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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • will2k
    • June 4, 2017 at 10:19 AM
    • #13,261

    Some more progress in PVKII

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

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

  • grapen
    • June 4, 2017 at 1:48 PM
    • #13,262

    Ct spawn:

    [Blocked Image: http://i.imgur.com/bWyt8sV.jpg]

  • General Vivi
    • June 5, 2017 at 12:06 AM
    • #13,263

    @Gale Looking pretty cool! Digging the strange but huge windows.

  • Gale
    • June 5, 2017 at 1:27 AM
    • #13,264
    Quote from General Vivi

    1 hour ago, General Vivi said: @Gale Looking pretty cool! Digging the strange but huge windows.

    Crap, I didn't actually mean for them to be weirdly huge, but if it works it works! Something to note for the future for sure.

  • Ridders
    • June 6, 2017 at 1:30 AM
    • #13,265

    Working on British style terraced housing, might end up as a contest entry? Who knows!

    [Blocked Image: http://i.imgur.com/rMCYiT5.jpg]

  • Dillon Beard
    • June 6, 2017 at 7:24 PM
    • #13,266

    I've been trying to sort out the way source handles alpha transparencies for a few days here, alpha test displays an ugly pixelated mess from a distance, while translucent looks nice but it totally ruins the model and renders behind the window frame, idk what to do i feel like I've tried it all.

  • FMPONE
    • June 6, 2017 at 11:41 PM
    • #13,267
    Quote from Dillon Beard

    4 hours ago, Dillon Beard said:

    I've been trying to sort out the way source handles alpha transparencies for a few days here, alpha test displays an ugly pixelated mess from a distance, while translucent looks nice but it totally ruins the model and renders behind the window frame, idk what to do i feel like I've tried it all.

    Does it _actually_ need to be transparent? Seems a light but opaque material would work just as well. Not "realistic" perhaps, but still pleasing to the eye.

  • Thewhaleman
    • June 7, 2017 at 7:30 AM
    • #13,268
    Quote from Dillon Beard

    12 hours ago, Dillon Beard said: I've been trying to sort out the way source handles alpha transparencies for a few days here, alpha test displays an ugly pixelated mess from a distance, while translucent looks nice but it totally ruins the model and renders behind the window frame, idk what to do i feel like I've tried it all.

    Is the drapery a separate model from the window?

  • Dillon Beard
    • June 8, 2017 at 7:28 AM
    • #13,269

    I made the drapes and the window frame seperate models now and it looks fine but i dont want to have two seperate entities, im trying to keep the entity count low as it is. oh well.

  • tomm
    • June 8, 2017 at 10:50 AM
    • #13,270
    Quote from Dillon Beard

    3 hours ago, Dillon Beard said: I made the drapes and the window frame seperate models now and it looks fine but i dont want to have two seperate entities, im trying to keep the entity count low as it is. oh well.

    use $mostlyopaque in your qc, I too had no idea this even existed.

  • Dillon Beard
    • June 9, 2017 at 3:18 AM
    • #13,271

    you are a freaking angel.

  • will2k
    • June 24, 2017 at 12:03 PM
    • #13,272

    Back to my CSGO map while my PVKII map gets playtested

    Some more assets WIP (part of an abbey)

    [Blocked Image: http://i.imgur.com/Vnlv9Ko.jpg]

    [Blocked Image: http://i.imgur.com/xRPYG9f.jpg]

  • Corvus
    • June 29, 2017 at 4:57 PM
    • #13,273

    Unreal Engine 4 makes anything look pretty.

  • Bastion
    • June 29, 2017 at 5:11 PM
    • #13,274
    Quote from Corvus

    13 minutes ago, Corvus said: Unreal Engine 4 makes anything look pretty.

    beautiful.

  • Radu
    • June 29, 2017 at 10:12 PM
    • #13,275
    Quote from Corvus

    5 hours ago, Corvus said: Unreal Engine 4 makes anything look pretty.

    You're getting too much praise, man. I want to see something playable.

  • Corvus
    • June 29, 2017 at 10:51 PM
    • #13,276
    Quote from Radu

    38 minutes ago, Radu said: You're getting too much praise, man. I want to see something playable.

    I wish i could make something playable.

  • BJA
    • June 29, 2017 at 11:25 PM
    • #13,277

    Really depends on what you want to focus on and if you plan to make a career out of it. Do you want to be a level designer? Then yes, you need something playable. But for artists? Screenshots is all you need.


    Scene looks great, btw. :) I like that you're showing it with different lighting conditions.

  • Minos
    • June 30, 2017 at 12:01 AM
    • #13,278
    Quote from BJA

    33 minutes ago, BJA said: Really depends on what you want to focus on and if you plan to make a career out of it. Do you want to be a level designer? Then yes, you need something playable. But for artists? Screenshots is all you need.


    Scene looks great, btw. :) I like that you're showing it with different lighting conditions.

    While it's true that it's not necessary to have something playable as an environment artist, it helps a shit ton to think of your environment as a whole, not just one corner but a place where the player can explore. It's more fun that way too!

  • Castle
    • June 30, 2017 at 12:13 AM
    • #13,279

    This one can go in game WIP or Level WIP I am making a game that blends classic Doom / Quake game play with Dark Souls.

    https://steemit.com/gaming/@thecas…-a-game-i-think

    If you like what I am doing please upvote on Steemit!

  • Corvus
    • July 2, 2017 at 2:37 AM
    • #13,280

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