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Showing most liked content since 12/21/2016 in all areas

  1. Finally had some time over the holidays to get back to this. DE_TITAN. ( hopefully that isn't taken haha )
    39 likes
  2. Other angle. Should have a playable version soon.
    39 likes
  3. Some new ideas, (old theme) docks. I'll try to finish this map using only original content,...maybe some blend textures.
    39 likes
  4. 37 likes
  5. Hello! first I want to wish you all a Merry Christmas and I also want to share with you the progress I've been making on the map the past couple of weeks. Most of the time I worked on the cosmetic part of the map but I've also been busy fixing minor layout issues that were found during playtests. Here's the result in screenshot form: Bomb site A Terrorist spawn Counter-Terrorist spawn Connector Mid Bomb site B I hope you guys like the theme and direction the map is heading Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=824953314&searchtext= Ps. the map location is not San Francisco but Lisbon!
    33 likes
  6. TopHattWaffle and I have been working on this map for a long time, and I wanted to start getting some of our work out there. I don't want to post the whole map yet but this will give you a taste of what we are working on. This is obviously a WIP, but I hope you guys like what you see. We're always open to suggestions. The map takes place in a partially decommissioned Titan II missile silo, and a lot of the things you see are (semi accurate) recreations of what you would find if you actually visited one.
    32 likes
  7. 32 likes
  8. Mmmmh could we say that we're back ? Just for information, we're working on a new playtest version because we changed a bit...a lot...mmmh we changed things ^^ So, no dates now but it will come. An example : this was the parking area.
    28 likes
  9. World smallest update! Added a beach for the CT spawn, and a hill for some elevation. Also did a first pass of another trailer (the blue one).
    28 likes
  10. Ever wanted to learn about space and shoot people at the same time? Soon™ your dreams might come true. In all seriousness, finally pushed past my unmotivational phase and starting doing some work. However custom assets are still a struggle for me, I need to spend way more time in 3dsmax. But those are the drawbacks of making my first map full with custom assets .
    27 likes
  11. Always "BIG" wip in archi / details with always a lot of "borrowed" props for our tests (we have a good list of "TO DO props" ^^) : We hope to have a new test version soon but we need to optimized a bit (even if it's not important now because of iterations...) T spawn :
    26 likes
  12. Workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=831791642 Hi! I didn't touch hammer for almost a year, I was missing fooling arround with it so I decided to do some 3D stuff and experiment new things with displacements and texture blends. I was happy with what I was doing so I decided to make an hostage map. It's located somwhere in the desert in the US (Arizona / Monument Valley / New Mexico?) Inspired by some american tv shows and beautiful national parks. A group of meth traficants are holding hostages in their lab located in the middle of nowhere and of course the local police forces will raid them. My todays progression: Displacements + models The displacementss in hammer are a pain in the ass to work with but I really wanted to make a map almost entirely made with them... we'll see how it will go... I managed to make the texture blending work. The "layout" is a little bit inspired by "cs_cruise" (map by Skybex). As I was stuck with "de_stars" for more than a year because I was stupid and narrow minded and started detailing too soon (even if I knew that it was a bad idea!), I wont make the mistake again. I want something clean, simple and a little bit minimalistic. I finished a layout I like! which is a big deal for me haha! The CTs will have a choice between 2 paths, they can run buy the top floor (canyon/ desert/ rocks... western wibe) or by the underground (old gold mine opening to a cliff side which will lead them to an underground meth lab near the T spawn) The cliff side (you can see the entrance to the mine at the bottom right near the hostage) For now it looks a bit like TF2, but I really want to try to paint the texture like the guys who did Newk and Infernew (30% cartoon, 60% realistic something like that) INSPIRATION : Monnument Valley in Arizona, Breaking Bad, especially the part from the last season where there is a meth lab in the desert in a tank truck underground and where the woman (lydia?) who supplied methylamine is rescued by Mike and she comes out from a hatch ... I couldnt find screenshots, but I like the idea of a Tank Truck / meth lab. And of course : Yo Mister White ! If I never finish the map, I will definitely make a small aim_map with this RV ! some people will probably enjoy running arround! Please let me know what you think, is it a good idea? Is it complete crap? Thank you! P.S.: It's my "fun personnal project", I'm currently working with Quoting and Violation on de_aviv but if someone here wants to make me some 3D player models of meths cooks in yellow jump suits with gas masks, I will definitely add them to the map!
    25 likes
  13. Been taking a break from normal stuff to work on something a little more serious. It's an am_map I am hoping to release sometime nest week. Still have a few more props to make, and some small tweaks and house keeping, but the main area is basically done.
    23 likes
  14. Hello guys! Its been awhile. Transit is still alive and kicking. Took a 3 months break because of the DOI contest but now we are ready to post some screenshots from the B bombsite. Keep in mind that there are few things that are not finished here like reflections. Still few things to tweak before the playtest. Just entire B Bombsite Mid connector (left) and T's main entry point Stairs leading to CT spawn Please leave feedback/ opinions we really appreciate Regards!
    23 likes
  15. Dump incoming, some renders may be a bit worse than others, felt in a sharing mood this particular night. We are hard at work to make Transit great again
    22 likes
  16. 22 likes
  17. Last prop I posted was kind of underwhelming to showcase, so here we go again. As always here is the artstation link which has a live marmoset view & way more images.
    22 likes
  18. As I think I mentioned earlier I left Starbreeze in November. Started at DICE today!
    21 likes
  19. Very early and rough WIP to test urban night setup/lighting
    21 likes
  20. Yet another update. I changed the sewer a little bit gameplay wise.
    20 likes
  21. http://steamcommunity.com/sharedfiles/filedetails/?id=781493294 Latest version: de_aurora_a7 Forces fight over an Antarctic research base. Feedback please!
    20 likes
  22. I finally defeated VRAD. Slightly cheaper than our favourite Source tree, here for scale.
    19 likes
  23. Working on an aim map again. This time to actually finish it.
    18 likes
  24. That Doom map looks amazing. Nice work. That mod looks so... punchy! Finished up this scene tonight. Lots of fun learning more about Unreal blueprints. I might just spend a while learning them a bit more before I do anything else. https://www.artstation.com/artwork/BzVo6
    17 likes
  25. ░█▀▀ ░█▀█ ░█ ░█▀▀ ░░░░█▀▀ ░█▀▀ ░█ ░█ ░░░░░░▀▀▀ ░▀ ░░░▀ ░▀▀▀ ░░░ ░░░░░░░░░░░▄▄ ░░░░░░░░░░░█░░█ ░░░░░░░░░░░█░░█ ░░░░░░░░░░█░░░█ ░░░░░░░░░█░░░░█ ███████▄▄█░░░░░██████▄ ▓▓▓▓▓▓█░░░░░░░░░░░░░░█ ▓▓▓▓▓▓█░░░░ Valve, ░░░░░█ ▓▓▓▓▓▓█░░░░Add This░░░░█ ▓▓▓▓▓▓█░░░░Please!░░░░░█ ▓▓▓▓▓▓█░░░░░░░░░░░░░░█ ▓▓▓▓▓▓█████░░░░░░░░░█ ██████▀░░░░▀▀██████▀ Plz rate & upboat my work 2 thx
    17 likes
  26. Alright. Battered and bruised return from DOI. Loaded up this project again and pretty much hated everything about it. Terri and I are getting fired back up and want to be bolder when it comes to the art. Some of the ideas he's had are great and I can't wait to see what he makes. *Art pass to come - ignore lego block visuals* Current Gameplay changes: Rebuild mid to make it before more open and increase the gameplay options. I may make more changes to this soon as I'm not happy with the T-side entries CT entrance to mid- currently unroofed. This flows a lot better than it did before. It may be a little tight just now but gotta test Reception props rearranged for better flow. Area above reception opened up for more nade options. Other changes made based on the reddit playtest feedback include increasing T timing, fixing a bunch of clips and moving a packet of crisps. aiming for a new playtest soon. The art pass will come after the layout is solidified again based on my new higher standards.
    17 likes
  27. Map Finished! Bure is done and ready to go! We finished all remaining areas within the map and got rid of most of bugs (aside from the displacement lighting bug that seems to be a problem regarding VRAD). We'll continue to update the map after the contest and will get of any remaining bugs. Best of luck to the rest of the contestants In the unlikely case that we somehow screwed up and the content did not pack, I'm providing you, @Xanthi a link to download all the content in a private message here on MapCore. This is in case the judging process involves running around in singleplayer, so that our entry doesn't lose points for a technical issue. Info: Steam Workshop submission: Click here GameBanana submission: Click Here Gamemodes: Offensive (main), Liberation, Frontline.
    17 likes
  28. Alright guys, sorry for the long wait, most of you probably don't even remember who I am anymore. But I feel obligated to let you know that I finally released DE_Portugal. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=842297085 Yeah, it took me like a year and 4 months, mostly because life got in the way (multiple times) and I've lost motivation. Lots of f-ed up sh*t happened. However I have great friends who pushed me to the finish line, and I finally decided to get back to it and finishing. I can't say I'm proud of this map, but I'm definetely proud I was able to release it. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=842297085 Thanks to everyone who gave their contribution to this project, I'm sorry if I disapoint you. Probably won't be touching this for atleast 1-2 weeks. I need to take a rest.
    16 likes
  29. I think it's time to optimize this pretty rough version to organize a playtest as soon as possible because I'm sure there are a lot of things to improve since we changed a lot the design...
    16 likes
  30. 16 likes
  31. This sounds super cliche, but I'm going to find myself again in 2017. After 11 years of which the last 4 were fucking horrible, I finally said goodbye to my old job. I have 18 months of salary left to figure out what I want to do with my life. I'm going to spend a lot of time with my wife and daughter, I'm going to chill with friends like it was 1999 and I'm going to play the shit out of my back catalog. I have big plans for Mapcore and Eurogamer as well. Maybe I'll even make a map It feels so liberating, leaving all that crap behind me. Every morning I wake up like this:
    16 likes
  32. Final Workshop done. Game banana incoming
    16 likes
  33. Unfortunately I can't go into details but you would be surprised how obvious everything is, and judging from your questions you already know the answers One thing I can say is that we don't have any "esoteric" tech that other engines don't have. As for the corners, it's not much different than this http://polycount.com/discussion/175191/technique-showcase-unreal-4-13-mesh-normal-map-decals Alright, part 2, Lijiang Tower https://www.artstation.com/artwork/overwatch-lijiang-tower
    16 likes
  34. 15 likes
  35. 15 likes
  36. Started to post some of my environment work, today is ilios Remember that our maps are made mostly by Mapcorians and they are a team effort! https://www.artstation.com/artwork/25bng
    15 likes
  37. 15 likes
  38. Another map, this time Eichenwalde https://www.artstation.com/artwork/overwatch-eichenwalde
    14 likes
  39. 13 likes
  40. Working on my cartoon rts scene, inspired by ageonline (two shots day and night) You can also cut the trees See that here Feel Free to give me a lots of comments and feedback
    13 likes
  41. Well 2016 has been pretty good already : I finished a great internship, designing an innovative drone with a quite complex mechanical system. That was fun and i learned a lot, i hope it wouldn't be confidential so i could show it to you :/ I've been hired right after the internship and quickly gained responsibility, became the project manager of one of our project and lead the project to promising results Gained a lot of expenrience while managing people, following their work and guiding them through their studies I met an awesome brazilian girl, we're together for 6 months now, we even moved together quite recently I changed from a small 1 bedroom apartement to a decent one (with seperate bedroom, kitchen, living room, 2 toilets ... ) Upgraded my PC with a GTX 1070 Finally managed to put some time in map making in the end of the year Lost 10 Kg And i survived from many bike falls ! \o/ (one being a traumatic brain injury without a loss of consciousness, scary :s ) The only big issue is that cs_opera didn't have much progress this year. For 2017, my goal would be to keep going like this, trying to be happy as much as i can finally be and... Finish my current short project (this) Work as much as possible on cs_opera, seriously Quit my engineer job for a while and try to work in the game industry (more like in the end of 2017) Learn some portuguese and visit brazil
    13 likes
  42. After being absent for nearly 4 years, I am going to rejoin the industry in April. Can't effin wait. I needed this break but I am ready to go back in now. Working a different and completely unrelated job for these last years has given me a new appreciation for how nice it is to work in games, surrounded by talented people passionate about the same thing. So yay! I am back and hopefully this means I will be back on Mapcore more often too. Also, the amount of Hurgs in future videogames should therefore increase drastically. I have missed you all!
    13 likes
  43. That is it. What a ride it has been. Final update and submission has arrived! I will write up a personal note a little later, but for now I will leave you with screenshots and links! http://steamcommunity.com/sharedfiles/filedetails/?id=792840174 http://gamebanana.com/maps/193374 Thanks to NWI, MapCore and Gamebanana for hosting this contest. Thanks to everyone who gave feedback during the playtests and afterwards. Thanks to April and Alex for supporting me invaluably. Alex also helped me with the Minimap. Thank you! Merry Christmas everyone!
    13 likes
  44. Hello, back again already! I've worked on a feature to generate flowmaps of the playtest. Heres an example on the map De_Aviv The intention is to help in the ability to see very clearly the common paths across the map, and high traffic areas such as chokepoints. I will be refactoring the code shortly to show off paths direction (colour fading along line), to increase readability! This is not available publicly anywhere else, so if you would like one of a previous playtest from the mapcore server, please contact me!
    12 likes
  45. Rest assured, we took an in-depth look. Not just us, but all parties involved. Each made their own top list and that eventually got merged. Not only were the maps thoroughly tested but they were also extensively played. Personally, I think that's the only viable and honest way to do all the hard work you guys put in justice.
    12 likes
  46. Not really done a massive amount of personal work recently, but thought I'd get stuck into something in the new year. Messing about with Blueprints and Sequencer in UE4. Sequencer is great! So much better than Matinee, that thing was a mess.
    12 likes
  47. Forgot to add: Your palette is leaning heavily towards cartoony as of right now, with lots of yellow and orange in there:
    12 likes
  48. The last of my Overwatch environment spam for now, Nepal! https://www.artstation.com/artwork/Wz9JE
    12 likes
  49. Finished and uploaded: Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=803177826 Gamebanana: http://gamebanana.com/maps/193401 Currently supports the 3 main game modes, but is optimised for Offensive. Credits: Neil 'Jed' Jedrzejewski Everyone at Ham and Jam Mapcore CGTextures
    12 likes
  50. A video of Brest from start to finish
    12 likes