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ITT: Post maps/scenes that never saw the light of the day.

  • Minos
  • April 12, 2011 at 4:15 AM
  • ZZZ
    • July 20, 2014 at 3:01 AM
    • #361

    [Blocked Image: http://s20.postimg.org/5r1ex3ryl/funnel.jpg][Blocked Image: http://s20.postimg.org/gcla93ya5/funnel2.png]


    To be fair, this map did saw the light of the day, but I've trashed it shortly afterwards.


    It was to be a funnel map. Funnel in UT is a game of spam frags, you place all spawn points in some narrow space and weapons with splash damage at the end of some corridor. The idea is to score multi kills easily, untill some player make its way out and kicks whoever was spamming before him. I trashed the map because it doesn't fit the funnel idea, there is a cube in the middle with a teleport inside the black sphere that randomly teleports player to one of the six funnels connected to the cube with seamless portals to give the illusion of a distorted space. The spawn points aren't placed in the cube, but in the funnels, where there is a nuclear warhead floating in the middle, they can't be placed in the cube because it's a gravity zone that drags everything towards the "black hole".


    The idea came from this:


    [Blocked Image: http://scienceblogs.com/startswithabang/files/2010/08/Singularity.jpeg]

  • TheOnlyDoubleF
    • July 21, 2014 at 7:11 PM
    • #362

    I've been working on this map where I've tryed to recreate a part of the AMC The Walking Dead's Prison, I've got so much problems which the props that doesn't appear when compile, the lighting, the scavenger gamemode and the source scripting that.....ppfffffff


    I really want to publish this map but I'm demoralized when I simply open it. May be I should start it from scratch again to work on a clean projectn and get some help from someone that knows Source better than me

  • will2k
    • July 23, 2014 at 6:05 PM
    • #363
    Quote from TheOnlyDoubleF

    I've been working on this map where I've tryed to recreate a part of the AMC The Walking Dead's Prison, I've got so much problems which the props that doesn't appear when compile, the lighting, the scavenger gamemode and the source scripting that.....ppfffffff


    I really want to publish this map but I'm demoralized when I simply open it. May be I should start it from scratch again to work on a clean projectn and get some help from someone that knows Source better than me


    It's a shame for this work not to see the light. The Walking Dead would make a perfect setting for a L4D map.


    You could always start a WIP thread and post the problems in details with compile logs and what not, and I'm pretty sure you will get help from the many members around here who know a thing or 2 about Source .


    It would be also aweome if you branch this campaign into 3 maps: the first in the prison, the second sees the survivors escaping through the woods and the third/finale takes place after they reach the terminal (all plot credits go to AMC ).

  • TheOnlyDoubleF
    • July 23, 2014 at 7:22 PM
    • #364
    Quote from will2k

    It's a shame for this work not to see the light. The Walking Dead would make a perfect setting for a L4D map.


    You could always start a WIP thread and post the problems in details with compile logs and what not, and I'm pretty sure you will get help from the many members around here who know a thing or 2 about Source .


    It would be also aweome if you branch this campaign into 3 maps: the first in the prison, the second sees the survivors escaping through the woods and the third/finale takes place after they reach the terminal (all plot credits go to AMC ).


    Thx will2K, i'll create a thread as you said because in fact, I was so disappointed by myself yesterday that I've started it again from zero and add a friend on the project. It revives me to finish this work!


    Previously, i was making this map to be played as a scavenger map, but your idea of making a three-part campaign is really interesting... Even if I have absolutely no idea of how to make a campaign like that.

    We're are just thinking about making it after the season 4 event so we can, first, have more flexibility on the prison design with destroided parts.


    So this project is walking and isn't dead anymore

  • tomdon
    • August 14, 2014 at 5:55 PM
    • #365

    This thread is really making me want to dust off some of my millions of canned maps! I really want to dust off my Hammer and make some levels again as well!

  • TheOnlyDoubleF
    • August 14, 2014 at 6:54 PM
    • #366
    Quote from tomdon

    This thread is really making me want to dust off some of my millions of canned maps! I really want to dust off my Hammer and make some levels again as well!


    Just do it

  • tomdon
    • August 14, 2014 at 7:18 PM
    • #367

    At the very least, here are some very old maps that I never finished. Made for Battlegrounds 2 8 years ago:

    [Blocked Image: http://tomdon.net/images/ne1.jpg]

    [Blocked Image: http://tomdon.net/images/DISTANCEFOG.jpg]

    [Blocked Image: http://tomdon.net/images/DEFENCE.jpg]

  • dux
    • August 14, 2014 at 11:59 PM
    • #368

    I remember you posting those shots as if it were yesterday.

  • ⌐■_■
    • August 15, 2014 at 7:47 AM
    • #369

    lol yup me too


    still looks good!

  • tomdon
    • August 15, 2014 at 10:04 AM
    • #370

    Hah, that is awesome. Glad I am bringing back some nostalgia, was not expecting anybody to remember them! I have one more old school image from the same time:


    [Blocked Image: http://tomdon.net/images/inside_wip_tree.jpg]

  • Jenn0_Bing
    • August 16, 2014 at 8:00 PM
    • #371

    I remember that hospital shot from HL2W!

  • FMPONE
    • August 16, 2014 at 11:25 PM
    • #372
    Quote from tomdon

    Hah, that is awesome. Glad I am bringing back some nostalgia, was not expecting anybody to remember them! I have one more old school image from the same time:


    [Blocked Image: http://tomdon.net/images/inside_wip_tree.jpg]


    This still holds up!

  • tomdon
    • August 18, 2014 at 11:16 AM
    • #373

    I still like the general composition and colours. The actual implemtation of it all is a bit ropey, it was my final year uni project, so was really rushed by the end. These are the final shots of it:


    http://tomdon.net/images/signy.jpg

    http://tomdon.net/images/ward_small.jpg

    http://tomdon.net/images/stairs0034.jpg

    http://tomdon.net/images/small_tree.jpg

  • FMPONE
    • August 18, 2014 at 12:21 PM
    • #374

    Those shots were not aided by the Source engine's lighting at the time, it would look a lot better now simply because the engine handles sunlight a lot better. Still nice though!

  • tomdon
    • August 18, 2014 at 9:04 PM
    • #375

    Yeah, that is a good point.

  • nicoreda
    • August 24, 2014 at 12:51 PM
    • #376

    Old video about old mod, with panels.

    External Content www.youtube.com
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    External Content www.youtube.com
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    Never released map

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  • WD
    • August 28, 2014 at 5:18 PM
    • #377

    I guess it's safe to put this here since I haven't touched it in 2 years. This is my journey of making my very first map for unreal3 engine for Red orchestra 2 which I was modding back then. This is all from my dropbox folder, too lazy to re-upload everything to a better place. Sorry in advance if the links stop working, etc.


    It was supposed to be a Territories map in a thick forest that is only cut by a river and a road. It would only have a few buildings that would serve as main bases for the teams. It never got that far that it had those buildings in place


    First started with this to get familiar with the tools.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/testimappi.jpg]


    Hurray, it's a forest!

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/testimappi2.jpg]


    My ground material in action.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/testimappi3.jpg]


    Here's more of the mask I made to get rid of the tiling, It's using a mask texture which looks like an army camoflage which is blended with itself at 1x scale and 10x scale. Then replaced the green with another ground texture.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/testimappi4.jpg]


    Got my hands on some trees, they apparently needed some modifications.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/testimappi5.jpg]


    Here's the trees fixed, they had to be completely remade and lodded to work better in the engine. I made a winter variation for them as well.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/trees017.jpg]


    Pine trees from the modding fellows, again modified by me to work in UE3 and ground clutter made by me.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/trees020.jpg]


    Ferns.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/trees021.jpg]


    Some testing with all the stuff made so far.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/sshot1.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/sshot2.jpg]


    I made a road.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/road1.jpg]


    First actual screenshot of the map itself now that it has some trees and textures in place.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/sshot3.jpg]


    Some more ground models made by the modding team, again exported and modified to fit UE3 by me.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/sshot7.jpg]


    Then some grass and rocks. We were planning on making some smaller rocks as a foliage meshes as well. I wish I had made some better looking grass back then.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/sshot9.jpg]


    Beauty shot.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/sshot010.jpg]


    My take on making some better looking rocks.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/tyrja8.jpg]


    And here's the last screenshot ever made of the map. I made the sunlight to use real world angles for a summer morning and some fog that would arise from the moisture of the forest.

    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/tyrja/sshot012.jpg]


    Bonus videos:


    Little runaround of the map with some shitty music in the backround


    Testing Tree destruction

  • clankill3r
    • December 13, 2014 at 10:02 AM
    • #378

    I have so much, but I have to compile a lot

    Anyway, I found this on wayBackMachine: (click it, it's a gif)



    It was my signature on the specialists forum. Making that door explode like that was a a lot of work for half life 1

    It was for a update of ts_gpc where the map would go bigger on a certain amount of players, but I never released it.


    So happy I founded that image back

  • Squeebo
    • December 29, 2014 at 6:07 AM
    • #379

    I have waaaaaay too many unfinished things; though a lot of them have been lost to the void at this point


    Here's a few WiP shots of the first UT3 map I ever made(Never released it)

    Made it following some simple editor tutorials to start, just kept adding to it.

    [Blocked Image: http://media.moddb.com/images/members/1/199/198673/DM-firstDone1.jpg]


    [Blocked Image: http://media.moddb.com/images/members/1/199/198673/DM-firstDone6.jpg]


    [Blocked Image: http://media.moddb.com/images/members/1/199/198673/DM-firstDone3.jpg]


    There's a few more screenies of this and some more uncomplete stuff on my ModDB I think, if anyone cares to look, and I would post screenshots of a bunch of my CS:S maps that I made ages ago, but alas, they are lost.


    Hopefully I'll be finishing more things soon and releasing them too.

  • Triiodine
    • December 31, 2014 at 4:13 AM
    • #380

    This was a Garry's mod map I just stopped working on in favor of CS:GO maps. It was to be used for Prop Hunt, or Hide 'n Seek.

    It was based off of a apartment complex I had passed by. The actual interior was inspired by images from Google.

    [Blocked Image: http://i.imgur.com/LnL03Pu.jpg]

    [Blocked Image: http://i.imgur.com/V09S7PG.jpg]

    [Blocked Image: http://i.imgur.com/UPPcnSc.jpg][Blocked Image: http://i.imgur.com/kEKQz5j.jpg][Blocked Image: http://i.imgur.com/y6akMcI.jpg][Blocked Image: http://i.imgur.com/fAj10he.jpg][Blocked Image: http://i.imgur.com/WjLf6kC.jpg][Blocked Image: http://i.imgur.com/qZVn363.jpg][Blocked Image: http://i.imgur.com/ImFjVg5.jpg]


    The first shot of the Elevator Interior reminds me of Cube 2: Sauerbraten.

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