1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • text_fish
    • September 29, 2020 at 2:25 PM
    • #14,141
    Quote from blackdog

    14 minutes ago, blackdog said: Ah! I recently caught up with the Quakecast and heard talking a lot about the "smej"... they interviewed two Finns that participated and it really interested me to see those maps, I was planning on playing it after completing AD.

    I am playing very little atm, I only played through 3 maps of the mod (to be fair the first two are massive, Foggy bottoms and the one with the monorail at the beginning, and they took me both x2 sessions to complete).

    Are you making stuff for Quake @text_fish?

    Quake is one of those games that keeps me coming back for a few months every year or so, and I'm always astonished by the quality content people put out for it. I've been mapping for it since it first released, but with very little to show for it publicly aside from the odd speed-map release here and there. I have a HDD full of scraps and half-finished levels which I want to release as an episode one day if I have time to piece it all together. Here's some pictures of the obligatory first base map.

    Do you map for it?

  • will2k
    • September 29, 2020 at 3:04 PM
    • #14,142

    cs_italy CT spawn

    [Blocked Image: https://i.imgur.com/7Kv8CQi.jpg]

    [Blocked Image: https://i.imgur.com/mrHIR0s.jpg]

    [Blocked Image: https://i.imgur.com/pjicNn4.jpg]

  • blackdog
    • September 29, 2020 at 3:33 PM
    • #14,143
    Quote from text_fish

    1 hour ago, text_fish said: Quake is one of those games that keeps me coming back for a few months every year or so, and I'm always astonished by the quality content people put out for it.

    [...]

    Do you map for it?

    Looks good! Would be great if you pieced it together, the beauty of Quake is you don't need to be super consistent to make an episode as such. Maybe #blocktober can come to the rescue :D

    I have never mapped for Quake ?

    ~

    @will2k fantastic! is that gonna be a mini-sp, something more like a challenge? (I see a map like that like an A-to-B kind of map)

  • will2k
    • September 30, 2020 at 1:08 PM
    • #14,144
    Quote from blackdog

    21 hours ago, blackdog said: @will2k fantastic! is that gonna be a mini-sp, something more like a challenge? (I see a map like that like an A-to-B kind of map)

    Grazie :)

    Could go both ways: a small focused map with linear objectives, or part of a multi-map massive project

  • LiVl
    • October 2, 2020 at 7:19 AM
    • #14,145

    Episode 17. Kleiner lab with HL:A materials assets. More on artstation profile.

    ARTSTATION PROFILE

    I really want to get criticism or approval from you :)

  • MadsenFK
    • October 4, 2020 at 11:26 PM
    • #14,146

    Throwing together some new ideas for a 5v5 map i was working on last year

    Spoiler

  • nekture
    • October 9, 2020 at 2:39 AM
    • #14,147

    Doodlin' some bombsite ideas.

  • That50'sGuy
    • October 13, 2020 at 5:35 PM
    • #14,148

    It took a while to figure out how to do it, but I actually managed to port a few of the models from Half Life: Alyx to CS:GO! (including it's skin variants)

    My new lockdown project as of a week ago is to attempt to port as many of these beautiful high quality models/textures to Source 1 for other mappers to use. It's surprisingly fun to do, though each model presents a different challenge of what needs to be fixed to get it to work. Plus trying to recreate the Source 2 shaders in Source 1 is quite difficult. But I'll keep on working at it! I like a challenge, and this is fun!

  • wazeecha
    • October 16, 2020 at 12:42 PM
    • #14,149

    Since the wingman contest has ended I've been working on a new greybox of cs_sapper, a hostage map loosely based around the city of Bo, Sierra Leone. This is now the 9th iteration of the map layout since July. I've learned my lessons from the judge's feedback on de_dozen and from previous attempts at brushing out this map, so the focus is on layout and gameplay this time around. I don't expect any of this to remain exactly as it is, but here's where it's at currently:

    [Blocked Image: https://i.imgur.com/49EeiwW.jpg]

    [Blocked Image: https://i.imgur.com/JepTR8a.jpg]


    Full album here: https://imgur.com/a/TNKtgTH

    This version is way too rough to consider playtesting at this point, but if you feel like taking a run through, the current build is available here: https://steamcommunity.com/sharedfiles/fi…/?id=2259031029

  • will2k
    • October 21, 2020 at 5:22 PM
    • #14,150

    [Blocked Image: https://i.imgur.com/6xn5Oof.jpg]

  • That50'sGuy
    • October 21, 2020 at 5:26 PM
    • #14,151

    @will2k Those trees look incredibly realistic! Even trees I've seen in AAA games don't look as good as those ones!

    Awesome job! :)

  • doxypony
    • October 26, 2020 at 11:39 AM
    • #14,152

    Hello, Mapcore!

    This is my map, Return. (de_return) It is the first Counter Strike map i've made in a year and i was hoping i could get feedback about the map here! (before you know, detailing it and all.)

    One downside tho, this map is only available for Counter Strike Source /emoticons/sad@2x.png 2x" style="border-style:none;vertical-align:middle;" title=":(" width="15" /> but i do hope it doesn't ruin it! i mean, if you're a CS:GO player, you're bound to have a copy of CS:S, right?, RIGHT!?

    That's all, thanks for reading!


    you can download the map here: https://gamebanana.com/maps/212745

  • That50'sGuy
    • October 27, 2020 at 1:19 AM
    • #14,153

    So I just learned something very interesting today...

    There's an unused shader in CS:GO called ParallaxTest which allows for parallax mapping on textures with an alpha channel embedded in the base texture. It's actually super cool! But since it's not done and probably never will be, it's always FullBright.

    It's a shame really, I'd love to use this. But I guess I'll have to pray that Valve fixes it someday. Imagine the possibilities with something like this.

  • JorisCeoen
    • October 27, 2020 at 7:39 AM
    • #14,154
    Quote from That50

    6 hours ago, That50'sGuy said: Imagine the possibilities with something like this.

    Well I can imagine the additional cost of running that shader compared to the non-essential addition of extra clutter in a map. CS:GO is all about clean reading, this would stand in the way of that purpose. It’s cool alright, but CS:GO’s not the right target.

  • DCIM
    • October 27, 2020 at 10:27 AM
    • #14,155
    Quote from That50

    8 hours ago, That50'sGuy said: So I just learned something very interesting today...

    There's an unused shader in CS:GO called ParallaxTest which allows for parallax mapping on textures with an alpha channel embedded in the base texture. It's actually super cool! But since it's not done and probably never will be, it's always FullBright.

    It's a shame really, I'd love to use this. But I guess I'll have to pray that Valve fixes it someday. Imagine the possibilities with something like this.

    Yup, that - uh - exists.

    It seems cool at first glance, but at least in my experience I'd say that wanes once you realize this doesn't *really* open possibilities to creating anything you wouldn't have been able to before. Plus it's kind of jank but maybe that's just me

    Spoiler

    I think the only game I've played that used parallax mapping extensively - or at least the only one where I noticed it / had it enabled - was far cry 4, and I hated it. It broke my immersion every time because the edges were never worked away properly - so you'd have some (parallax) extruding rock wall surrounded by wooden posts, and the rocks just disappeared / appeared out of the plain vertex borders of the wood as you walked by it.

    God, I could go on a whole ass rant about far cry 4 in those respects, LoD pop-in, that weird ass fucking pixel filter they put over transitioning LoDs, yech. Maybe it looks good if you're playing from your couch 15 feet from the screen, but god damn that's some unpolished work right there. Still kind of enjoyed it though, ngl. People give open world games too much shit - the trick is not to play all of them. Exploration is fun :)

    although I will say I think I enjoyed *real* exploration less in far cry 4 than I did back when I played 3. The world is too big, and you're rarely made to go to the same place many times, so you don't really establish a sense of ''yea i know where I am and how this connects to other places, if that makes sense. Also there's far too many "flying" options, which for the purposes of exploration might as well be a fast-travel point. Then again, I was much younger when I played 3, and I can't deny that must have played a big role in my judgement. I'm kind of super looking forward to replaying skyrim in VR, but I'm also kind of super not because my rose-tinted glasses might slip off and I'll realize todd howard got me again


    Oh hey while I'm in the screenshot thread anyway; I was playing with $color a bit and realized I'd been making my textures way too dark, so I've adjusted everything and am trying to improve the lighting a bit more

  • jd40
    • October 27, 2020 at 10:07 PM
    • #14,156
    Quote from ThunderKeil

    11 hours ago, ThunderKeil said: Yup, that - uh - exists.

    It seems cool at first glance, but at least in my experience I'd say that wanes once you realize this doesn't *really* open possibilities to creating anything you wouldn't have been able to before. Plus it's kind of jank but maybe that's just me

    http://# Reveal hidden contents

    I think the only game I've played that used parallax mapping extensively - or at least the only one where I noticed it / had it enabled - was far cry 4, and I hated it. It broke my immersion every time because the edges were never worked away properly - so you'd have some (parallax) extruding rock wall surrounded by wooden posts, and the rocks just disappeared / appeared out of the plain vertex borders of the wood as you walked by it.

    God, I could go on a whole ass rant about far cry 4 in those respects, LoD pop-in, that weird ass fucking pixel filter they put over transitioning LoDs, yech. Maybe it looks good if you're playing from your couch 15 feet from the screen, but god damn that's some unpolished work right there. Still kind of enjoyed it though, ngl. People give open world games too much shit - the trick is not to play all of them. Exploration is fun :)

    although I will say I think I enjoyed *real* exploration less in far cry 4 than I did back when I played 3. The world is too big, and you're rarely made to go to the same place many times, so you don't really establish a sense of ''yea i know where I am and how this connects to other places, if that makes sense. Also there's far too many "flying" options, which for the purposes of exploration might as well be a fast-travel point. Then again, I was much younger when I played 3, and I can't deny that must have played a big role in my judgement. I'm kind of super looking forward to replaying skyrim in VR, but I'm also kind of super not because my rose-tinted glasses might slip off and I'll realize todd howard got me again


    Oh hey while I'm in the screenshot thread anyway; I was playing with $color a bit and realized I'd been making my textures way too dark, so I've adjusted everything and am trying to improve the lighting a bit more

    Display More

    I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is ?. You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too?

  • Corvus
    • October 29, 2020 at 5:40 AM
    • #14,157

    The project that I've been working on from on and off. It started off in Unity but then I've moved it to Unreal. Its pretty close to completion, thinking of a night setting aswell

    [Blocked Image: https://pbs.twimg.com/media/EleT5CrXgAAou3d?format=jpg&name=4096x4096]

    [Blocked Image: https://pbs.twimg.com/media/EleT6mNXEAEVy89?format=jpg&name=4096x4096]

    [Blocked Image: https://pbs.twimg.com/media/EleT9cEWoAAY0wI?format=jpg&name=4096x4096]

    [Blocked Image: https://pbs.twimg.com/media/EleUDnNX0AAjlL4?format=jpg&name=4096x4096]

  • Interfearance
    • October 29, 2020 at 4:12 PM
    • #14,158

    I believe the last shot would benefit from a more contrasting sky color as things look unbelievably white/bright. Looks pretty luxurious otherwise!

  • AlexM
    • November 3, 2020 at 8:13 PM
    • #14,159
    Quote from Doxypony

    On 10/26/2020 at 4:39 AM, Doxypony said: Hello, Mapcore!

    This is my map, Return. (de_return) It is the first Counter Strike map i've made in a year and i was hoping i could get feedback about the map here! (before you know, detailing it and all.)

    One downside tho, this map is only available for Counter Strike Source /emoticons/sad@2x.png 2x" style="border-style:none;vertical-align:middle;" title=":(" width="15" /> but i do hope it doesn't ruin it! i mean, if you're a CS:GO player, you're bound to have a copy of CS:S, right?, RIGHT!?

    That's all, thanks for reading!


    you can download the map here: https://gamebanana.com/maps/212745

    Display More

    You might consider making a dedicated thread of your map with screenshots to get more traction.

  • will2k
    • November 5, 2020 at 3:56 PM
    • #14,160

    Started tinkering with CryEngine 5.6

    Very early WIP

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

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

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 17 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™