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dm_archt WIP [HL2DM] (Completed)

  • citric
  • January 25, 2007 at 10:15 AM
  • teeluu
    • January 29, 2007 at 8:54 PM
    • #21

    Those first shots didn't look that good at all, but the new ones are really superb, keep it going

  • RA7
    • January 30, 2007 at 5:24 PM
    • #22

    I like it,....

  • Dradz
    • January 30, 2007 at 7:56 PM
    • #23

    Looks cool!

    ...only question I have relates to advice on naming a map.

    Is it better to give a map a common or easily spelled name?

    Seems archT would trip people up, maybe this is a small point not worth discussing, or archt means something in swedish? Looking for a little freindly mapcore edu-ma-cation.

  • citric
    • January 31, 2007 at 6:36 AM
    • #24
    Quote from Dradz

    Looks cool!...only question I have relates to advice on naming a map.

    Is it better to give a map a common or easily spelled name?

    Seems archT would trip people up, maybe this is a small point not worth discussing, or archt means something in swedish? Looking for a little freindly mapcore edu-ma-cation.

    Sure thing! Give me some suggestions people!? =P

    I have redone the map, changed some textures etc. And i have optimized it for increased performande.

    Before optimization

    http://%7boption%7d

    After optimization

    http://%7boption%7d

    Im gonna do a new compile today. I'l post new screenshots later.

  • Skjalg
    • January 31, 2007 at 8:42 AM
    • #25

    seems like there were cooler shadows int he low fps version...

  • citric
    • January 31, 2007 at 10:28 AM
    • #26
    Quote from Skjalg

    seems like there were cooler shadows int he low fps version...

    Yep. I increased the lightning in the new version. The map was to dark.

  • citric
    • January 31, 2007 at 4:08 PM
    • #27

    Small update of my latest progress..

    I'm going to add lights, details etc later tonight, then il do a full compile and show of some new screenshots.

    Here is one in the meantime.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_3/8.jpg]

  • citric
    • January 31, 2007 at 9:29 PM
    • #28

    allright..

    Here comes a rather big update. I will comment on all the new changes that i have made.

    On this picture i removed the angled wall and changed texture.

    Thnx to Rick_D for pointing that out! =P

    And i added a orange light in the middle of the picture.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/1.jpg]


    I changed the texture inside the teleport, bricks didn't really fit inside there.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/2.jpg]


    In here i have changed the lighting and I have added a orange light by the stone wall.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/3.jpg]


    The new light is better displayed in this picture.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/4.jpg]


    Here i removed the small pipes that were sticking out from the wall.

    And i changed some textures on the details. Also thnx to Rick_D for pointing that out to.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/5.jpg]


    Same thing in here, changed some textures and lighting.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/6.jpg]


    Here is the new area that i have been building on today. Here you can see the new booster.

    I made it orange and i changed the sound it made when jumped upon.

    I have a blue booster on the map as well and it makes a different sound, so you can separate them from each other.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/7.jpg]


    The new area.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/8.jpg]


    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/9.jpg]


    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/10.jpg]


    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/11.jpg]


    Here is one of the other tunnels, I have changed the lighting here also.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/12.jpg]


    And I made a little decal to display that i made the map. I will move it away when the map is finished.

    I will probably hide it so no-one can see it unless they are spectators.

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_4/13.jpg]

  • von*ferret
    • January 31, 2007 at 10:00 PM
    • #29

    I like it but the end where you have that named decal, loses the level's neat look completely.

  • citric
    • January 31, 2007 at 10:28 PM
    • #30
    Quote from von*ferret

    I like it but the end where you have that named decal, loses the level's neat look completely.

    Yeah i know, but if you read my comments on that picture you will understand.

    "And I made a little decal to display that i made the map. I will move it away when the map is finished. I will probably hide it so no-one can see it unless they are spectators. "

    Its just to put my watermark on it in case someone gets the idea to steal it or something. But as i said, i will hide it when the map is finnished. I know that it dosent fit.. =P

  • Rick_D
    • January 31, 2007 at 11:01 PM
    • #31

    It's looking a lot better tbh, starting to look much more believable. I know pipes are becoming the new barrel but you should consider adding pipes and other general details - I guess that all comes later though.

    Do you make textures? I would learn how if you don't so you can start making this as custom as possible, it'll look a lot nicer and more fitting if you use some badass futuristic textures, just my humble opinion though.

  • von*ferret
    • January 31, 2007 at 11:17 PM
    • #32

    i'm an idiot, I can't read.

  • von*ferret
    • February 1, 2007 at 3:20 AM
    • #33

    I dont think 'realistic" is what he is going for.

  • citric
    • February 1, 2007 at 8:29 AM
    • #34
    Quote from Rick_D

    Do you make textures? I would learn how if you don't so you can start making this as custom as possible, it'll look a lot nicer and more fitting if you use some badass futuristic textures, just my humble opinion though.

    Yes, i make some custom textures, but I'm still learning.

    Futuristic is nice, but I'm not looking for that look for this map.

    But it would be nice with some custom textures.. Unfortunately I'm not good enough to make them yet.

    Thnx for the opinion, its always appreciated!

  • Rick_D
    • February 1, 2007 at 6:26 PM
    • #35
    Quote from von*ferret

    I dont think 'realistic" is what he is going for.

    I mean realistic more in terms of believability of the architecture.

    @ citric: i'm looking forward to see the finished version then

  • citric
    • February 5, 2007 at 8:15 PM
    • #36

    Small update..

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_5/1.jpg]

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_5/2.jpg]

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_5/3.jpg]

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_5/4.jpg]

    [Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_5/5.jpg]

  • von*ferret
    • February 5, 2007 at 8:42 PM
    • #37

    lose the graffiti, thats my opinion

  • Dodger
    • February 5, 2007 at 8:48 PM
    • #38
    Quote from citric

    Small update..[Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_5/2.jpg]

    what's this for "?"

  • Rick_D
    • February 5, 2007 at 9:12 PM
    • #39

    I love where you're going with this - maybe add in some more dramatic lighting (colours!) to the more bland corridors. Lose the decals, though please

    I love the cross-thing, maybe you can work in some more stuff like that around the map, give it some continuity.

    This is really looking great now

    [edit] Just a small thought, the outside bits are really cool - maybe you could put in some glimpses of the outside from areas deep inside the "base" - a few grated portholes/windows that show a little of the outside, with some light streaming in. It'll give you a chance to use the much loved dust motes too

    Also I am not keen on the grass textures of the cliffs, too green.

  • citric
    • February 5, 2007 at 10:38 PM
    • #40

    Alright! Thanks for all the nice comments and suggestions!

    I guess the graffiti decals don't really fit if i think about it to.. thank all of you for pointing that out =P

    Quote from Rick_D

    [edit] Just a small thought, the outside bits are really cool - maybe you could put in some glimpses of the outside from areas deep inside the "base" - a few grated portholes/windows that show a little of the outside, with some light streaming in. It'll give you a chance to use the much loved dust motes too

    Yeah, I have though about it.. Maby if I open up some windows in the big two rooms with arches.. It might be nice with some sun lightning there..

    I was stuck the last two days, doing almost nothing but now I'm back on track.. i got a constant flow now again so il be showing some new stuff tomorrow I think.

    I have placed the "cross" around the map a little, its fun that you liked that detail! =)

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