • May 1, 2016 at 5:52 AM
    • #12,645

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2649609748…B1DD2F4DDCB70D/]


    Pretty happy with the overall structure, needs to be a bit brighter/detail around the floor n stuff.


    Also if you guys wanna see a video of the whole current level in action: https://www.youtube.com/watch?v=a1m6ioLho0c&feature=youtu.be


    If you're interested in working with me feel free to hit me up.

  • CoraBlue
    • May 1, 2016 at 11:16 AM
    • #12,646
    Quote from Comfort Jones

    5 hours ago, Comfort Jones said: Pretty happy with the overall structure, needs to be a bit brighter/detail around the floor n stuff.

    Yeah your environment light looks like it has the default value of 20 brightness for ambient (whose idea was that anyway, like having fog enable set to off on fog). You may know already, but I find a brightness of around 260-300 and an ambient of 160-180 does a pretty good job of faking GI. Though I'm not sure which version of the engine you're using. If you have access to HDR you might need to play with it to keep your dark areas dark.

  • Comfort Jones
    • May 1, 2016 at 11:33 AM
    • #12,647
    Quote from CoraBlue

    35 minutes ago, CoraBlue said: Yeah your environment light looks like it has the default value of 20 brightness for ambient (whose idea was that anyway, like having fog enable set to off on fog). You may know already, but I find a brightness of around 260-300 and an ambient of 160-180 does a pretty good job of faking GI. Though I'm not sure which version of the engine you're using. If you have access to HDR you might need to play with it to keep your dark areas dark.

    It's definitely around 200, but the contrast change in the color correct is prob making it more extreme. I'll try bumping the ambient up or something.


    Edit-Increased the ambient light a bit, also added some fake ambient lighting near the entrance/windows. Definitely looking better: [Blocked Image: http://images.akamai.steamusercontent.com/ugc/264960974886364701/4DFF3356214A5003A5ECD6AC1871C9FB0D2C28FC/]

  • Quotingmc
    • May 1, 2016 at 6:21 PM
    • #12,648

    Beginnings of an aim map set in a aircraft production hanger:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2739681741…CAB0ED9B0454A4/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2739681741…0E1E62F46A3069/]

    Credit for the plane model goes to @spence all though it has been recoloured to better fit the theme.

  • Logic
    • May 1, 2016 at 7:02 PM
    • #12,649
    Quote from Quotingmc

    41 minutes ago, Quotingmc said: Beginnings of an aim map set in a aircraft production hanger:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/273968174138031853/408E95D83CAEC45E85F83BB622CAB0ED9B0454A4/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/273968174138024510/09E50D654F213CCA116DA096030E1E62F46A3069/]

    Credit for the plane model goes to @spence all though it has been recoloured to better fit the theme.

    Dammit Quoting! Finish yor maps! :o:P

  • Quotingmc
    • May 2, 2016 at 12:46 AM
    • #12,650
    Quote from Logic

    5 hours ago, Logic said: Dammit Quoting! Finish yor maps! :o:P

    It is amazing how much interest you get in your map when it is being neglected compared to when you are working on it...

    I am not cancelling de_contract, this was just a small side project a friend suggested. I have finished the greybox and will probably do no more as it is just to mess around on. Hope to update de_contract soon.

  • Guest
    • May 2, 2016 at 2:35 AM
    • #12,651
    Quote from Quotingmc

    1 hour ago, Quotingmc said: It is amazing how much interest you get in your map when it is being neglected compared to when you are working on it..

    Probably has something to do with you updating the map thread 17 times a day when you're doing anything with it.

  • darkbsp
    • May 2, 2016 at 8:42 AM
    • #12,652

    Trying to get the hang of a newish level building tool in Unity: SabreCSG. It already seems much better for level design in Unity than the popular ProBuilder as it is volume based so you get subtractive brushes and the clip plane among other things (in ProBuilder everything is constructive so building a window or door-frame is tedious). Sabre is heavily based on Hammer so it makes sense.

    [Blocked Image: http://i.imgur.com/s9QisBT.png]

    Not sure what I'm turning this into. Probably will just keep playing with shapes by adding some balconies and interiors that make sense. I think I remember these kind of pipe + steel frame overhangs from Dishonored..

  • CoraBlue
    • May 2, 2016 at 1:47 PM
    • #12,653

    Sort of new to posting here so tell me if I'm posting too often, but I decided to actually finish this map (I suppose after the graybox is completely done I should make my own thread?). Some new models that I'm mulling over before I UV and texture. Making use of Cobblestone assets where it makes sense to cut down on work and filesize.

    [Blocked Image: http://i.imgur.com/F2H3kA2.jpg]

    [Blocked Image: http://i.imgur.com/BJjvS8w.jpg]

    [Blocked Image: http://i.imgur.com/u4sJZEj.jpg]

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

  • blackdog
    • May 2, 2016 at 2:02 PM
    • #12,654

    As long as you are not completely double posting on WIP thread and here is fine. I think people post 1-2 shots here to draw attention to their WIP thread bumps (where available).

  • Iceberg
    • May 3, 2016 at 7:45 PM
    • #12,655

  • JSadones
    • May 4, 2016 at 8:45 PM
    • #12,656

    [Blocked Image: http://i.imgur.com/GC5T385.png]


    A few more weeks and finally it will be ready for playtesting !

  • Guest
    • May 4, 2016 at 10:43 PM
    • #12,657
    Quote from JSadones

    1 hour ago, JSadones said: [Blocked Image: http://i.imgur.com/GC5T385.png]

    Loving the amount of vertical architecture in this. Definitely going to be on the playtest for this one!

  • anonymous6366
    • May 6, 2016 at 11:16 PM
    • #12,658

    ^that reminds me of the old aim map, aim_texture_city. haha awesome tho

    [Blocked Image: http://i.imgur.com/L6k8f2s.jpg]

  • NATO
    • May 7, 2016 at 2:11 PM
    • #12,659

    Getting some more meshing done on Vacant

    [Blocked Image: http://puu.sh/oJody/ce536f1a3b.jpg]

  • Vaya
    • May 7, 2016 at 7:14 PM
    • #12,660
    Quote from anonymous6366

    19 hours ago, anonymous6366 said: ^that reminds me of the old aim map, aim_texture_city. haha awesome tho

    [Blocked Image: http://i.imgur.com/L6k8f2s.jpg]

    sky doesn't match ground imo

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