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

de_contract

  • Quotingmc
  • February 28, 2016 at 12:28 AM
  • Shibou
    • March 26, 2016 at 6:21 PM
    • #61

    your latest screenshots look great! Please go on with that amazing work.

  • Quotingmc
    • March 27, 2016 at 6:34 PM
    • #62

    New Update:

    Started to texture the mid to B connector and colour code. I also added a window for smokes and to boost to look out of. I have also moved the door across and widened the top area.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231582571611858/FD9BB792A2EAAC35C864EF8761FCB8E0E673CF88/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231582571612124/D73C141A6349A30A925454C182920BAC29745531/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231582571612259/1A44FE70B184A28D1121CEE5851BE5876A5CF666/]

  • RaVaGe
    • March 27, 2016 at 6:56 PM
    • #63

    Add some colors dude, that's really bland right now, some brown/grey will do the trick /emoticons/[email protected] 2x" title=":)" width="15">

  • Lykrast
    • March 27, 2016 at 7:35 PM
    • #64

    This is starting to look really nice, although as RaVaGe said, it could use some more colors on the walls/floors and such, and maybe a non white lightning.

    For reference, I suggest maybe you to take more looks at Nuke, which has some blue on the walls on the outside among other things (found an album here : http://imgur.com/a/bfN7S).

  • Guest
    • March 27, 2016 at 7:35 PM
    • #65
    Quote from RaVaGe

    35 minutes ago, RaVaGe said: some brown/grey will do the trick /emoticons/[email protected] 2x" title=":)" width="15">

    But it's already almost completely grey already! In my opinion it just looks way too clean. The fact that the lights are white too doesn't help.

  • Quotingmc
    • March 27, 2016 at 7:45 PM
    • #66
    Quote from RaVaGe

    52 minutes ago, RaVaGe said: Add some colors dude, that's really bland right now, some brown/grey will do the trick /emoticons/[email protected] 2x" title=":)" width="15">

    Are the highlights of red not enough? I may try add a second highlight colour but I fear it may be overwhelming.

    Quote from Lykrast

    14 minutes ago, Lykrast said: This is starting to look really nice, although as RaVaGe said, it could use some more colors on the walls/floors and such, and maybe a non white lightning.

    For reference, I suggest maybe you to take more looks at Nuke, which has some blue on the walls on the outside among other things (found an album here : http://imgur.com/a/bfN7S).

    I haven't really messed around with the lighting, will look at doing so.

    I have collected over 40 images of nuke as reference (mentioned in an earlier post). I may try incorporate some of the style choices of nuke such as the bands of colour into my map.

    Edit: Album - http://imgur.com/a/hEwkY

    Quote from Wrakke

    14 minutes ago, Wrakke said: But it's already almost completely grey already! In my opinion it just looks way too clean. The fact that the lights are white too doesn't help.

    Is it really too clean? Nuke has little to no weathering and looks great. I don't want to turn it into you average dirty warehouse map.

    Thanks guys for the feedback. These are the kind of discussions that will really benefit the map.

  • Shibou
    • March 27, 2016 at 8:40 PM
    • #67

    You dont have to add dirt to the walls to add some variation - not necessarily.

    Some coloured details, like railings, fences, steam beams or just colour to the walls in adition tothe colour you allready added to the ground (which are realy awesome) will do it. In combination with some lighting you'll achieve a nice a nice clean map with high readability and enough variation!


    Go on like that and please update the workshop regulary. /emoticons/[email protected] 2x" title=";)" width="15">

  • Quotingmc
    • March 28, 2016 at 2:13 PM
    • #68
    Quote from Shibou

    17 hours ago, Shibou said: You dont have to add dirt to the walls to add some variation - not necessarily.

    Some coloured details, like railings, fences, steam beams or just colour to the walls in adition tothe colour you allready added to the ground (which are realy awesome) will do it. In combination with some lighting you'll achieve a nice a nice clean map with high readability and enough variation!


    Go on like that and please update the workshop regulary. /emoticons/[email protected] 2x" title=";)" width="15">

    I will have a go at adding some colour to the ceilings and such today as well as messing with the lighting. I want to update the workshop but I keep having issues with it. Will also try get fixed. Thanks again.

  • Ruthlesswill
    • March 30, 2016 at 7:31 PM
    • #69

    THX for fixing the workshop version I played a round with bots it was pretty fun,also you have a nodraw texture which is highly visible near CTspawn

  • Shibou
    • March 30, 2016 at 8:35 PM
    • #70

    That Version is realy nice now. You can see how it is developing to an exelent map. Right now ho are having some visible nodraws.

    The redesigned small roumd looks very nice, just the door has no glass in it, so it is looking even more accessable.


  • Quotingmc
    • March 30, 2016 at 11:12 PM
    • #71
    Quote from Shibou

    2 hours ago, Shibou said:

    Quote from Ruthlesswill

    3 hours ago, Ruthlesswill said:

    Thanks guys for checking the map out! I am aware of a lot of issues with the workshop as it is fairly outdated and a lot have been fixed, the version on there right now was really just for my friends to see. Thanks though for checking it out and you kind support, it really motivates me to keep going!

  • Quotingmc
    • April 17, 2016 at 12:10 AM
    • #72

    Progress has been slow. I realised I needed to extend the scope of the map for it to improve visually so I have decided to try make the map feel more alive by adding a greater number of unreachable areas. With such additions also come several new points to take into consideration such as separating playable areas from inaccessible ones. I hope to improve this over time.

    The only area I have started with this mentality so far is the T route to A site. I am happy with the initial block out and like how the many building heights and layers create a busy and interesting visual above the players head.

    All feedback is taken into consideration so please share any of your thoughts!

    Pictures:

    Spoiler [Blocked Image: http://images.akamai.steamusercontent.com/ugc/278470593322934895/D26EAA695B2C590A3980DA193B69D5FB39186780/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/278470593322934782/F7BC912BDCE7E1C28EE14FC21C508EB4EA7BC804/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/278470593322934437/6BB6086D02FACB0C9C49962B8BB0BE56CF6EA423/]

    Video Before/After:


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Tomato
    • April 17, 2016 at 8:52 AM
    • #73
    Quote from Quotingmc

    On 26-3-2016 at 8:45 PM, Quotingmc said: Are the highlights of red not enough? I may try add a second highlight colour but I fear it may be overwhelming.

    I haven't really messed around with the lighting, will look at doing so.

    I have collected over 40 images of nuke as reference (mentioned in an earlier post). I may try incorporate some of the style choices of nuke such as the bands of colour into my map.

    Edit: Album - http://imgur.com/a/hEwkY

    Is it really too clean? Nuke has little to no weathering and looks great. I don't want to turn it into you average dirty warehouse map.

    Thanks guys for the feedback. These are the kind of discussions that will really benefit the map.

    Display More

    Well some extra highlights or some textures that break up the pattern would be cool.

    But on the other side I like clean buildings and estethics we can mess up with blood spatter all over it.

  • blackdog
    • April 17, 2016 at 9:03 AM
    • #74

    Visually something to love already

  • Quotingmc
    • April 17, 2016 at 10:05 AM
    • #75
    Quote from Tomato

    2 hours ago, Tomato said: Well some extra highlights or some textures that break up the pattern would be cool.

    But on the other side I like clean buildings and estethics we can mess up with blood spatter all over it.

    Looking at it now, I agree, some areas have a lot of repetition with nothing to break it up. I will try my best to make it look a little more colourful with less repeating grey metal while still being clean enough to easily see your enemies. Thanks for the feedback!

    EDIT: Just realised I never showed the updated B connector, will post next update as that looked to improve on some of those areas from the screenshots posted earlier.

    Quote from blackdog

    2 hours ago, blackdog said: Visually something to love already

    Thanks! Glad you like it.

    New Radar:

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. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  5. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  6. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  7. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  8. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  9. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM

Users Viewing This Thread

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