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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Soldat Du Christ
    • August 4, 2020 at 3:22 PM
    • #14,081

    I feel like after hours of trying to get it right, im stopped dead in my tracks just trying to build the non-grid segments of my map... The parts of the map that fit neatly onto a grid i got done no problem, but i'm having a hard time getting the proportions correct and to line things up nicely. Is there any way to snap objects together with their corners? And not the grid? Like vertex snap or something?

  • Lizard
    • August 4, 2020 at 3:31 PM
    • #14,082
    Quote from Soldat Du Christ

    9 minutes ago, Soldat Du Christ said: I feel like after hours of trying to get it right, im stopped dead in my tracks just trying to build the non-grid segments of my map... The parts of the map that fit neatly onto a grid i got done no problem, but i'm having a hard time getting the proportions correct and to line things up nicely. Is there any way to snap objects together with their corners? And not the grid? Like vertex snap or something?

    Its a "Wip, post your level screenshot thread" man... Maybe create your own thread or something. As for the grid snapping, try ctrl+b.

  • Soldat Du Christ
    • August 4, 2020 at 8:31 PM
    • #14,083

  • sn0wsh00
    • August 5, 2020 at 2:34 AM
    • #14,084

    Map's looking good so far. Also looks like a great map for deathmatch or arms race.

  • sn0wsh00
    • August 8, 2020 at 3:22 AM
    • #14,085

    I decided give my mg_space_race spinoff maps a backstory:

    Terrorists opposing a renovation project have seized a sector of an interstellar space station, killing the project's manager (bomb defuse version) or taking him hostage (CSDE hybrid version). Making matters worse, they now threaten to bomb the construction sites. Using a top secret portal, counter-terrorists have tunneled into the sector with the intent of stopping the terrorists.

    (for the hostage escort version, the terrorists are the ones who have portaled into the sector, after seizing the portal laboratory. Seeing the sector as a lost cause, the CTs have to escort the project manager to safety).

    Here's what I've come up with for the portal lab:

    Spoiler


    And here's how the portal looks like from CT spawn (I used env_cubemap's brush face entry to tie the cubemap to this texture):

    Spoiler


    It's possible to enter the lab in a middle of the game, but be wary of the fact that there are sensors in the lab. I originally tried linking the env_cubemap to a dome displacement with the intent on making the portal look like a wormhole. Unfortunately, the game kept crashing after I built cubemaps, so I had to use a flat brush instead.

  • will2k
    • August 8, 2020 at 12:08 PM
    • #14,086

    [Blocked Image: https://i.imgur.com/9roobcy.jpg]

  • sn0wsh00
    • August 11, 2020 at 12:05 AM
    • #14,087

    I've finally managed to make spherical wormholes, with gravitational lensing, for my mg_space_race spinoff maps using prop_static entities. I simply made a sphere brush and a torus brush in Blender (and kept the polycount in the hundreds so that Hammer won't take forever to compile), smoothed the shading, assigned the meshes to a cubemap texture and compiled the models. Then in Hammer, I set the lighting origin in the prop_static entities to info_lighting entities at each wormhole's respective destinations.

    Here's how the wormhole looks like leading from the main level into the portal lab:

    Spoiler


    And here's how it looks like going from the lab to the main level:

    Spoiler

  • JorisCeoen
    • August 11, 2020 at 4:29 PM
    • #14,088

    Pretty great effect! I like it ? If you're willing to go space-theme, most of the Nuke textures can easily be recycled for crazy creative rework. Especially most of the shaders they're using give a great space-effect. Keep up the good work!

  • Soldat Du Christ
    • August 11, 2020 at 7:18 PM
    • #14,089

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  • StormCatcher.77
    • August 15, 2020 at 5:50 AM
    • #14,090

    Shots of "Coma Moonlight". My map for Refracted Reality CP (Doom 2, GZDoom):

    Spoiler

  • Radu
    • August 15, 2020 at 10:29 AM
    • #14,091

    [Blocked Image: https://i.imgur.com/Vl9rd4o.jpg]

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

  • JorisCeoen
    • August 15, 2020 at 1:11 PM
    • #14,092
    Quote from Radu

    2 hours ago, Radu said: Images

    Wingman?

  • Radu
    • August 15, 2020 at 3:48 PM
    • #14,093

    Nah

  • blackdog
    • August 16, 2020 at 12:54 AM
    • #14,094
    Quote from Radu

    14 hours ago, Radu said: [Blocked Image: https://i.imgur.com/Vl9rd4o.jpg]

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

    Makes me think of cs_havana

  • FMPONE
    • August 18, 2020 at 3:13 PM
    • #14,095
    Quote from StormCatcher.77

    On 8/15/2020 at 12:50 AM, StormCatcher.77 said: Shots of "Coma Moonlight". My map for Refracted Reality CP (Doom 2, GZDoom):

    http://# Reveal hidden contents

    Display More

    This looks really confidently constructed from the screenshots, nice stuff ?

  • The_Virus
    • August 18, 2020 at 6:28 PM
    • #14,096

    [Blocked Image: https://i.ibb.co/zF8zrw4/de-echo-radar2.jpg]

    [Blocked Image: https://screenshots.gamebanana.com/img/ss/wips/5e6560e820795.jpg]

    [Blocked Image: https://screenshots.gamebanana.com/img/ss/wips/5e6560e92689b.jpg]

    [Blocked Image: https://screenshots.gamebanana.com/img/ss/wips/5e6560e9a3342.jpg]

    [Blocked Image: https://screenshots.gamebanana.com/img/ss/wips/5e6560e9e8a2a.jpg]

    [Blocked Image: https://screenshots.gamebanana.com/img/ss/wips/5e6560ea0b9d7.jpg]

    [Blocked Image: https://screenshots.gamebanana.com/img/ss/wips/5e6560eb16798.jpg]

    [Blocked Image: https://screenshots.gamebanana.com/img/ss/wips/5e6560eb3993b.jpg]

    [Blocked Image: https://screenshots.gamebanana.com/img/ss/wips/5e6560eb594bf.jpg]

    [Blocked Image: https://screenshots.gamebanana.com/img/ss/wips/5e6560ebd6512.jpg]

    [Blocked Image: https://screenshots.gamebanana.com/img/ss/wips/5e6560ecb8e48.jpg]

  • Jazer
    • August 20, 2020 at 10:14 PM
    • #14,097

    WIP on doing true "skyboxes". A 3D skybox scales objects to about 4000x their size. With some work, cloud textures can be real objects in the game space. It would be very interesting to set up particle emitters that mimic clouds.

  • JorisCeoen
    • August 21, 2020 at 10:48 AM
    • #14,098
    Quote from Jazer

    12 hours ago, Jazer said: WIP on doing true "skyboxes". A 3D skybox scales objects to about 4000x their size. With some work, cloud textures can be real objects in the game space. It would be very interesting to set up particle emitters that mimic clouds.

    But also expensive. Quite some Zombie Escape maps are doing this already, and it often takes a big dump on the FPS (though their usage is very sloppy, I don't think they optimize the particle emitters very well). Nice idea!

  • fewseb
    • August 22, 2020 at 7:15 AM
    • #14,099

    Some mountains I sculpted for the skybox of my upcoming wingman map. It was the first time I really attempted to sculpt large terrain and I am quite please with how it turned out.

    [Blocked Image: https://i.imgur.com/y3uXbCD.jpg]


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

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

  • blackdog
    • August 23, 2020 at 8:58 AM
    • #14,100

    HL2EP2 vibes @fewseb ?

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