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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • StormCatcher.77
    • September 30, 2021 at 6:23 PM
    • #14,261

    Last month's progress for the Hell Unleashed project (GZDoom)

    Spoiler

  • blackdog
    • October 2, 2021 at 12:34 AM
    • #14,262
    Quote from SirSnail

    On 9/24/2021 at 9:21 PM, SirSnail said: Haven't posted anything on the site yet until I got to a certain level, small Wingman map for CS:GO.

    It's an overgrown castle on an island because that's just the direction it took but I think it looks neat.

    Still working out the textures so it'll look (hopefully) better.


    You say “castle on an island” as if it didn’t make sense… but you can find them ;) I think it looks a bit cartoonish because of the scale, but you’re still working on it, nothing you can’t adjust.

    The buoys have already been mentioned; in would ask the question “how the van got there”, just looks very fictitious, what I mean there’s no path and no visible ramp that would make sense (like the lower stairs on the right).

    Another point that I don’t think work is the texture: painted like this looks very CS Source, it would make more sense to paint according to geography (plants like those prefer to grow in shade, so would be more abundant in your north – atm it’s all very equally distributed). For some inspiration of dilapidated castles I suggest you take a look at Uncharted 4, the first chapter is set in a fortress on the coast, and then there’s an entire town in the last few chapters. You can’t get as much detail in CSGO but it sure can be some inspiration.

    That segways in: where is this island? You have palms and conifers which don’t help establish a theme, if it’s a hot place the sky/sun colour seem a bit cold, etc.

    Lastly you have lights that are just there to fill the visual: they’re not highlighting any particular detail and distracting from the actual paths the player can take; I think the one on the left is good because on top of a door, I would turn off the others and lit up the lamppost top of central stairs and put something on the right where the other post is.

    Otherwise for one of your first creations is coming up good!

  • Geno
    • October 3, 2021 at 5:35 AM
    • #14,263

    Progressing slowly :)

  • Serialmapper
    • October 10, 2021 at 7:36 PM
    • #14,264

    View from an unplayable area of de_island(remake)

  • Dabu
    • October 30, 2021 at 2:04 PM
    • #14,265

    I'm remaking Well from Team Fortress Classic, sure there will be screenshots at some point but I'm just started to remake it and I like where this is going.

  • Buddy
    • November 1, 2021 at 4:12 PM
    • #14,266
    Quote from Poofoge

    On 10/30/2021 at 3:04 PM, Poofoge said: I'm remaking Well from Team Fortress Classic, sure there will be screenshots at some point but I'm just started to remake it and I like where this is going.

    You're taking on way too many things at the same time bro, lol.

  • Dabu
    • November 1, 2021 at 5:58 PM
    • #14,267
    Quote from Buddy

    1 hour ago, Buddy said: You're taking on way too many things at the same time bro, lol.

    It's just a hobbies for level design not actually a serious project : (

  • AndreyPietilya
    • November 2, 2021 at 6:10 PM
    • #14,268

    Hi guys, I just finish creating my Firs Person controller for UE4. For the test I made tutorial level for it. If you have tame, please play this demo and give me feedbak about controller, how it`s feel, any bugs was found? It will be absolutely ideal if you also record a video with the process. Link to dawnload demo: https://drive.google.com/file/d/1g8O8YI…iew?usp=sharing

  • NikiOo
    • November 9, 2021 at 3:22 AM
    • #14,269

    [Blocked Image: https://i.imgur.com/j7JXU3v.jpg]

    Here's a screenshot from de_rail, now wm_lakestreet. I decided to turn this into a wingman map so I can actually finish it. I cut what I think was the worst area of the map and now I have something that is much more manageable. I encourage everyone who has a defuse map in the works, which they feel overwhelmed by, to consider taking a part of it and turning it into a wingman. I did this for three reasons. Firstly, the complete layout woulld require very good understanding of residential building interiors and I would have to create too many assets for the great number of unique interiors players would walk through. Secondly, wingman maps are much easier to playtest. And thirdly, I have one more defuse layout that's in the works and I decided that if I am to commit to a big project I should chose the more interesting layout so I chose the other map.

    It seems as if the more time I spend workinig on a texture, the more satisfied I am with the result ?. How intriguing.

  • blackdog
    • November 10, 2021 at 10:09 AM
    • #14,270

    Interesting @NikiOo. There’s always time to expand and create the two bomb layout… quite interestingly in an old video 3kliksphillip explained how he created his winter map by basically building wingman maps before wingman was a thing, testing the single bomb sites and then connecting it.

  • NikiOo
    • November 11, 2021 at 3:01 AM
    • #14,271
    Quote from blackdog

    16 hours ago, blackdog said: Interesting @NikiOo. There’s always time to expand and create the two bomb layout… quite interestingly in an old video 3kliksphillip explained how he created his winter map by basically building wingman maps before wingman was a thing, testing the single bomb sites and then connecting it.

    All of you mortals can't even begin to comprehend this shit. I tackle these monolithic projects all the time. While you're sitting there scratching your head, trying to wrap your mind around the car's engine, I'm out there designing pistons and manifolds. It's like a conveyor belt through my head - problems coming in, solutions coming out. Zero resistance, maximum current. I am the founder of object-oriented level design!

    And this? This is just one of the pieces for de_lakestreet. I've already made wm_lakestreet2 and wm_lakestreet3. I didn't share them out of pity. Cause I know many of you will straight up quit mapping when you see how productive I am.

  • JorisCeoen
    • November 14, 2021 at 4:39 PM
    • #14,272
    Quote from ThunderKeil

    On 11/13/2021 at 4:34 PM, ThunderKeil said: Collected all my reference screenshots together for a timelapse

    [Blocked Image: https://files.gamebanana.com/bitpit/anim2a.gif]

    That final image looks pretty dope with a much better feeling of depth and especially lighting! Do you intend to release this as a competitive/casual map in the future? I assume you actually live near the building to get these reference photo's, or do you manually recreate them? Very curious to see the final result ?

  • blackdog
    • November 15, 2021 at 10:00 AM
    • #14,273
    Quote from ThunderKeil

    15 hours ago, ThunderKeil said: Nope, just working off pictures. I'd love to go someday but the past year(s) have been . . suboptimal for international travel.

    Whenever you are able to go, I suggest you go around the corner and enter from the back entrance. There’s normally massive queues (due to bag checks) at the front as people don’t know there’s another entrance (I guess, or they just want the selfie at the front).

  • will2k
    • November 24, 2021 at 10:02 PM
    • #14,274
    Quote from zastels

    On 11/18/2021 at 10:08 PM, zastels said:

    External Content www.youtube.com
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    This reminds me of the "Action Half life" mod from back in the day.

  • Jim F Kennedy
    • December 4, 2021 at 7:23 AM
    • #14,275

    Been working on a deathmatch/arms race map for CSGO for the last 4 days, will hopefully have a release by Christmas.

    Since its a nightclub, I thought of chucking in some music, so for now it plays Vortal Combat.

  • Radu
    • December 13, 2021 at 7:19 PM
    • #14,276

    Did a small level for HL2 over the past 5 days. Just a quick exercise where I played with some stealth mechanics. Not inspired by Dishonored at all.

    [Blocked Image: https://i.imgur.com/JcsmV52.jpg]

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

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

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

  • will2k
    • December 13, 2021 at 9:01 PM
    • #14,277
    Quote from Radu

    1 hour ago, Radu said: [Blocked Image: https://i.imgur.com/taqfJvW.jpg]

    Any chance you were inspired here by the water pump quest from Dying Light 2 E3 2019 gameplay trailer?

    [Blocked Image: https://www.pcinvasion.com/wp-content/uploads/2021/05/dying-light-2-stay-human-release-date-december-pc.jpg]

  • Dabu
    • December 13, 2021 at 9:31 PM
    • #14,278
    Quote from Radu

    2 hours ago, Radu said: Did a small level for HL2 over the past 5 days. Just a quick exercise where I played with some stealth mechanics. Not inspired by Dishonored at all.

    [Blocked Image: https://i.imgur.com/JcsmV52.jpg]

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

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

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

    Holy shit that is amazing! Remind me of DIshonored!

  • Radu
    • December 14, 2021 at 7:54 AM
    • #14,279
    Quote from will2k

    10 hours ago, will2k said: Any chance you were inspired here by the water pump quest from Dying Light 2 E3 2019 gameplay trailer?

    Nope, it was directly inspired by the valve in Valve's offices. The level's name is Gordon and the Steam Machine. You can make of that what you will ;)

  • will2k
    • December 14, 2021 at 2:32 PM
    • #14,280
    Quote from Radu

    6 hours ago, Radu said: The level's name is Gordon and the Steam Machine. You can make of that what you will ;)

    Sounds like the title of a bedtime story for kids :D

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