@lamarrite So? this was a internal playtest. read the description of the video.
"No workshop link to speak of, since catfood has not made the map release public!"
@lamarrite So? this was a internal playtest. read the description of the video.
"No workshop link to speak of, since catfood has not made the map release public!"
Hello Mapcore,
This is the map Almaas, Thomas and I are working on for the Big adventure mapping contest.
The map is based on a island with a former prison that is now being used to store military equipment.
Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=3256988376
Quote from JorisCeoenOn 8/3/2020 at 2:59 PM, JorisCeoen said: I've ran around it yesterday, and again today just as I woke up. The map is just insane. I swear you have to be some sort of architect to design maps this sophisticated and beautiful ?
Though, as much as I was blown away by the map as a whole, I just have one overall concern (right now anyways), which would be that running in the map with or without bots feels very overloaded/overdesigned. It's hard to describe properly, but it feels that at every inch of the map so much is going on at the same time in terms of visual information, that it feels quite heavy on the brain. For me, at least. I'm sure other people have less of an issue with this. It's one of the reasons I never queue for Nuke, because as much as I love that map and see it as one of the biggest Valve masterpieces, it's just too much visuals and I lose focus.
However, compared to 98% of the workshop this map surpasses all boundaries, and equals only the best maps available right now. Congratulations!
Thanks dude! I spend a lot of time getting the structure in place and making it look believable which was kind of a challenge due to its size.
About that the level is bright is entirely on purpose since adding contrast areas in the background of multiplayer levels especially for CS:GO can create issues with readability. Also car factories aswell as other modern factories are well lit. I turned off the lights of some areas to create a different vibe throughout the level but mainly it had to be well lit for those reasons.
I tried to keep the "3Dskybox" as simple as possible since most players wont notice flat grass in the background but do care for better FPS
Hello all!
This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop.
Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes. The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design. RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there.
The result:
Quote from Oskmos14 minutes ago, Oskmos said: More work on Insertion2. Trying out a new dusk/dawn lighting setup. I Think i'll stick to it. Will be nice to play around with lights to guide player movement. It's still a bit too dark though. Need to find the sweetspot between nailing the dusk/dawn look and good overall brightness.
I posted these on Twitter as well at https://twitter.com/Oskmos So make sure tO SmASH THAT LIKE BUTTON!!
I smashed the button
also playable when?
great stuff man! btw those water shaders look awesome
Quote from untorOn 26-4-2018 at 1:04 PM, untor said: [Blocked Image: https://pp.userapi.com/c840238/v840238433/60922/Ag8PVOmkVz8.jpg]
Good job! I like this shot, the organic environment and the structure work really well together.
Quote from flickaaOn 24-4-2018 at 12:33 PM, flickaa said: After taking time on the rotations on various maps, I found out that:
Ruby - it's 18s through CT, and 16.5 through mid
On maps like Dust 2, mirage, cache and inferno - between 12-14s
That's a good amount of seconds less. It is probably hard to change it and not screw up timings, but I think it is very critical for the map to have good rotation times.
Here we go again, map size is fine and so is the rotation time. The map has been thoroughly tested from beginning to end of development and if the rotation was really too long the bomb wouldn't be defused this many times. Also keep in mind that when the ts are committing to a bombsite they can be seen from quite a distance so the moment cts on site die and call the bombplant terrorists are still on the move for few seconds before actually planting. If you want watch a game on ruby and see how both teams move and communicate this tells much more then just comparing timings and this one time that you played on the map. This is a viewers game TrilluXe hosted that is fun to watch: LINK
Game starts around 03:08:35
Quote from baem123On 21-4-2018 at 12:30 AM, baem123 said: Its nearly 2 years since my greybox feedback at page one. Time flies!
This map seems to be one pinnacle of counterstrike mapping. The artwork is really impressive. Every added detail fits to the scene. It's fun to wander around.
There are 2 things which i dont like; both are sadly seen on most maps: - you can't jump to some places which look like you could go there - you can't slide along walls without getting stuck permanently
Nevertheless this map has to be in the next operation and it will be. Thanks catfood for this map!
Thank you for the kind words and could you maybe point out this wall(s) where you can't slide along?
Quote from FMPONE19 hours ago, FMPONE said: I think this is your strongest work yet. The sparkling ocean effect (sprite?) is really fun. In the past you’ve maybe not had the most realistic style, but you truly made it work here without losing any of your charm. Interested to play it soon!
@FMPONEThanks! and the sparkling effect is not a sprite but are small func_dustmotes with a short life time ![]()
Quote from T-Rexer
well deserved
enjoy looking at your cake piece!
Quote from El_Exodus12 hours ago, El_Exodus said: I think ruby is the first map i had a walk around while shift-walking the entire time. That soundscape man - awesome shit. Your sound recordings definitely payed off! Incredible what feeling that adds to the map.
Thanks Exodus! and nice to hear you like the soundscapes but that's the work of Hunsrus: https://steamcommunity.com/id/Hunsrus He joined me on trip to Lisbon and was the audio guy for this level as well as my previous levels ![]()
Hello! Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop! The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having: ~100 custom models ~60 custom materials ~100 custom sounds All based on the Portuguese city. The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level. There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake! Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development. And please let me know what you guys think of the end result!WORKSHOP LINK
Hey it's coming along nicely especially for a first map. Only concern I have right now are the dark spots/shadows in almost every room/area. Maybe try lighten up these areas to make the level more readable and also prettier to look at.
Quote from MazyOn 12-12-2017 at 8:59 AM, Mazy said: Another new Death Stranding trailer!
/me hidesExternal Content www.youtube.comContent 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.
Looks like a video for a new Tool song
A bit late but congratz on the release! Just ran around the map and it feels great to navigate through and I also like the cosmetics especially the indoor ceilings
btw why did you decide to remove the green roofing? I remember the castle had this in earlier builds right?. I thought it looked kinda cool
[Blocked Image: https://i.imgur.com/25z00s5.jpg] Oh and sucks to hear about those downvotes. Maybe someone could write a bot script that spams MapCore maps to the top?
fight fire with fire
Thanks for the kind words @Klarkie8, @FMPONE and @grapen
I appreciate it!
Quote from UNREA118 hours ago, UNREA1 said: You definitely did your homework, I'm from Portugal and that already feels like home to me.
That's very nice to hear I hope to do justice to your beatifull country
@Hackerman This is very usefull thanks a lot although most clips you pointed out will be fixed during the development progress later on unless they are gamebreaking then i'll try to fix them right away. And i'm glad you like the designer palm tree hehe
Hello Mapcore It's been a while, I've been very busy working on ruby the past couple of months so I thought it was time to re-release a preview of the map to the workshop and give you guys a heads up of whats going on. First screenshots: A site terrorist entry[Blocked Image: http://i.imgur.com/XhRH21f.jpg] Mid / B-short[Blocked Image: http://i.imgur.com/gfggwd6.jpg] Terrorist spawn[Blocked Image: http://i.imgur.com/vL3YImH.jpg] Back of Mid[Blocked Image: http://i.imgur.com/upoGiW8.jpg][Blocked Image: http://i.imgur.com/Tq2GAf0.jpg] In the screenshot above you can see I've added a extra option / angle where the terrorists can fight over each bombsite I also gave them a extra path to rotate more easily through mid whilst trying to keep the map from becoming over complicated. Playing as CT you can still defend and watch all angles if you play two A one mid and two B. The reason I made these changes came from the many playtests that were held. A lot of times it seemed that the terrorists got stuck quite easily if the CT's would just smoke the entry paths to the bombsites. I found this became boring real fast and wanted to give the Terrorists a bit more space to work with but that of course won't make them overpowered. So I added a few options where the terrorists can work together over small areas near the bombsite where they can win a extra angle or option to fight over the bombsite and not just adding another entry point to the bombsite itself because this would make it unfair and to hard for the CT's to defend. There's already been quite a few playtests where I saw the terrorist team working together in theses areas and even if they finally got to the bombsite or not it was great to see how the fights worked out and I'm quite satisfied how the map plays overall right now. The only thing I'm still concerned about right now is the new route near mid this seemed sometimes a bit too much because you also have the upper route you can take from mid. I'm gonna stop right here because I don't want this to become a too long didn't read kinda thing. I hope you guys like where the map is heading and might you have any questions or feedback please let me know!
Link to workshop
de_out_of_the_ferno
could also be fog settings