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
  • Minos
    • May 16, 2006 at 1:18 PM
    • #2,141

    nice atmosphere nooba, keep it up!

  • Oski
    • May 16, 2006 at 1:40 PM
    • #2,142

    Yeah it looks great. Very fresh and inviting atmosphere. Keep it going.

  • Polaris
    • May 16, 2006 at 3:12 PM
    • #2,143

    Very nice atmosphere nooba.

    It looks like that outside my window right now.

  • jamin620
    • May 16, 2006 at 6:30 PM
    • #2,144

    [Blocked Image: http://img451.imageshack.us/img451/7055/town00098dz.jpg]

    single player level Im working on...

  • csharp
    • May 16, 2006 at 7:56 PM
    • #2,145

    Looking good Maybe should work on lightning?

  • ⌐■_■
    • May 17, 2006 at 12:33 AM
    • #2,146

    yeah, looks really really good. Very atmospheric!

    Like sharp said: lighting could be improved a bit.

  • mike-0
    • May 17, 2006 at 1:09 AM
    • #2,147

    I think the lighting is awesome! very moody

  • ⌐■_■
    • May 17, 2006 at 9:33 AM
    • #2,148

    I think it could fit the skybox better?

  • nooba
    • May 17, 2006 at 9:40 AM
    • #2,149

    Thanks all

    Quote from Meotwister

    Btw, where is this located? Anywhere specific?

    Nowhere specific, it is just a fictitious village somewhere in France..

    Quote from KoKo

    Seems like a cool start, i really like the look of the second screen with the wall on the left, you should add some buildings behind it, high enough for mgs or sniper to cover the bridge

    I will be adding some buildings behind the wall. The bridge is the Allies spawnpoint But, I will experiment with your suggestion

    Again, thanks

  • Oski
    • May 17, 2006 at 3:01 PM
    • #2,150

    How about a high tower to the church?

  • neotic
    • May 18, 2006 at 5:23 AM
    • #2,151

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidweb13/liquidweb130007.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidweb13/liquidweb130008.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidweb13/liquidweb130010.jpg]

  • Meotwister
    • May 18, 2006 at 9:40 AM
    • #2,152

    looking pretty good. . . kinda vast and open/desolate. You could throw some more stuff in there to make it not seem so empty. Seems really cool.

    Need to work on the fog.

  • dc-mike
    • May 18, 2006 at 4:19 PM
    • #2,153

    @ neotic

    Outside needs the most work imo, windows to the buildings and breaking up the texturing of that gray/yellow building in the background would be a good start i think..

    The area outside the mainbuilding(?) is much to open, for that ground texture atleast... Maybe add some small buildings for security or something?

    Also needs some props... lightpoles, electricity thingies (cant remember what they're called) perhaps?

    As for the inside theres not much of it in the pics, but from what i can see you should try it out with less natural light and slightly yellower light from the fixtures as there arent any windows that i can see which would let the natural light in.

    Also, build cubemaps, doesn't look like you have judging by the couch inside.

  • neotic
    • May 18, 2006 at 5:47 PM
    • #2,154

    Thanks alot guys, been dying for feed back. The killer part is that, its based off a real building that is quite vast and desolate. I mean, its primarily an inside map, what you see outside is entirely limited by that fense. I agree, more props would be good but I guess I'm scared of killing video cards! heh. If it weren't a real place or the guy that I'm making it for allowed me to fudge more extreme stuff this would be a lot easier hehe.

    dc-mike: I'll try that with the fixtures, and yeah, that couch needs a closer cube map for sure - surprised I missed that.

    /thanks.

  • Zacker
    • May 18, 2006 at 8:18 PM
    • #2,155

    You can improve the transition between fog and sky a lot in the first picture. Take a look at the buildings in the background, you will never see anything like this.

  • Grinwhrl
    • May 18, 2006 at 8:22 PM
    • #2,156

    I would have to say work on making the lighting better and the fog distance. Go with a bright sky and a hot beating sun. It should reflect the white on the building better and give it a shaprer look then how faded it looks now.

    Also since you are captureing a realstic place and theme there isn't much more you can do about the space. This is why when making maps don't try to go to realisitc becuase it becomes boring but in your case this is a project for school right?

    Add a few metal tables on the side of the walls in the first show to give more dpeth. Maybe even put some upside down chairs on them to.

  • IR
    • May 21, 2006 at 6:16 PM
    • #2,157

    [Blocked Image: http://www.evillair.net/IR/IR_Textures/dod_Breugel3.jpg]

    nother screen did some adjustments to the "main" field for some better vis blocking and an extra route for both teams through the building,

    each team has a "balcony" overlooking the field

  • Polaris
    • May 21, 2006 at 6:25 PM
    • #2,158

    Its looks good, but what exactly are those two lumps?

  • TomWithTheWeather
    • May 21, 2006 at 7:07 PM
    • #2,159
    Quote from Polaris

    Its looks good, but what exactly are those two lumps?

    Vis blockers? or maybe boobs. I think they are boobs.

  • Tequila
    • May 21, 2006 at 7:10 PM
    • #2,160

    Boobs containing MG42s to stop spawn-camping/for hilarious purposes.

    Or mounds of hay.

    You choose.

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

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