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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • blackdog
    • November 16, 2017 at 4:24 PM
    • #13,421

    I own both Soma and Outlast but haven’t got round to play them, but I find the genre very intriguing.

    If you’re flying solo I don’t see how you could do differently in terms of content creation.

    Looking forward to a video! And if you want the game tested feel free to contact me @Eric_Chocholacek :)

  • Eric_Chocholacek
    • November 16, 2017 at 4:49 PM
    • #13,422

    @blackdog You should definitely check them out! SOMA is a mindboggling trip, haha, and I really love the chase sequences in Outlast 2, there's always the feeling that the enemies are right at your heels, especially when they force you to crawl through tight areas.

    Thanks for the playtest offer! Will certainly reach out once I feel the game is in a testable state. :]

  • blackdog
    • November 18, 2017 at 4:54 PM
    • #13,423
    Quote from Klems

    On 29/10/2017 at 11:29 AM, Klems said: I made a third map for an HL2:EP2 contest, go download the mod TeleportVille here! http://www.runthinkshootlive.com/posts/teleportville/

    The theme of the contest was teleportation. My map is called The Crab.

    [Blocked Image: https://i.imgur.com/IgrhxP2.jpg]

    Congrats for winning this issue!

  • Warby
    • November 25, 2017 at 8:02 PM
    • #13,424

    I have been working on a small Aliens based unreal tournament 1v1 map and its almost complete i would like to send out an alpha version of the map first though just to make sure everything is working properly but I really cant wrap my head around unreal's build process / content submission system or even epics forum for that matter.


    [Blocked Image: https://cdnb.artstation.com/p/assets/image…eys-hope-01.jpg]


    [Blocked Image: https://cdna.artstation.com/p/assets/image…eys-hope-02.jpg]


    [Blocked Image: https://cdna.artstation.com/p/assets/image…eys-hope-03.jpg]


    more screenshots here: https://www.artstation.com/warby


    And *Drummroll* here is the download link to the pak file:

    ----------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------https://www.dropbox.com/s/m0ma592v6s...sHope.zip?dl=1 ----------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------

    Some videos of Gameplay:

    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.
    ...and development progress:

    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.

  • knj
    • November 26, 2017 at 1:40 AM
    • #13,425

    I feel like it's been eternity since my last post here. I had fun with lighting in UE4, not final shots. I'm not entirely happy about it, a specially the "dawn" light. Still would be great to hear what do you think guys :) !

  • FMPONE
    • November 26, 2017 at 3:18 AM
    • #13,426
    Quote from knj

    1 hour ago, knj said: I feel like it's been eternity since my last post here. I had fun with lighting in UE4, not final shots. I'm not entirely happy about it, a specially the "dawn" light. Still would be great to hear what do you think guys :) !

    This looks awesome!

    IMO, they are both a bit too saturated, sunlight is more white than that, but the first one is much closer to the mark

  • knj
    • November 26, 2017 at 8:18 AM
    • #13,427

    Thx FMPONE!. I totally agree. I wanted to push it more a lil bit, to be more interesting that regular real life sunlight :) Thx again, tweaks needed :)

  • blackdog
    • November 26, 2017 at 10:55 AM
    • #13,428

    @knj depends what you trying to achieve, if is realism what Fmpone said is true; I can say I like more the sunset shot because there’s more dynamic range, I can see more of the outside while the first just seems blown out in terms of exposure. It’s not realistic but if is a stylezed scene I can’t see how you couldn’t tone it a bit down and make it a favourite.

    I feel it tells more of a story than the cold version, atm makes me think a nuclear bomb just went off ?

  • Warby
    • November 26, 2017 at 1:54 PM
    • #13,429

    Dat indirect lighting !!!

  • leplubodeslapin
    • November 26, 2017 at 5:03 PM
    • #13,430

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


    I'm working on a map for the last "Ville" of the year, for the RTSL mapping contest 2017.

    It will end in 15 days, so hopefully i'll show my result when i'm done :)

  • FMPONE
    • November 26, 2017 at 8:35 PM
    • #13,431
    Quote from leplubodeslapin

    3 hours ago, leplubodeslapin said: [Blocked Image: https://i.imgur.com/puvncKh.jpg]


    I'm working on a map for the last "Ville" of the year, for the RTSL mapping contest 2017.

    It will end in 15 days, so hopefully i'll show my result when i'm done :)

    Love your style, so I'm really excited to see what you create in the HL2 universe.

  • Corvus
    • November 27, 2017 at 10:29 PM
    • #13,432

    Some update on the scene. Still haven't figured a good lighting scenario.


    [Blocked Image: https://i.imgur.com/yz0MteC.jpg][Blocked Image: https://i.imgur.com/Pcu5kXm.jpg][Blocked Image: https://i.imgur.com/XkWuf3f.jpg][Blocked Image: https://i.imgur.com/ryKrurA.png][Blocked Image: https://media.discordapp.net/attachments/235142769297981441/385115203420946432/unknown.png?width=1309&height=676]

  • ShockaPop
    • November 27, 2017 at 11:07 PM
    • #13,433

    What engine is it using?

  • Corvus
    • November 27, 2017 at 11:08 PM
    • #13,434
    Quote from SotaPoika

    Just now, SotaPoika said: What engine is it using?

    Unreal engine.

  • Eric_Chocholacek
    • November 27, 2017 at 11:30 PM
    • #13,435
    Quote from Corvus

    51 minutes ago, Corvus said: Still haven't figured a good lighting scenario.

    I think you're definitely on the right track for lighting. The exterior light coming in from the windows certainly helps brighten things up and add another color to the scene, I'm sure things will look much better once you've got those chandeliers giving off their own light. Could be cool to have a fallen/slightly broken chandelier on the floor to try and brighten up the lower sections of the models. Depends how pristine you're trying to make the environment though, I personally find a bit of destruction provides a good bit of character to the scene. Or at least breaks up the geometric repetition and draws the player's eye.

    I'm a little confused by your setting, is it supposed to be more medieval? Almost looks like you've got a string of light bulbs on the arch in your second screenshot.

  • blackdog
    • November 28, 2017 at 9:37 AM
    • #13,436
    Quote from leplubodeslapin

    On 26/11/2017 at 5:03 PM, leplubodeslapin said: [Blocked Image: https://i.imgur.com/puvncKh.jpg]


    I'm working on a map for the last "Ville" of the year, for the RTSL mapping contest 2017.

    It will end in 15 days, so hopefully i'll show my result when i'm done :)

    What themes did you (or the random generator :D) choose?

  • Beck
    • November 28, 2017 at 10:02 AM
    • #13,437
    Quote from Corvus

    11 hours ago, Corvus said: Some update on the scene. Still haven't figured a good lighting scenario.

    The scene is looking really nice but I don't like the lens flares from the candles. Feels off to me and I don't feel candles produce enough light to give off lens flares. I'm no lighting artist though, just saying!

    I guess it comes down to when the scene is set? I can see what look like some fairy lights, so I'm guessing it's present day at least? Perhaps you can use some wall sconces to give off more light if that's what you want?

  • leplubodeslapin
    • November 28, 2017 at 10:28 AM
    • #13,438

    I agree with the lens flare, something more like a large but soft glow might be more appropriate, maybe ?

    Maybe the fact that every texture is quite dark doesn't help with your lighting either. You could use some vertical medieval flags like this for example :

    [Blocked Image: https://i.imgur.com/262uJMd.png]

    Not with dark colors but composed of white fabric + gold colors maybe ?


    @blackdog My main themes are trap, bridge and chasm. But there's also a little bit of backtracking and teleport (but no one will notice). I did some playtests yesterday and i feel like shit, it's way too short and yet there are tons of issues i need to fix. Oh and, i haven't really started detailing much yet ... (2 weeks left ...)

    That's what I call a challenge :D

  • Corvus
    • November 28, 2017 at 12:03 PM
    • #13,439

    Thanks for the feedback guys. Ill see what i can do.

  • Serialmapper
    • December 2, 2017 at 9:50 AM
    • #13,440

    I am updating an old map of mine, de_alexandra, from the old "dust" theme it had to the new one.

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