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SAMPA // A near-future sci-fi city in Unreal 4

  • Minos
  • June 20, 2014 at 9:17 PM
  • Minos
    • July 9, 2014 at 7:50 PM
    • #21

    Mother-in-law is visiting us, my life is pretty miserable for the next 2 weeks.

  • FMPONE
    • July 9, 2014 at 8:04 PM
    • #22
    Quote from Minos

    Mother-in-law is visiting us, my life is pretty miserable for the next 2 weeks.

    Lmao

  • PogoP
    • July 9, 2014 at 8:05 PM
    • #23

    Hahaha I know that feeling man. Well have fun

  • Puddy
    • July 9, 2014 at 8:18 PM
    • #24
    Quote from Minos

    Mother-in-law is visiting us, my life is pretty miserable for the next 2 weeks.


    lmaocopter

  • El Moroes
    • July 9, 2014 at 10:58 PM
    • #25

    [Blocked Image: http://m.demotivation.us/media/demotivators/thumb/demotivation.us__Visits-Of-Mother-In-Law-now-I-feel-like-a-guest-in-the-house.jpg]

  • Skibur
    • July 11, 2014 at 12:32 AM
    • #26

    Why does this map oddly reassemble the same structure as it was used in Time Splitter: Future Perfect game?

    I remember Neo-toyko, I was wondering if anyone else would remember that <_<

  • MaK
    • July 11, 2014 at 3:27 AM
    • #27

    Neo-Tokyo was in TS2. I love all those games. I never made that connection looking at the pics, but I suppose the first pic reminds me a bit of neo tokyo, not much though.

  • Minos
    • July 30, 2014 at 6:25 PM
    • #28

    Finally got back to working on this scene Made a few new buildings and pieces, right now I'm just laying the base work for the fluff which will come next I also started working on a hero building for the main corner which will be the focal point of the scene. The layout will probably change a bit too, this is more of a quick mock up with the pieces I got so far to see how well they fit together. Also, it's my first test with lightmass, really surprised how smooth it looks! [Blocked Image: http://thiagoklafke.com/futuresampa/wip01/sampa_wip07.jpg]

  • -HP-
    • July 30, 2014 at 6:33 PM
    • #29

    Mother in law gone = hello beautiful arts!

  • AyzOn
    • July 30, 2014 at 6:34 PM
    • #30

    I dont know why but I could totally imagine kicking some hyperion asses on that map.

    Looks really good so far.


    Is it going to be a full level?^^

  • FMPONE
    • July 30, 2014 at 6:37 PM
    • #31

    That's really inspirational man!


    Only super obvious crit for me is the slight blue tint to the line in the middle of the street, I'd rather it were desaturated. Could use some other debris in the streets as well, I know it's WIP, but you gottttttta add a sick futuristic lambo!

  • Minos
    • July 30, 2014 at 7:03 PM
    • #32

    Thanks guys


    Quote from AyzOn

    I dont know why but I could totally imagine kicking some hyperion asses on that map.

    Looks really good so far.


    Is it going to be a full level?^^


    I wish I could make a full level, but working on urban scenes is waaay too much work You can tell I totally underestimated the amount of work by my original blockout (this is still what I'm intending for the final level composition-wise):

    [Blocked Image: http://thiagoklafke.com/futuresampa/blockout01/futuresampa_blockout01.jpg][Blocked Image: http://thiagoklafke.com/futuresampa/blockout02/blockout02_03.jpg]


    Quote from FMPONE

    That's really inspirational man!


    Only super obvious crit for me is the slight blue tint to the line in the middle of the street, I'd rather it were desaturated. Could use some other debris in the streets as well, I know it's WIP, but you gottttttta add a sick futuristic lambo!


    Yeah I'm still unsure about what do with the sidewalks/streets. I spent way too much time sculpting these modular pieces so I really want to use them, but I think they are restricting me way too much. I also feel they should be cleaner and more scifi now, maybe with holographic crossing signs and shit like that. My latest thought is to model the entire streets and sidewalks in Max and break them up into smaller pieces for lightmaps, this way I have more freedom to add the variations I want. But I have a soft deadline for this in about 2 or 3 weeks (visa renewal coming up ) so I'll have to prioritize things as I go. I might still keep working on the scene after the soft deadline, I'll see


    Here's a quick list of stuff that I still plan to make:

    - 4 unique storefronts

    - 1 hero building for the corner

    - Some backdrop buildings (already made a nice trimsheet for these)

    - 2 or 3 modular building sets

    - Shop signs, banners, LED displays etc

    - Small props such as awnings, trash cans, vending machines and what not (will keep these super simple)

    - Road work

  • Steppenwolf
    • July 30, 2014 at 8:40 PM
    • #33

    Looks awesome man. I think you should go back more closely to your first blockout screenshot. That kinda works as a small park and also has a better composition. You can get away without making cars or anything to bring the streets to life. Maybe put concrete instead of asphalt. That would save you a lot of work.

  • FMPONE
    • July 30, 2014 at 10:48 PM
    • #34
    Quote from Minos

    Thanks guys


    I wish I could make a full level, but working on urban scenes is waaay too much work You can tell I totally underestimated the amount of work by my original blockout (this is still what I'm intending for the final level composition-wise):

    [Blocked Image: http://thiagoklafke.com/futuresampa/blockout01/futuresampa_blockout01.jpg][Blocked Image: http://thiagoklafke.com/futuresampa/blockout02/blockout02_03.jpg]


    Yeah I'm still unsure about what do with the sidewalks/streets. I spent way too much time sculpting these modular pieces so I really want to use them, but I think they are restricting me way too much. I also feel they should be cleaner and more scifi now, maybe with holographic crossing signs and shit like that. My latest thought is to model the entire streets and sidewalks in Max and break them up into smaller pieces for lightmaps, this way I have more freedom to add the variations I want. But I have a soft deadline for this in about 2 or 3 weeks (visa renewal coming up ) so I'll have to prioritize things as I go. I might still keep working on the scene after the soft deadline, I'll see


    Here's a quick list of stuff that I still plan to make:

    - 4 unique storefronts

    - 1 hero building for the corner

    - Some backdrop buildings (already made a nice trimsheet for these)

    - 2 or 3 modular building sets

    - Shop signs, banners, LED displays etc

    - Small props such as awnings, trash cans, vending machines and what not (will keep these super simple)

    - Road work

    Display More


    As epic as this is, I agree with Steppen, the intimate, darker style in your first screenshots was probably cooler than these epics in terms of what they're doing. Add some rainy vibes to those first shots and dial back the focus, and I think stuff will pop big time

  • Minos
    • July 30, 2014 at 11:13 PM
    • #35
    Quote from Steppenwolf

    Looks awesome man. I think you should go back more closely to your first blockout screenshot. That kinda works as a small park and also has a better composition. You can get away without making cars or anything to bring the streets to life. Maybe put concrete instead of asphalt. That would save you a lot of work.


    This is a fucking great idea


    I'll research some way to add rain in Unreal 4, if it's easy I'll totally do it

  • Minos
    • August 1, 2014 at 6:12 PM
    • #36

    Testing out the new Distance Field AO, getting pretty close to where I want mood-wise with this scene! I'm in love with this new AO, it's perfect for what I want and looks waaay beter than lightmaps. Epic did a kickass job with this, this shit is amazine  [Blocked Image: http://thiagoklafke.com/futuresampa/wip01/sampa_wip08.jpg]

  • FMPONE
    • August 1, 2014 at 7:28 PM
    • #37

    That looks nice

    edit:


    I did some photochopping, since I was having a hard time putting into words what was bothering me about the scene. I think adding some rain-based reflectivity to the streets and tweaking the contrast as well as the background would go a long way. http://i.imgur.com/QJqM5d4.jpg

  • Insane
    • August 1, 2014 at 8:20 PM
    • #38

    That looks lovely. It might be nice to have more lights on in the foreground buildings, though, or maybe a bit more of that neon. My eye keeps getting drawn to the lights on the high-rise buildings in the background.

  • PogoP
    • August 2, 2014 at 4:40 PM
    • #39

    Minos, I wonder if it'd look better if the road was a bit darker? In general the scene is very mid-grey. The reflections might look even cooler on a dark surface!

  • Minos
    • August 4, 2014 at 9:27 AM
    • #40

    Update time

    The main street is pretty much done architecture wise (still need lots of props) and it will be more of a commercial area. I also blocked out two other small areas (which I'll work on next): a small backalley filled with small shops and a corporate plaza (which part of can be seen at the end of this picture).


    Thanks a lot for the feedback so far guys, some great ideas coming from this thread

    [Blocked Image: http://thiagoklafke.com/futuresampa/wip01/sampa_wip09.jpg]


    aaand fixed my parallax shader to support emissive on the background layer only, looks much better now

    [Blocked Image: http://thiagoklafke.com/futuresampa/wip01/parallaxmaterial_new.jpg]

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