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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • 2d-chris
    • August 20, 2017 at 4:45 PM
    • #13,321
    Quote from Sjonsson

    On 8/18/2017 at 7:43 AM, Sjonsson said: Making for some assets for some level design assignments. Not very experienced with particles but damn it's good fun! :D[Blocked Image: https://imgur.com/DnC9wJ8.gif]

    Particles are really fun to make, I love doing them. Kind of a secret art form but in reality they are not too hard, unless you want to do insane stuff.

  • ics
    • August 24, 2017 at 9:42 PM
    • #13,322

    Particles are really cool thing. Here's one feature our team has been literally cooking up for the next TF2 halloween event.

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  • Klems
    • August 29, 2017 at 11:50 AM
    • #13,323

    I made things


    Here is a recreation of the introduction of Star Trek: The Next Generation in a pixel shader. Probably the nerdiest thing I've made in a while. This was for a Shadertoy "shader adventure" contest. I got 8th place.

    [Blocked Image: http://i.imgur.com/ULy5lXE.jpg]

    Here is another shader https://www.shadertoy.com/view/Xd2Bzw Swirly psychedelic fractal stuff. Nothing too fancy. The code fit in less than 280 chars, which was the theme of the contest. The things people can do with 280 char is surprising, you should take a look here https://www.shadertoy.com/events/competition2017


    I also made a EP2 map a while ago for a RTSL contest and got second place, the theme of the contest was to incorporate the toxic green goo from HL2 in a map. The gameplay can be a bit frustrating but I had a good theme going on. It has emotions and explosive antlion poop. The mod has many great maps, you should try it. Download here http://www.runthinkshootlive.com/posts/toxicville/

    Here is the full walkthrough (on an older version of the map), you can take a look but don't spoil yourself if you intend to play it.

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    I'm gonna make two more EP2 maps in a month or so, stay tuned.

  • Sjonsson
    • August 30, 2017 at 9:12 AM
    • #13,324
    Quote from 2d-chris

    On 2017-08-20 at 5:45 PM, 2d-chris said: Particles are really fun to make, I love doing them. Kind of a secret art form but in reality they are not too hard, unless you want to do insane stuff.

    Word! It's so damn rewarding. Yeah, I feel like the hardest part is understanding how different shader-models will work together, like what happens exactly when you put an additive shader ontop of a multiplying shader on top of an alpha-blended. What would the visuals results be? What happens with contrasts? Color blending? etc It's like you almost need to understand how the shaders work on a code level.

  • Vilham
    • August 30, 2017 at 10:32 AM
    • #13,325
    Quote from Klems

    22 hours ago, Klems said: I made things


    Here is a recreation of the introduction of Star Trek: The Next Generation in a pixel shader. Probably the nerdiest thing I've made in a while. This was for a Shadertoy "shader adventure" contest. I got 8th place.

    [Blocked Image: https://i.imgur.com/ULy5lXE.jpg]

    Here is another shader https://www.shadertoy.com/view/Xd2Bzw Swirly psychedelic fractal stuff. Nothing too fancy. The code fit in less than 280 chars, which was the theme of the contest. The things people can do with 280 char is surprising, you should take a look here https://www.shadertoy.com/events/competition2017


    I also made a EP2 map a while ago for a RTSL contest and got second place, the theme of the contest was to incorporate the toxic green goo from HL2 in a map. The gameplay can be a bit frustrating but I had a good theme going on. It has emotions and explosive antlion poop. The mod has many great maps, you should try it. Download here http://www.runthinkshootlive.com/posts/toxicville/

    Here is the full walkthrough (on an older version of the map), you can take a look but don't spoil yourself if you intend to play it.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    I'm gonna make two more EP2 maps in a month or so, stay tuned.

    Display More

    Klems thats really cool.

  • WhatGrenadeWhere
    • September 1, 2017 at 1:12 AM
    • #13,326

    de_renovation v4.2 - CSGO/WIP

    Imgur Album of current CSGO project. Rough grey box stage. Cleaning up clutter and readability issues at the moment. Screens are low res as I play on lowest setting possible and didn't jpeg capture. Some texture issues with some parts going black. You can see them in some of these shots. Any feedback welcome. I have a feedback request thread on this main section with Steam link. Thank you.

  • Stract
    • September 1, 2017 at 2:30 AM
    • #13,327

    [Blocked Image: https://cdn.discordapp.com/attachments/164551817575792640/352967829127036948/unknown.png]

    [Blocked Image: https://cdn.discordapp.com/attachments/164551817575792640/352973762955575306/unknown.png]

    Finally decided to do an overgrowth-themed map, and finished it in around 5 days no less. Praise our lord and savior the projected texture.

  • Corvus
    • September 3, 2017 at 4:54 AM
    • #13,328

    Worked a bit more on this scene. Your critique will be appreciated.


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


    [Blocked Image: https://i.imgur.com/wW8Rmzn.jpg] [Blocked Image: https://i.imgur.com/PWhagdD.jpg]

  • 'RZL
    • September 3, 2017 at 8:19 AM
    • #13,329
    Quote from Corvus

    3 hours ago, Corvus said: Worked a bit more on this scene. Your critique will be appreciated.

    Looks really cool Mr. Cattus! Only criticism I'd have is that this light to the right is a bit too strong, which draws too much attention for me.

    [Blocked Image: https://i.imgur.com/Dqp1MaN.png]

  • Corvus
    • September 3, 2017 at 1:20 PM
    • #13,330
    Quote

    5 hours ago, 'RZL said: Looks really cool Mr. Cattus! Only criticism I'd have is that this light to the right is a bit too strong, which draws too much attention for me.

    [Blocked Image: https://i.imgur.com/Dqp1MaN.png]

    Thanks, ill do something about it.

  • FMPONE
    • September 5, 2017 at 9:27 AM
    • #13,331
    Quote from Corvus

    On 9/2/2017 at 11:54 PM, Corvus said: Worked a bit more on this scene. Your critique will be appreciated.

    This looks pretty awesome.

    I would say that the scale overall feels a bit cramped? Like the size of your prop objects are maybe a bit large in comparison to the scene itself.

  • RaVaGe
    • September 5, 2017 at 10:31 PM
    • #13,332
    Quote from Corvus

    On 03/09/2017 at 5:54 AM, Corvus said: Worked a bit more on this scene. Your critique will be appreciated.


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

    Put some fog coming out of the grids on the floor, with the orange lighting it's gonna kill it. The lighting on the right wall is way too flat btw, add some color spots.

  • LiVl
    • September 6, 2017 at 10:45 AM
    • #13,333

    Hello everyone! I am the main level-designer of the project Episode 17. EP17 is a separate story that builds on the unreleased content of HL2 Beta. And at the moment, I prepare the main platform as game locations, and periodically share my work with the community. Now the team is a hell of a lot of people, and I only work on maps. I want to know your opinion on this project, and I really look forward to your feedback to help create the game. I am always open for communication! Thank you for attention! More information, you can find on the ModDB page. -------------------------------------------------------------------------------------------http://www.moddb.com/mods/episode-17https://vk.com/episode17 [email protected]

  • FMPONE
    • September 6, 2017 at 2:08 PM
    • #13,334
    Quote from LiVl

    3 hours ago, LiVl said: Hello everyone! I am the main level-designer of the project Episode 17. EP17 is a separate story that builds on the unreleased content of HL2 Beta. And at the moment, I prepare the main platform as game locations, and periodically share my work with the community. Now the team is a hell of a lot of people, and I only work on maps. I want to know your opinion on this project, and I really look forward to your feedback to help create the game. I am always open for communication! Thank you for attention! More information, you can find on the ModDB page. -------------------------------------------------------------------------------------------http://www.moddb.com/mods/episode-17https://vk.com/episode17 [email protected]

    Damn. This looks really cool.

    sure wish that stupid Hurricane hadn't come and I could play this!

  • Comfort Jones
    • September 7, 2017 at 10:19 AM
    • #13,335
    Quote from LiVl

    23 hours ago, LiVl said: Hello everyone! I am the main level-designer of the project Episode 17. EP17 is a separate story that builds on the unreleased content of HL2 Beta. And at the moment, I prepare the main platform as game locations, and periodically share my work with the community. Now the team is a hell of a lot of people, and I only work on maps. I want to know your opinion on this project, and I really look forward to your feedback to help create the game. I am always open for communication! Thank you for attention! More information, you can find on the ModDB page. -------------------------------------------------------------------------------------------http://www.moddb.com/mods/episode-17https://vk.com/episode17 [email protected]

    I'm very curious how extensive the engine changes made here are and also how much has been done with new enemies or anything else like that.

  • Guest
    • September 7, 2017 at 1:42 PM
    • #13,336

    Made some grass for my Day of Infamy map to try and take advantage of their new foliage system.

  • Radu
    • September 7, 2017 at 3:35 PM
    • #13,337

    You've begun your voyage in a paper boat without a bottom.. you will fly to the moon in it.. Esther... Esther...

    But, really, that grass looks amazing!

  • braindeer
    • September 7, 2017 at 10:45 PM
    • #13,338

    I've always liked de_prodigy and thought it needed a CSGO comeback, the original didn't really work as a comp map but had some great setpieces.

    I'm working on a re-imagining of prodigy into a 3 lane map. Its set aboard a decaying oil tanker in a ship breaking yard.

    Its at the stage where I'd like to playtest it. I've worked in a mid which gives Ts the option to one way drop onto the site, for a large damage penalty.

    If anyone's interested in collaborating for the CSGO competition I'm open to the idea, my rig is a real POS and cant handle more in depth mapping.

    Edit: more photos http://imgur.com/a/vKXZG

  • Guest
    • September 7, 2017 at 11:08 PM
    • #13,339
    Quote from Bevster

    23 hours ago, Bevster said: Holy fuck. I want to make a comfy grass field myself now. Can we get a breakdown of how you achieved this?

    Yeah, I should probably write a structured guide but I'm still a little confused on certain things so my method was probably really inefficient. That, and I'm still discovering alot of new things every time I work on it.

    Here's what I did:

    If you don't want to make your own vbsp (which you really don't need to), basically just find a map that uses the foliage system that you feel has decent sprite size. (Density doesn't matter, it is capped by the system. You're going to "fake" it by other means.) The console will say on map startup what material is being used etc. Just make a grid using their foliage material as a base in Photoshop or something similar. Doesn't need to be exact, you just want to know where the bounds are, and so you can troubleshoot if one piece of foliage is going to intrude into another or if it's floating on the ground etc.

    Like this (just using of the base game's sprites as examples.)

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


    After that it's pretty simple, you just get rid of the original foliage you used as a base and just start placing in your own within the grid you setup. Since the vbsp is using the same location for the original pieces, you won't need to edit it much (until you're troubleshooting your density later on).

    You'll need to likely clean up your scans before getting them in, which I'm still learning alot about. Once you've got it all ready, it's going to use whatever material/vbsp combo you use in your map properties like the old detail sprite system and basically cover any textures using the "grass" surface property. Using console commands, you can change the material in-game and re-generate foliage similar to how you would generate cubemaps. I used one of the commands to turn the wind on the grass way up for this gif :D (type find foliage in console, you'll see everything you need.) Your foliage is saved to a .flg file associated with your map.

    The real tricky part is troubleshooting your density. Because the density is capped right now, you need to find ways to "fake" density or to give your grass a more seamless look. It can look very "spammy" by default. I'm still experimenting alot with this, but what I've found is that sprite size is really the biggest help in this regard. You can increase this in your vbsp, my goal is to always hide as much of my bumpy displacement bits as I can. The downside to increasing your sprite size is that they can seem kinda blurry up close, but this can kinda be remedied with more fine tuning.

    You can also try and match the color hex value of your ground texture to match your foliage in-game as much as possible so it feels more seamless.

    The system is awesome, we bugged them about adding it for a long time. It's surprisingly efficient and the massive draw distances you can get with it are kinda silly (this was a 10k x 10k map). I love that the guys at NWI took the time to work on this, not many studios would do that. They really care about their mapping/modding community.

    Sorry if that was a roundabout way of explaining it, I could probably explain it with more clarity once I learn more. Feel free to dm me on the mapcore discord if you want help :D

  • ics
    • September 8, 2017 at 7:22 AM
    • #13,340

    For the past 2 years, ive been making maps, especially halloween maps for Team Fortress 2. Both last year and previous before that, Valve included those halloween maps into the game as official levels. They can't count to 3 but i decided to do something for the players anyway.

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/861732315868739542/408EB516A4949606C13EA1C8411F4E39F7630B74/]

    Soon.

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