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  2. Hollow

Posts by Hollow

  • de_investment - Update 2 (September, 7th)

    • Hollow
    • August 22, 2013 at 11:31 AM

    No probs man!

  • de_investment - Update 2 (September, 7th)

    • Hollow
    • August 22, 2013 at 11:09 AM

    First off, I'll need to clarify (if it isn't already obvious), I am posting this release thread on behalf of my buddy Sathor, the author of this visually stunning Mirror's Edge inspired CS:GO defusal map.


    I believe he is not an active member here on Mapcore, residing mainly from the land of Interlopers, but I felt the quality and amount of work I know he's put into this is deserving of some greater exposure.


    WORKSHOP:

    http://steamcommunity.com/sharedfiles/fi…668&searchtext=


    Some screenies:


    [Blocked Image: http://cloud-4.steampowered.com/ugc/595886760045162819/A9688AD9B78ABCBDFEA27985313F92F56DA4C05E/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/595886760045169490/94785F1BC8FE438B0DAB0C2E1DA547BC3CCBC917/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/595886760045199338/674A0409886BA8C8611EEC0634D417B071CE56CA/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/595886760045203434/E2DA063B537347EC1B30A3C1BF322BC2DB2D979D/]


    (More pictures on the workshop).


    A few things to note. This is 100% entirely custom created content. All the models and textures - excluding the few assets contributed to him from the Lopers community - were created by just one guy. We've been carrying out playtests for the last year and it's been awesome to see how far the map has come. So please check it out, I feel it stands out quite dramatically, in terms of aesthetics, compared to 80% of maps available on the workshop.

  • WIP in WIP, post your level screenshots!

    • Hollow
    • August 7, 2013 at 2:17 PM
    Quote from Vilham

    displacements

    Yep, pretty much. With decals/overlays on top of that.

  • WIP in WIP, post your level screenshots!

    • Hollow
    • August 6, 2013 at 8:41 PM

    Hey thanks for the feedback guys!


    You bring up a very valid point JeanPaul, and one I'll be keeping note of closely whilst I continue to art pass the level. I'll be sure to highlight possible blind spots with contrasting materials - for instance I could put the blue tarp on those crates - or simply tone down the foliage for camping areas.


    I may also release a 'clean' version to eradicate any issues with blind spots.


    This is probably going to be my final swan song working in default 'vanilla' Source. The only reason I decided upon making this as a CSGO map is because I had the layout playtested over the course of the year - where it proved to be a solid map - but I had more important commitments before I finalized the art-style (main job, indie stuff). Coming back to it now, I sort of lost the original vision I had for the map, and so now it's merging into this thing


    Hopefully I will be able to strike a balance between competitive MP design and visuals

  • WIP in WIP, post your level screenshots!

    • Hollow
    • August 6, 2013 at 2:16 PM

    Slowly but surely working on this map whenever I get the chance. Created a new lighting setup to get a more interesting mood going on (TLoU inspired ).


    [Blocked Image: http://i.imgur.com/GAhKwoa.jpg]


    [Blocked Image: http://i.imgur.com/LBXwSUi.jpg]

  • Black Snow | A horror mod from the C17: Episode One and CANVAS Teams

    • Hollow
    • November 25, 2012 at 7:20 PM

    We had some issues with Moddb taking a silly amount of time to authorise the zip file. v1.01 should be easily downloadable now, it's also on Desura already as the mod is doing quite well it seems! (no.1 on moddb all of today .)

    Please do let me know of any bugs you encounter or feedback to smooth over the cracks in a next patch. it also goes a long way to helping us valuable gain data for our planned commercial project which has some links with this mod. This is sort of a dry run if you will to get an idea of if we are going in the right direction.

  • Black Snow | A horror mod from the C17: Episode One and CANVAS Teams

    • Hollow
    • November 24, 2012 at 3:40 PM
    Quote from Skjalg

    this looks very interesting. Is it a horror themed mod?

    I'd say it's a balanced mix between adventure/exploration & Horror. It's heavy on the atmospherics & mood, with an unashamed nod to The Thing as inspiration

  • Black Snow | A horror mod from the C17: Episode One and CANVAS Teams

    • Hollow
    • November 24, 2012 at 6:35 AM

    [Blocked Image: https://dl.dropbox.com/u/7082026/blacksnow/header_sm.jpg]

    Hey Everyone! I'm not the most frequent member here on Mapcore, (long serving interlopers.net/recent Forza Horizon dev), but I do value the Mapcore community and it's audience in wanting to share with you a recently completed project Taychin Dunnvatanchit (Kremator666) & the CANVAS/CITY 17:EP1 teams have been working on!

    BLACK SNOW is a singleplayer horror adventure mod with an emphasis on atmosphere and strong inklings to The Thing movies.

    You play John Matsuda, an IT Technician that is part of the Prometheus assessment team sent to investigate communication silence at a research station in Greenland. Naturally, nothing is what it seems.

    *MODDB download is still awaiting authorization so I had to upload to mediafire for now.

    [Blocked Image: https://dl.dropbox.com/u/7082026/blacksnow/ice.png]MEDIAFIRE

    [Blocked Image: https://dl.dropbox.com/u/7082026/blacksnow/ice.png]MODDB PAGE

    [Blocked Image: https://dl.dropbox.com/u/7082026/blacksnow/ice.png]BLACK SNOW BLOG

    [Blocked Image: https://dl.dropbox.com/u/7082026/blacksnow/screen14.jpg]

    [Blocked Image: https://dl.dropbox.com/u/7082026/blacksnow/screen15.jpg]

    [Blocked Image: https://dl.dropbox.com/u/7082026/blacksnow/screen16.jpg]

    [Blocked Image: https://dl.dropbox.com/u/7082026/blacksnow/screen18.jpg]

    [Blocked Image: https://dl.dropbox.com/u/7082026/blacksnow/screen20.jpg]

  • WIP in WIP, post your level screenshots!

    • Hollow
    • October 30, 2012 at 8:57 PM
    Quote from _gb

    TBH nuclear waste probably wouldn't just stand around in some back yard like this.

    The Terrorists drove it in with the pick up truck and dumped it there, originally planning to set it up at the smokestacks, but ran out of time and focused more on the primary target (the shipping area at the docks).

    I might change the truck type, as it's not very big atm.

  • WIP in WIP, post your level screenshots!

    • Hollow
    • October 30, 2012 at 5:33 AM

    Oh haha no worries then.

    I think we're both partly correct. I'm using 'realistic' geometry and shapes seen in particular types of buildings & architecture, but arranging them in a specific way that wouldn't likely exist as a complex in real life.

  • WIP in WIP, post your level screenshots!

    • Hollow
    • October 30, 2012 at 2:31 AM

    A lot of the textures are placeholder for now, and I'm likely to replace things like windows and trims with custom models.

    That is actually just a small section I cordoned compiled, the full layout is complete and has been tested to death (but in dev textures form) and I'm going through polishing each area up

    An example of bombsite A;

    [Blocked Image: http://cloud.steampowered.com/ugc/487752896019608609/38D68A1F54C67103B1A60AF19C35CAF40ED2154E/]

    I actually tried to make the whole map coherent in terms of height and space, the whole map slopes down from T spawn to CT. Maybe that just isn't apparent in those two screenshots.

    I'll keep in mind your thoughts about the architecture not being realistic (though I did base a lot on reference photos), as it's something I'll tweak progressively down the line!

  • WIP in WIP, post your level screenshots!

    • Hollow
    • October 30, 2012 at 12:10 AM

    Got back to working on my CSGO map. Ignore the lighting errors on models, 'twas a fast compile

    [Blocked Image: http://cloud.steampowered.com/ugc/937007313294120558/1973755EB30A4A84C3B5FBD3F0B1DE5A6B2C6B8C/]

    [Blocked Image: http://cloud.steampowered.com/ugc/937007313294110353/EB347FA82B53B9A53E11ADE3816A3E0523EC9A6A/]

  • WIP in WIP, post your level screenshots!

    • Hollow
    • September 5, 2012 at 8:49 PM

    Yes of course cityy! Here's an overview shot of the whole map:

    [Blocked Image: http://i.imgur.com/DR8xE.jpg]

    And here's an album of the different areas in-game:

    http://%7boption%7d

    You can probably see some taller buildings surrounding the playing area, but I'll add a few more around the CT spawn to make it look more dramatic

  • WIP in WIP, post your level screenshots!

    • Hollow
    • September 5, 2012 at 3:11 AM

    I don't post here much, but I'm currently doing the art pass for my CS:GO map (layout is finished and has been playtested thoroughly!)

    [Blocked Image: http://cloud.steampowered.com/ugc/938128623119285113/4757AB92F6E08FB4870E56A3D7517B5F6C095DFF/]

    [Blocked Image: http://cloud.steampowered.com/ugc/938128623119282673/AC48BD8EE74A08ECFE3FF1325FFEC69024C7F161/]

    Some small thing to note, I know about the messed up steam from the vent in the first shot, also there will be a presence of snow in the shadowed areas, but I'm leaving that till last in case I adjust the lighting later on.

  • CANVAS: Site launch of an upcoming Source Engine game

    • Hollow
    • June 16, 2011 at 6:45 PM

    We're probably aiming for about 6-7 hours of solid gameplay (rough ballpark).

    As bad as it is to say we're going to have to ignore most of this hype and continue to knuckle down, we don't want to get ahead of ourselves We gotta keep the promise to deliver and hopefully that means a fairly shorter dev cycle than Black Mesa lol. I mean they have a great thing going but it's crossed over into vaporware territory :/

  • CANVAS: Site launch of an upcoming Source Engine game

    • Hollow
    • June 15, 2011 at 11:23 AM
    Quote from e-freak

    looks cool is the whole transition between areas (bedroom and island) in the engine?

    The transition scene is assisted with After Effects. But I see no reason why we couldn't pull it off via cinematic physics

    BREAKING NEWS

    We have just hit front page on Rock Paper Shotgun. My jaw is in tatters on the floor.

    http://www.rockpapershotgun.com/2011/06 ... /#comments

  • <new transmission>

    • Hollow
    • June 15, 2011 at 4:01 AM

    Double post, but, I kept my word!

    viewtopic.php?f=23&t=16308

  • <new transmission>

    • Hollow
    • June 15, 2011 at 3:36 AM

    No problem. One of the team members will be posting a News Announcement pretty soon so sit tight

  • <new transmission>

    • Hollow
    • June 15, 2011 at 2:19 AM

    Hey it's cool. I'll answer some of your questions and concerns.

    Alot of the team are well known members that derive from places like Interlopers and Polycount. The project lead was the lead for the HL2 mod Nightfall. to be honest, and it's the fault on my behalf, I assumed before posting any clues that the Mapcore community would of had some vague idea of Canvas, seeing as I recognise some members on other forums. And didn't quite expect the irritation that would entail.

    This wasn't any sort of ARG, or announcement, it was supposed to be a little trail of clues very shortly before we officially announce in a couple of hours. I ballsed it up I can see now .P But I can assure you it's not a 'derp I has mod guise hey' type episode. it's something that's been brewing for the last couple of years.

    You will get your media I promise, and I hope clarified myself, something I should have done to begin with. Apologies!

    Edit: The Time is Now...

  • <new transmission>

    • Hollow
    • June 14, 2011 at 8:15 PM

    Fair enough. I will make this my last post regarding the project. But it's a shame you guys didn't take so warmly to it, because it's got some brilliant talent involved. Yes, it looks like I'm trying lead you all down the rabbit hole, but a bit of patience on your part would have gone a long way.

    If you are unwilling to check back tonight, consider it and opportunity missed to become familiarised with Canvas

    Sorry if I wasted your time.

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