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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Oski
    • March 28, 2006 at 11:50 PM
    • #1,921

    Its a model from HL2. Called firehose or something, dunno wich catalogue.

  • dissonance
    • March 29, 2006 at 12:03 AM
    • #1,922
    Quote from Oski

    Its a model from HL2. Called firehose or something, dunno wich catalogue.

    I think it's one of the combine props?

  • Oski
    • March 29, 2006 at 12:16 AM
    • #1,923

    nope. we where both wrong. Its called generatorhose and its in the lab directory.

  • dissonance
    • March 29, 2006 at 12:17 AM
    • #1,924
    Quote from Oski

    nope. we where both wrong. Its called generatorhose and its in the lab directory.

    D'oh.Well, there are things like that in the combine props dir.

  • Defrag
    • April 1, 2006 at 4:57 PM
    • #1,925

    new FF stuff (I reworked the old theme of bases):

    http://fortress-forever.com/?a=media&id ... s_media_01

    http://fortress-forever.com/?a=media&id ... s_media_04

    There's more on the site along with a new update. I still have to get some vegetation props and HL2-up some parts, but I'm liking the new theme and am happy with the feel of it

  • von*ferret
    • April 1, 2006 at 5:00 PM
    • #1,926

    sexy!

  • ReNo
    • April 1, 2006 at 5:09 PM
    • #1,927

    Love that second shot man, looks hot.

    The first one I'm not so impressed by, mostly due to the rockwork along the top. Reminds me a bit of HL1 style rockwork - just a big, long, continuous cliff and the displacements aren't too believable or natural looking. Maybe try and spice that up a little with some towering outcrops or something. The big flat concrete wall between the cliff and the rest of the building is also pretty bland and doesn't help matters. The building itself is quite cool but has some awkward looking angles about it. The bit with the window on the left hand side for instance, doesn't look quite right to me.

    By the way, did you go to that games industry job fair yesterday? I did but didn't stay for long - just walked around a few of the companies, chatted a bit, and forced my CV down their throats Shame there weren't more traditional games developers there, the only ones that were particularly well known were Real Time Worlds (upcoming games "Crackdown" and "All Points Bulletin") and DC Studios ("State of Emergency 2"), though a couple of lesser known ones were worth a look such as Outerlight (made "The Ship" mod for HL1 as a prototype for their Source engine version of the game due out next month) and Cohort Studios (lots of the now-closed Visual Science team started this one up).

  • mike-0
    • April 1, 2006 at 5:41 PM
    • #1,928

    i love that second screen

  • Defrag
    • April 1, 2006 at 5:55 PM
    • #1,929
    Quote from ReNo

    Love that second shot man, looks hot.The first one I'm not so impressed by, mostly due to the rockwork along the top. Reminds me a bit of HL1 style rockwork - just a big, long, continuous cliff and the displacements aren't too believable or natural looking. Maybe try and spice that up a little with some towering outcrops or something. The big flat concrete wall between the cliff and the rest of the building is also pretty bland and doesn't help matters. The building itself is quite cool but has some awkward looking angles about it. The bit with the window on the left hand side for instance, doesn't look quite right to me.

    I totally agree with you, but the problem with the cliffs is simply that the FR sits directly behind them, so there's very little room to manoeuvre. The yard was knocked up in a day or so, so I'm sure I can come up with something better or get more creative to solve it. /me puts thinking cap on.

    Quote

    By the way, did you go to that games industry job fair yesterday? I did but didn't stay for long - just walked around a few of the companies, chatted a bit, and forced my CV down their throats Shame there weren't more traditional games developers there, the only ones that were particularly well known were Real Time Worlds (upcoming games "Crackdown" and "All Points Bulletin") and DC Studios ("State of Emergency 2"), though a couple of lesser known ones were worth a look such as Outerlight (made "The Ship" mod for HL1 as a prototype for their Source engine version of the game due out next month) and Cohort Studios (lots of the now-closed Visual Science team started this one up).

    Yeah I was there. Firstly, whose idea was it to stage the event in Fat Sam's? Fucking hell. Worst venue ever. Sticky carpets and a horrible smell. Hardly E3 was it?

    I enjoyed the "ask the panel" stuff (other than the cocky git that was chairing it and kept interrupting people mid-sentence), but the rest of the things they laid on were pretty boring

  • Minos
    • April 1, 2006 at 6:08 PM
    • #1,930

    nice lighting on the second shot defrag

  • dissonance
    • April 1, 2006 at 6:57 PM
    • #1,931

    everything's so... smooth.

  • ReNo
    • April 1, 2006 at 7:04 PM
    • #1,932

    I came across exactly the same problem when I made a CTF map Defrag, so I can appreciate the limitations. Hope you can come up with a solution - I never did and the map suffered for it. At least in this case it appears to be a purely cosmetic limitation - when I made Outland I ran out of grid space and it forced me to make layout sacrifices

    As for the job fair, well Fat Sams isn't exactly the best venue in the world, but a better choice than Mardi I'd say I swear I got stuck to the carpet about 5 times anyway though! I'm a bit pissed off I was "done" with it so early though - they weren't giving out the free beers until 6.30 or whatever and I had nothing to do (other than waste time in the pointless lectures about DTBD and opportunities for international students) past 4pm so just left. Got some advice and encouraging comments from some of the staff there though, so it was worth a trip. Outerlight seems like a great opportunity in particular, what with them working with the Source engine and being based so near my home.

  • Taylor Swift
    • April 1, 2006 at 8:02 PM
    • #1,933

    Yeas defrag I love you when you make awsome maps especially bases must been hard work but wait it's awsome.

    keep goin ff,

  • KungFuSquirrel
    • April 1, 2006 at 10:38 PM
    • #1,934
    Quote from Defrag

    I totally agree with you, but the problem with the cliffs is simply that the FR sits directly behind them, so there's very little room to manoeuvre. The yard was knocked up in a day or so, so I'm sure I can come up with something better or get more creative to solve it. /me puts thinking cap on.

    Why not push the rockwork out instead of back? Make it more of an overhang? Could give you a more interesting silhouette.

  • Defrag
    • April 1, 2006 at 10:59 PM
    • #1,935

    The upper rockwork is in the 3d skybox, and the skybox links up in the Flag Room as a continuous piece which makes it tricky to have it (the rock face behind the main base) anywhere other than in a narrow region. I'll definitely rejig it so I have more flexibility. Thanks for the feedback!

  • KungFuSquirrel
    • April 1, 2006 at 11:00 PM
    • #1,936

    ahhhhhhh, I see. That's a tricky one, then

  • spacer
    • April 10, 2006 at 6:02 PM
    • #1,937

    [Blocked Image: http://another-world.org.uk/spacer/ID/3.jpg]

    Adapting phillipk's submerged wad for a hl2 mod that isn't ZP, as well as adding a few of my own textures

  • ⌐■_■
    • April 10, 2006 at 6:35 PM
    • #1,938

    That, sir, looks awesome

  • Section_Ei8ht
    • April 10, 2006 at 6:58 PM
    • #1,939

    sex, spacer. now.

  • Grinwhrl
    • April 10, 2006 at 7:18 PM
    • #1,940

    sweet man

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