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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Sjonsson
    • September 8, 2017 at 1:26 PM
    • #13,341

    Some shots of a HL2 level I'm making for a level design course at work. Going for some Venezia feel. Considering modelling some gondolas.[Blocked Image: https://imgur.com/qII9RNE.jpg]

    [Blocked Image: https://imgur.com/j2NSq8w.jpg]

  • Radu
    • September 8, 2017 at 2:11 PM
    • #13,342

    @Sjonsson the textures aren't really helping with the venezian theme. The environment seems pretty cool though. I've always liked levels that used water as an obstacle.

  • Sjonsson
    • September 8, 2017 at 3:19 PM
    • #13,343
    Quote from Radu

    1 hour ago, Radu said: @Sjonsson the textures aren't really helping with the venezian theme. The environment seems pretty cool though. I've always liked levels that used water as an obstacle.

    You're correct about that for sure. I looked through the library and couldn't really find the Italian feel anywhere. So I have been looking more at other canal-filled places like Amsterdam. I mean City 17 is in Prague so I don't think it's possible to make it look authentic to Venezia. Wait, that's Veniz right? All these langauges and changing names, in Swedish it's 'Venedig'. WHY would you rename someone else's city? I was a bit worried at first about using water as obstacles. But the combine force field/fences helps out a lot when it comes to closing off the canals without obstructing the vision forcefully with boats, physical barricades etc. But yeah I agree, water levels are cool! I especially love canals.

  • Pampers
    • September 8, 2017 at 3:24 PM
    • #13,344

    use the content from the latest cs:go map?

  • Radu
    • September 8, 2017 at 3:39 PM
    • #13,345

    Just borrow some textures from cs:go.

    Edit* Damn, beat off by @Pampers

  • Sjonsson
    • September 8, 2017 at 4:51 PM
    • #13,346
    Quote from Pampers

    1 hour ago, Pampers said: use the content from the latest cs:go map?

    Hmmm, good idea! Haven't thought of that. Wanted to keep it vanilla but maybe I could burrow a few

  • HoMaRt
    • September 8, 2017 at 5:13 PM
    • #13,347

    New scene in the progress. Inspired by last Nolan film : Dunkirk All rendered inside Ue4 - All textures done in substance designer.

  • Thrik
    • September 9, 2017 at 12:06 AM
    • #13,348

    Takes me right back to when I visited Normandy (a completely different place but... you know). ?

  • Hipshot
    • September 9, 2017 at 10:27 AM
    • #13,349
    Quote from ics

    On 9/8/2017 at 8:22 AM, ics said: 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.

    May I ask, is the treeline and the sky final?

  • GrillusRetardus
    • September 10, 2017 at 12:01 AM
    • #13,350

    I've been working on a remake of de_tides for CSGO. (Mostly as practise)

  • ics
    • September 10, 2017 at 5:36 AM
    • #13,351

    Keep working with tides, looks good so far.


    Quote from Hipshot

    19 hours ago, Hipshot said: May I ask, is the treeline and the sky final?

    I'm not sure yet, It's a WIP and from angle that you rarely see from such high above.

  • Andre Valera
    • September 13, 2017 at 6:23 AM
    • #13,352

    @GrillusRetardus

    Don't be afraid to open up the map! There must be a way to break down some of those walls into unique silhouettes while maintaining the original layout.

    Who said you couldn't adjust the original layout in favor of your theme : )

  • CWardee
    • September 13, 2017 at 9:57 PM
    • #13,353

    Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates

  • FMPONE
    • September 13, 2017 at 11:32 PM
    • #13,354
    Quote from CWardee

    1 hour ago, CWardee said: Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates

    Looks awesome but where is that red light on the right really coming from? Even if it's rotating it's not obvious enough IMO for that large an amount of light

  • Corvus
    • September 14, 2017 at 6:49 AM
    • #13,355
    Quote from CWardee

    8 hours ago, CWardee said: Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates

    Nice lighting! But the normals on the meshes look a bit too noisy imo.

  • CWardee
    • September 14, 2017 at 3:24 PM
    • #13,356

    Thanks very much for the feedback! The light is that tiny one up top on the ceiling, I'll try and brighten it up a bunch & make it more obvious. I'll definitely also see what I can do about the Normals

  • sethen
    • September 15, 2017 at 6:17 PM
    • #13,357

    Working on a project for brainbread 2, here it is W.i.P


  • Radu
    • September 15, 2017 at 7:02 PM
    • #13,358

    @nick nugent that thing is still in development? I remember playing the original on gold source back in the day.

  • sethen
    • September 16, 2017 at 2:05 AM
    • #13,359

    @Radu We've actually released the standalone mod back in August of last year. Took sometime but we finally got it released.

  • Radu
    • September 16, 2017 at 8:46 AM
    • #13,360
    Quote from nick nugent

    6 hours ago, nick nugent said: @Radu We've actually released the standalone mod back in August of last year. Took sometime but we finally got it released.

    Oh, that's cool. I see it's planned for a Steam release as well? A bit late to the party though. How is it different from the rest of the lot: l4d, zombie panic: source, contagion, no more room in hell, etc?

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