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

Classic S-F space corridor

  • ShadoW_
  • June 26, 2011 at 9:28 PM
  • ShadoW_
    • June 26, 2011 at 9:28 PM
    • #1

    I spent some time working on classic S-F space corridor. Inspiration comes from old movies like Alien, or other games. It's pretty much freestyle work, no real planning or goal up to now.

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/06/udk_corridor_02_01.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/06/udk_corridor_02_02.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/06/udk_corridor_02_03.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/06/udk_corridor_02_04.jpg]

  • Mr. Happy
    • June 26, 2011 at 11:14 PM
    • #2

    Thats pretty awesome dude!

    I like the curvey asymmetric parts.

    I think that the fog is too intense. What is it anyway? Space structures should have an oxygen/nitrogen atmosphere unless its for aliens.

    In the places where you have the arches set at 90deg to each other it kind of looks like a face, you should put a bolt there for the nose

    Also you might want a few more blue accents, and I think the blue could be more striking/electric.

  • ShadoW_
    • July 5, 2011 at 7:42 PM
    • #3

    I didn't think too much if it's for humanoids or aliens while making it tbh . But yeah, it's probably looking more like spaceship from (and for) Alien then human environment.

    Lol at that 'face' impression .

  • Serenius
    • July 5, 2011 at 9:01 PM
    • #4

    That's looking pretty sweet! Definitely has a nice predatory/hostile alien feel to it with an oppressive/unsettling atmosphere.

    There is one thing I would recommend looking at here:

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/06/udk_corridor_02_04.jpg]

    The curved supports really clash with the flat wall and ceiling and the sharp angular way they intersect. It would look more natural if the ceiling followed a similar curve to meet the wall that then flattens out to the angle it is currently at.

    The reddish-brown fog doesn't fit since that color draws to feelings of pollution or rust in an industrial environment (in my mind anyways), but there are no noxious gases being vented, and there's no oxidation on any of the metallic surfaces.

  • knj
    • July 5, 2011 at 9:08 PM
    • #5

    Like it, just don't like the orangish fog, hmm, i know that bluish + s/f corridor are used too much, but still that orange doesn't fit for me there

  • Evert
    • July 6, 2011 at 7:42 AM
    • #6

    Maybe try with particles instead/together with the fog, it looks weird to have just fog indoors imo.

  • 2d-chris
    • July 7, 2011 at 12:31 AM
    • #7

    cool - my crit are all with lighting and fog, lighting should have much more contrast between illuminated cones/spotlights and unlit areas, would be better to make the fog less thick and also like evert said add some particles or something else to make the air feel warms and humid (i guess thats wot you want if its orange) light shafts are also a nice way to do this

  • ShadoW_
    • July 12, 2011 at 7:20 PM
    • #8

    Hey guys, thanks for the reply. I've reduced the fog intensity, now it has a lot less impact on the scene I think. There are some global postprocess effects like DOF or bloom, and lighting is tweaked a little. On the screenshots you can see fog particles and ventilation meshes which also makes the corridor segments look less square and blocky. I will probably try to tweak the ventilation more (since now it has that green thing coming out from it ), and also I want to add more details there, like wires hanging from the ceiling, or some organic parts. Just want to precise the general mood of the environment first.

    Edit: I've just noticed that after resizing the screenshot from the original size (2880 x 1800) some parts of it looks like they are almost black, while they are pretty fine in game (they are dark, but you can still see the geometry). Hmmm...

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/07/udk_corridor_03_01.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/07/udk_corridor_03_02.jpg]

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. BELEK: turning Rouen into competitive FPS maps (Godot project, feedback wanted)

    zlatan24
    November 12, 2026 at 6:23 PM
  2. CS2 sticker critique | Would the eye or blade read first on an AK?

    EmberKrakenCS2
    November 9, 2026 at 10:21 PM
  3. dod_poznan

    Smile_2000
    November 9, 2026 at 9:10 AM
  4. [cs2][WIP] De_digital (A side only) Looking for Feedback

    Howw3
    November 5, 2026 at 9:22 PM
  5. Hello from Normandy: Metin, working on a tactical FPS

    Thrik
    November 2, 2026 at 10:19 PM
  6. How do I setup CS1.6 mapping on linux?

    zlatan24
    November 2, 2026 at 6:43 AM
  7. CS:S | de_honor | Map creation process by D'artagnan

    Dartagnan
    November 1, 2026 at 5:41 PM
  8. Made a map maker for my indie game.

    daud2k7
    November 1, 2026 at 4:19 PM
  9. First CS2 Maps DM and Bomb Defusal

    zlatan24
    November 1, 2026 at 3:06 PM
  10. POLYSTRIKE - Finally Announced After Years of Development!

    MetinSaygin
    October 31, 2026 at 10:57 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™