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  3. Level Design

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • slavikov4
    • August 30, 2016 at 5:06 PM
    • #12,841
    Quote from Pericolos0

    8 hours ago, Pericolos0 said: looks great!

    thanks:D

  • leplubodeslapin
    • September 1, 2016 at 12:37 AM
    • #12,842

    THIS IS ABSOLUTELY NOT MY WORK

    I just find it amazing and i had to share this on mapcore, somewhere

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  • Vorontsov
    • September 2, 2016 at 7:37 PM
    • #12,843

    [Blocked Image: http://i.imgur.com/IIgqZM4.jpg]

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

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

  • Shibou
    • September 3, 2016 at 2:56 PM
    • #12,844

    Ernesto's All Natural EXPLOSIVES - those Terrosists realy seem to take care for our envireoment :D

  • Axel Carlström
    • September 3, 2016 at 5:39 PM
    • #12,845

    Hahaha :D

  • will2k
    • September 6, 2016 at 6:44 PM
    • #12,846

    A WIP and rough port of "Forlorn" into Black Mesa deatmatch to test the waters; so far so good

    I had some issues with CSM, as it is coded in-house for BM and behaves slightly different from the one in CSGO. I had to do some researching and technical reading about it and was able to manually tweak some parameters in VRAD and in the env_cascade_light (lightblend, shadow intensity...) to get the optimal lighting/shadows. All is good now.

    [Blocked Image: http://i.imgur.com/l0ws1Mv.jpg]

  • Bastion
    • September 6, 2016 at 11:13 PM
    • #12,847

    Figured I would talk about the reason behind parts of the design in my works in progress.

    So, onto that for a little TF2 project. (The map is for payload)


    [Blocked Image: http://i.imgur.com/1nrCTlM.jpg]

    First up I felt that the worst thing that could happen at the start is if the attackers were not able to effectively fight the enemy's setup, likely of sentries and snipers as a primary annoyance. So currently to help combat this I have implemented a risk/reward jump in the map that, if done properly, will allow a player to cross the gap and land directly onto the enemy side of the map, allowing them to flank their positions, in this case the attackers can start their jump on a elevated platform and make their way down to a lower platform across the gap, this jump is possible for Soldiers, demomen, and scout, which are the three classes that would greatly benefit from this sort of flanking attack (except for pyro, but they have other options)

    In addition to this, I did not want this path to be useless for everyone else, so I implemented a battlement there for attacking players to fight from, or use as a shortcut when the cart is pushed far enough.


    [Blocked Image: http://i.imgur.com/Gv0RFLd.jpg]

    Defenders are still well equipped for the attack, they have a protected opening in this building that faces directly above the cart's path which connects to a small interior inside, holding health and ammo to resupply engineers with. This spot however would not be the most practical for a engineer setup due to the wall facing the attacker battlement, a sentry simply will not be able to detect any attackers if they are positioned at the correct angle, so I will likely open up that wall to allow sentries to get access to that battlement.

    Positioning of this opening however has been intentional to limit the effectiveness of snipers on this section, thanks to the buildings around this opening, the snipers will not be able to get a view of the turning further down the cart's path (which is where the attackers spawn), this helps to keep snipers utilising other positions that are more dangerous if they wish to attack the enemy spawn, an example shown in the next image.


    [Blocked Image: http://i.imgur.com/x1bETSf.jpg]

    Defenders have a longer path to the action but is further out of the way and also grants defenders a view of the corner connecting to the enemy spawn. This is where snipers would want to be positioned at during the start of a round before relocating to the building opening at a later point.they are however, taking a larger risk in this area, they can be shot from all three directions, which are from the cart track, the attacker battlement and the path they came from, thanks to the flanking jump that mobile classes can take. This position will likely see cover added to the more open regions, although be shorter in height due to the platform being elevated above the cart track.


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

    Once the attackers push past the first area, they are going to be facing a much more open area to work with, which is risky for both sides, the defenders however, do have the elevated platform to the right as well as the section under it, although the flanking jump is still open to the attacking team, who now have many options on how to attack this area. It currently does seem that this area will be too easy to push through on attack, so a building may be added to help close up this section and provide more cover.

    One of the other parts however, is the lower platform on the cliff edge, a jumping class can jump up from here and fire on the enemy on defence or attack as it is accessible by falling and by taking the stairs down in the building to the left of the image. a Health pack and ammo kit may be added to the very edge to convince players to drop down frequently to restock, which can remove specific classes from combat for a period of time and also will be wonderful for pyros that can take advantage of the airblast by pushing them to their deaths.


    [Blocked Image: http://i.imgur.com/hVxPXS1.jpg]

    Next is a more tighter and limited section to push the cart through, the cart needs to pass through a top open pipe into the building on the other side of the pit (not built yet).

    When putting this together, I originally wanted it to be a closed, smaller pipe but I immediately found problems in thinking it over. The first problem was quite simple, it destroyed any and all mobile class, soldiers can't jump, scouts can move about, and the heavy, demo and pyro can dominate a choke like that too easily. The second issue was that cart blocking was a issue I realised would occur in practice if the pipe was too small, players struggling to get around the pipe while a enemy is on the other side, blocking the cart without much the attackers can do, essentially grinding the flow of gameplay to a halt.

    So what I did as soon as I began making this was to ensure the pipe was large to fit combat inside of and to open the top of the pipe to ensure movement is still possible for the classes. Attackers are still at a challenge however as this is a chokepoint, and the defenders have the upper ground while attackers will only get the cart for cover. However they still have sections around the exterior that they can use to help deal with sentry nests and pesky defenders.

  • Lyrtzz
    • September 7, 2016 at 8:11 PM
    • #12,848

    [Blocked Image: https://gyazo.com/78269e59f6247d10324689d7ddca588d.jpg]https://gyazo.com/78269e59f6247d10324689d7ddca588d

    Sharing a screenshot from the UnrealTournament map i'm finishing up. Gonna make a larger post when everything is said and done :)

  • Bastion
    • September 7, 2016 at 8:17 PM
    • #12,849
    Quote from Lyrtzz

    2 minutes ago, Lyrtzz said: [Blocked Image: https://gyazo.com/78269e59f6247d10324689d7ddca588d.jpg]https://gyazo.com/78269e59f6247d10324689d7ddca588d

    Sharing a screenshot from the UnrealTournament map i'm finishing up. Gonna make a larger post when everything is said and done :)

    Always love a bit of UT, can you share any more images?

  • Vorontsov
    • September 7, 2016 at 9:05 PM
    • #12,850
    Quote from Bastion

    47 minutes ago, Bastion said: Always love a bit of UT, can you share any more images?

    Quote from Lyrtzz

    54 minutes ago, Lyrtzz said: Gonna make a larger post when everything is said and done :)

    :D

  • Radu
    • September 10, 2016 at 6:55 PM
    • #12,851

    Slowly working that mediterranean vibe

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

  • MMKerrigan
    • September 11, 2016 at 8:30 AM
    • #12,852

    I think this is good place to start... Hello Eeryone! I'm new member in here and new in this industry, so wish me luck;) I want to share with you some of my work. Enjoy! :)

  • MMKerrigan
    • September 13, 2016 at 1:34 AM
    • #12,853

    Thanks for likes. I have some new stuff. Enjoy. [Blocked Image: https://s-media-cache-ak0.pinimg.com/originals/b0/63/e4/b063e4b9fc7cb802593132477bd22e0d.gif][Blocked Image: https://s-media-cache-ak0.pinimg.com/originals/20/9a/24/209a24852cccb841cc2b52da2c708211.gif][Blocked Image: https://mir-s3-cdn-cf.behance.net/project_modules/1400/e35c1d42517823.57d68d40deb92.gif]

  • Squeebo
    • September 13, 2016 at 4:25 AM
    • #12,854

    I'm working on a map set in Prague, I think it's a great setting for a CS:GO map. I should really playtest it and get the layout sorted before I start detailing the whole thing though. Was a lot of fun making this facade however.

  • Thewhaleman
    • September 13, 2016 at 5:41 AM
    • #12,855

    Been stuck on layout issues, decided to work on some visuals for a bit..[Blocked Image: http://i.imgur.com/kG4AGIU.jpg]

  • CWardee
    • September 14, 2016 at 11:37 PM
    • #12,856

    Been trying to improve my modelling+texturing

  • DonCarbon
    • September 15, 2016 at 9:14 PM
    • #12,857

    Slowly but surely, my Jurassic Park themed map for Unreal Tournament is coming together.

    I still have a long way to go, but it's coming together.

    Anyone know how to lock cameras in Unreal? I always pilot them accidentally.

  • Aaron Gilbert
    • September 16, 2016 at 3:50 AM
    • #12,858

    Here's some shots of the more completed sections of Europa: Vostok Station, my single-player campaign map for Mass Effect: Unification, my total-conversion mod for Star Wars Battlefront II.


    Vostok Station's entrance and hangar where the player is introduced to combat and the Interact mechanic.


    The Cargo Bay where crates and other assorted containers would be transported from the hangar for storage.


    An action shot of a Frag Grenade being thrown into a group of enemies in the Cargo Bay.


    The station's Reception area. Visitors to the station would begin tours of the station in this room.


    A screen advertising the Kassa Locust in the Reception.


    The station's Management Center, which essentially acts as its main office from which the entire station is managed.


    The station's Power & Thermal Control Center. This room contains various machinery that power and heat the station by hydrogen, given the environment and presence of liquid water.


    The upper level of the station's Comms Control Center, which handles all of the station's outgoing, incoming, and inter-station communications.


    And finally, here's a trailer for the level!

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  • blackdog
    • September 17, 2016 at 12:46 AM
    • #12,859

    Dig the RTS style props @MMKerrigan

  • Heresiarch
    • September 19, 2016 at 8:51 PM
    • #12,860

    Hello. I've been iterating on my UT level design entry. Cleaning up some meshing and lighting, and finishing off some parts that didn't quite make the deadline.

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