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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Corvus
    • February 10, 2020 at 3:11 PM
    • #13,941

    [Blocked Image: https://pbs.twimg.com/media/EQbBl3SWoAA4NaL?format=jpg&name=4096x4096][Blocked Image: https://pbs.twimg.com/media/EQbBl3PW4AAaOfJ?format=jpg&name=4096x4096][Blocked Image: https://pbs.twimg.com/media/EQbBl3RWAAE918t?format=jpg&name=4096x4096]

  • Minos
    • February 11, 2020 at 9:40 PM
    • #13,942

    Looks very cool, but the proportions look a bit off? The walls look squished vertically, or the rotunda is too narrow, hard to tell from screenshots. This type of architecture adheres to very specific ratios to be harmonic. It would be a good idea to research some of proportion rules to make sure you are in the ballpark at least :D

    Spoiler

    [Blocked Image: https://c8.alamy.com/comp/D2RKDH/vertical-view-of-the-rotunda-inside-the-city-hall-in-dublin-D2RKDH.jpg]

    [Blocked Image: https://i.pinimg.com/originals/63/09/7f/63097f15b6e4a968229f8c9415f05fda.jpg]

    [Blocked Image: https://st3.depositphotos.com/14626116/16932/i/1600/depositphotos_169324970-stock-photo-the-inside-of-the-texas.jpg]

    [Blocked Image: https://c8.alamy.com/comp/B3Y8RB/usa-california-sacramento-view-under-dome-area-inside-the-capitol-B3Y8RB.jpg]

  • Corvus
    • February 13, 2020 at 3:04 PM
    • #13,943

    Played around a bit more with the proportions. Does it feel better now ?

    [Blocked Image: https://i.imgur.com/YKytgaR.png][Blocked Image: https://i.imgur.com/zGIV5IL.png]

  • Freaky_Banana
    • February 14, 2020 at 11:51 PM
    • #13,944

    I actually liked the first one better. At least in the setting of a video game. These games we are mapping for are somewhat supposed to take you away from reality, so I liked seeing the different proprtions. In my opinion it's a lot to do with the lighting, but if you want to keep the celestial lighting from the first bunch of pictures, I suggest you could very slightly bring in the outer walls, leaving everything else the same.

  • That50'sGuy
    • February 17, 2020 at 12:54 AM
    • #13,945

    Does anyone else love to play around with projected textures? I used to have hours of fun just playing with them back when I used to make P2 maps. So I decided to have some fun with them.

    Only thing is, I have no clue why this one isn't casting a shadow of the chain-link decoration when the wallpaper box has one... The world may never know.

    Either way, they're lot's of fun!

  • Klems
    • February 17, 2020 at 9:43 AM
    • #13,946
    Quote from That50

    8 hours ago, That50'sGuy said: Does anyone else love to play around with projected textures? I used to have hours of fun just playing with them back when I used to make P2 maps. So I decided to have some fun with them.

    Only thing is, I have no clue why this one isn't casting a shadow of the chain-link decoration when the wallpaper box has one... The world may never know.

    That texture probably isn't alphatested so it's not going to cast shadows. Copy the VMT and change "translucent" to "alphatest".

  • That50'sGuy
    • February 17, 2020 at 1:20 PM
    • #13,947
    Quote from Klems

    3 hours ago, Klems said: That texture probably isn't alphatested so it's not going to cast shadows. Copy the VMT and change "translucent" to "alphatest".

    You're a lifesaver! Thank you so much! I actually do have it set to alphatested, but transparency is also set because that somehow stopped the issue of the chain-link texture disappearing when the player get's too far, but I think I can do without it.

    EDIT: I got it to work now! Thanks again pal!

  • Klems
    • February 17, 2020 at 2:26 PM
    • #13,948
    Quote from That50

    1 hour ago, That50'sGuy said: You're a lifesaver! Thank you so much! I actually do have it set to alphatested, but transparency is also set because that somehow stopped the issue of the chain-link texture disappearing when the player get's too far, but I think I can do without it.

    EDIT: I got it to work now! Thanks again pal!

    In general alphatested materials should have AllowAlphaToCoverage to 1 as well, this might fix your disappearing textures issues. Keep in mind it's either translucent or alphatest, not both. Don't be like valve, keep them separate. Otherwise you'll get the worst of both worlds and your alphatested foliage/chainlinks will show through smokes.

  • That50'sGuy
    • February 17, 2020 at 3:22 PM
    • #13,949
    Quote from Klems

    55 minutes ago, Klems said: In general alphatested materials should have AllowAlphaToCoverage to 1 as well, this might fix your disappearing textures issues. Keep in mind it's either translucent or alphatest, not both. Don't be like valve, keep them separate. Otherwise you'll get the worst of both worlds and your alphatested foliage/chainlinks will show through smokes.

    Thanks for the tip! I'll be sure to avoid combining Transparency and Alpha from now on. Here's how it turned out!

  • Soldat Du Christ
    • February 18, 2020 at 4:40 PM
    • #13,950

    https://www.youtube.com/watch?v=ux7LklSBW4Y

  • Serialmapper
    • February 29, 2020 at 5:32 PM
    • #13,951

    playing with CRY engine 5.6

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

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

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  • Radu
    • February 29, 2020 at 5:46 PM
    • #13,952
    Quote from Serialmapper

    13 minutes ago, Serialmapper said: playing with CRY engine 5.6

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

    Don't tempt me

  • Serialmapper
    • February 29, 2020 at 6:57 PM
    • #13,953

    The sandbox it's free and has a lot of free assets ?

  • will2k
    • February 29, 2020 at 7:50 PM
    • #13,954
    Quote from Radu

    2 hours ago, Radu said: Don't tempt me

    @Serialmapper tempt him

    Quote from Serialmapper

    51 minutes ago, Serialmapper said: The sandbox it's free and has a lot of free assets ?

    your own game, when?

  • Serialmapper
    • February 29, 2020 at 7:59 PM
    • #13,955

    Maybe a minigame with a gameplay similar of CS:GO's fy_maps. When? i don't really know how fast i wil learn scripting and all the staff related to all the components that make a game.

  • [N]awbie
    • March 1, 2020 at 11:18 PM
    • #13,956

    From a danger zone map I'm working on

  • MegaKosan
    • March 4, 2020 at 11:40 AM
    • #13,957

    Hey guys, I've been working on a modular VR Sci-Fi Environment in Unity, here's some screenshots of it.

  • mr.P
    • March 16, 2020 at 8:21 AM
    • #13,958

    Some more wips from my Insurgency: Sandstorm level

  • celery
    • March 19, 2020 at 2:37 AM
    • #13,959

    CS Wingman map I'm working on. Not amazing, but it plays alright and looks 7/10https://steamcommunity.com/sharedfiles/fi…/?id=2014706191

  • sethen
    • March 22, 2020 at 8:51 PM
    • #13,960

    @mr.P

    Looks fantastic to start off. Getting a COD:Modern Warefare Vibe. Also I recommend checking out Kunar base from Medal of Honor reboot. Seems like a small start, but the 2nd image is really nice. I hope you still have a long way to go. Wonder how this map is gonna turn out given the type of theme your going for.


    Good Luck,

    Nicholas Nugent

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