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"20 Brush" level compo! WIP / discussion thread

  • Campaignjunkie
  • January 3, 2011 at 5:01 AM
  • Erratic
    • January 14, 2011 at 12:35 AM
    • #101

    I almost prefer your simple AO-only sorta version of that thing over the textured version.

  • dux
    • January 14, 2011 at 8:20 AM
    • #102
    Quote from Erratic

    I almost prefer your simple AO-only sorta version of that thing over the textured version.

    Indeed!

  • Leon_Kilean
    • January 14, 2011 at 10:30 AM
    • #103

    I dont like the AO look, but I dont like the grungy concrete either, so I guess I´ll experiment with the texture look a bit more. The glowy edges I think I´ll keep.. its a bit Tron-ripoffish I guess, havent seen the movie, but I figured the trailers must´ve influenced me. So Im not too happy about THAT either, but ah well. =D

    [Blocked Image: http://i257.photobucket.com/albums/hh224/Leon_Kilean/WIP5.jpg]

    Defined the brushes more.. added length, adjusted their movement speed, stuff like that. And I put together a glowing city underneath via some photo resources.

    I imagine its fairly fun to run around and shoot in there, its a rather old-schoolish level. Just that I have to figure out how to get the materials look sharp and good enough from close by (now they look a bit blurry and boring from nearby, hence, I might skip the overdetailed concrete thing)

    PS. Sorry about uploading so many shots. I guess I was excited about the level, worked out pretty fast. Now I´ll take a rest tho.

  • Skacky
    • January 14, 2011 at 12:32 PM
    • #104

    That skybox is amazing, great job!

  • TermInator525
    • January 14, 2011 at 1:40 PM
    • #105

    looks very futuristic, nice idea!

  • ⌐■_■
    • January 14, 2011 at 3:16 PM
    • #106

    Leon_Kilean, I love it.

  • JeanPaul
    • January 14, 2011 at 5:08 PM
    • #107

    Well that map just killed anything I would make. I cant make textures

  • twiz
    • January 14, 2011 at 5:31 PM
    • #108

    Toroids are tough on a 20 brush limit

  • Bouckx
    • January 14, 2011 at 6:32 PM
    • #109

    Hey all, first time I stumble to these parts of the Net. I've been drawned here through the radiator's blog.

    I love the idea for the contest! I already tried a few things(with Hammer), but I just realized that the rules specify that the map must be multiplayer. Would it be ok if I made an SP map ? With no NPCs whatsoever, to stay in the mindset of the contest.

  • ReNo
    • January 14, 2011 at 7:04 PM
    • #110

    Here's my initial tinkerings of a skyscraper roof arena. Not sure if it'll stay this way though, tempted to break the symmetry, and it definitely needs work on the texturing and lighting.

    [Blocked Image: http://dl.dropbox.com/u/4102179/20brush1.jpg]

  • WD
    • January 14, 2011 at 7:43 PM
    • #111

    Hey! I've been reading things long time in mapcore and I love the idea of this comp!

    and about that idea thing.. I had none so I made my map out of cubes.

    It's a CTF map for TF2 and I'm still 8 brushes short so I'll try to hit that 20 brush limit

    [Blocked Image: http://i156.photobucket.com/albums/t2/whitedevil-/th_cube1.jpg?t=1295032571]

    [Blocked Image: http://i156.photobucket.com/albums/t2/whitedevil-/th_cube2.jpg?t=1295032571]

  • Sentura
    • January 14, 2011 at 7:56 PM
    • #112

    these are all pretty ballin. i need to fix mine up, i definitely haven't used all of the potential in it.

  • ShadoW_
    • January 14, 2011 at 10:30 PM
    • #113

    @ ReNo this looks really god. Great lighting work.

  • JeanPaul
    • January 14, 2011 at 10:47 PM
    • #114

    Reno's actually looks pretty fun.

  • Vilham
    • January 14, 2011 at 11:01 PM
    • #115

    I cant figure out for what engine though.

  • -HP-
    • January 14, 2011 at 11:16 PM
    • #116

    wtf is about the awesomeness on this thread? Great stuff!

  • 2d-chris
    • January 14, 2011 at 11:59 PM
    • #117
    Quote from Leon_Kilean

    I dont like the AO look, but I dont like the grungy concrete either, so I guess I´ll experiment with the texture look a bit more. The glowy edges I think I´ll keep.. its a bit Tron-ripoffish I guess, havent seen the movie, but I figured the trailers must´ve influenced me. So Im not too happy about THAT either, but ah well. =D[Blocked Image: http://i257.photobucket.com/albums/hh224/Leon_Kilean/WIP5.jpg]

    Defined the brushes more.. added length, adjusted their movement speed, stuff like that. And I put together a glowing city underneath via some photo resources.

    I imagine its fairly fun to run around and shoot in there, its a rather old-schoolish level. Just that I have to figure out how to get the materials look sharp and good enough from close by (now they look a bit blurry and boring from nearby, hence, I might skip the overdetailed concrete thing)

    PS. Sorry about uploading so many shots. I guess I was excited about the level, worked out pretty fast. Now I´ll take a rest tho.

    Love what you're doing with this, guess you just watched Tron?

  • skysilcox
    • January 15, 2011 at 12:46 AM
    • #118
    Quote from WhiteDevil

    Hey! I've been reading things long time in mapcore and I love the idea of this comp!and about that idea thing.. I had none so I made my map out of cubes.

    It's a CTF map for TF2 and I'm still 8 brushes short so I'll try to hit that 20 brush limit

    [Blocked Image: http://i156.photobucket.com/albums/t2/whitedevil-/th_cube1.jpg?t=1295032571]

    [Blocked Image: http://i156.photobucket.com/albums/t2/whitedevil-/th_cube2.jpg?t=1295032571]

    I've been thinking of some abstract TF2 stuff as well. Currently trying to hack strangeness from UDK's bsp editor. I think its time for some non-"tf2" themed TF2 levels if you know what I mean.

  • Leon_Kilean
    • January 15, 2011 at 9:45 AM
    • #119

    I really dig Reno´s design, lots of funky shapes to fight around.

    Wont the pillar underneath cut off to the skybox rather badly, since you ment it to be a skyscraper?

    Then again you can blend that away atleast a little with a transparent texture that fades away from the bottom.. I´d imagine.

    2d-Chris, I was thinking about Mario Kart (rainbow road FTW) when doing the glowy stuff and the skybox, but it turned out very Tron-ish. =P

  • ReNo
    • January 15, 2011 at 2:07 PM
    • #120

    Mine is source, just in HL2DM just now (all I've got installed at the moment!) but I might convert it to TF2 instead - tempted to make it some sort of game mode beyond deathmatch. I had another play with it last night and reworked the layout a touch, but it looks similar enough from a distance shot that there's little point in posting another just now! As for making the tower seamless, I'm planning on doing a custom skybox with probably a flat colour lower half that I can just use fog to merge the tower into. Not sure how well it'll work, but it should be good enough. Nice idea using transparent textures though, interesting alternative.

    Leon: I'm loving the atmosphere in your level, and definitely looking forward to seeing it in game with the moving elements and pulsing light - sounds like it'll be killer!

    WhiteDevil: That's neat, I always like the idea of building levels out of primitive repeated blocks like that. I once tried to build a level solely out of flatshaded hexagonal prisms, and it was pretty fun! Could be tough when you've only 20 brushes, but it's impressive that it's already looking cool and you've got another 8 to spare (plus 2 more by reclaiming those floating details if you absolutely need em).

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