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  2. Guni

Posts by Guni

  • Shrine

    • Guni
    • September 14, 2017 at 4:03 AM

    Been awhile since I've posted anything, Im smashing out as much as I possibly can do each day with brush work and texturing. Though I'd like to prevent showing any sneak peaks till the end.

    At this point in time I would like to extend an Invite out to any potential Environment Artists looking to increase their portfolio and obviously have a hand in the competition. The sheer quantity of custom assets that I require most definitely out-way my current speed and skill set when it comes to 3d modelling etc. Happy to go 50/50 in anything, just want to get the project completed at this point and have a final piece to show on a Portfolio.

  • [CS:GO] De_Grind

    • Guni
    • September 10, 2017 at 4:05 AM

    Really amazing work and very thematically appealing :)

  • Cypress

    • Guni
    • July 24, 2017 at 5:29 AM

    Congratulations on the release, Ill take a run around later :)

  • Shrine

    • Guni
    • July 13, 2017 at 6:45 AM

    Took a quick break from the props and textures to go back to the map and flesh it out a bit more. Would like to thank those from mapcore and some close friends who gave me feedback.

    Alpha 3 is now ready for test, layout and difference below.

    Alpha 3 Layout

    [Blocked Image: http://i.imgur.com/aGipo1B.jpg]

    Alpha 2 to Alpha 3 Layout

    [Blocked Image: https://media.giphy.com/media/r1jxdxT6sFMhG/giphy.gif]Alpha 3 Changelog

    Spoiler Middle:

    - Added a new pathway for CT's top Middle, creating a 5-6 second distance between CT and T Mid points. - Placed Orange Placeholders to represent fencing and props for later design - Squeezed mid a few pixels both ways

    Bombsite A:

    - Brought bombsite A in towards mid making it more compact - Created two paths for CT to enter A; a fast option to site and a slightly longer way to sniper box - Squeeky Door was made smaller and had its placement slightly moved - Sniper alley was shortened - Replaced boxes (not final)

    Bombsite B:

    - Reworked CT entrance into B site - Squeezed the site down and the paths leading into it - Reworked some of the boxes and placements - Reworked the long B entrance - General Fixes

    CT Spawn:

    - Changed the spawn to an open style - Moved CT spawn forward and slightly closer to A

    T Spawn:

    - Moved T spawn back to adjust timings.

    MISC:

    - Work has begun on some basic props and textures.

  • Shrine

    • Guni
    • July 9, 2017 at 7:52 AM

    Little Update: Started to learn 3D software and slowly progressing, big thank you to everyone I pester with questions.[Blocked Image: http://i.imgur.com/XOWWUol.png]

    This Torii gate was my first model without following a guide. A lot to learn but pretty excited to see I'm capable of these things.

    [Blocked Image: http://i.imgur.com/Dx4ELBC.png]


    New playtest hopefully for the 13th to test the smaller map and rework of sites.

  • Goals for 2017?

    • Guni
    • July 8, 2017 at 11:35 AM

    - Learn 3D Software/Texturing to an Intermediate Level

    - Complete a project to the best of my ability

    - Begin forming a portfolio

  • Mapcore's CS:GO Mapping Contest 2017

    • Guni
    • July 5, 2017 at 2:36 PM
    Quote from JorisCeoen

    2 hours ago, JorisCeoen said: Am I allowed to use an older project, completely overhaul it gameplay-wise (so the layout would be entirely different) and submit it for this contest? It would be drastically different in every aspect. In other words, I would take it back from 0 and rebuild it in another, more updated way.

    I don't believe so as it's already had an art-pass.


    If you were to do a new layout then it isnt the same map, you are just copying the theme. Which in of itself is your choice. I would encourage you to try a new theme to challenge yourself.

  • Shrine

    • Guni
    • June 26, 2017 at 5:04 AM

    Workshop and Thread updated. Alpha 2 released after input from Mapcore play-test. Screens been removed for a layout photo, refer to change-log for any technical changes.

  • [CS:GO][WIP] de_yacht (demolition mode)

    • Guni
    • June 18, 2017 at 1:13 PM

    Love the look so far, personally preferred the day time version as there was more visibility on details etc. Some of the hulls textures on the ship would have a bit of gloss to them as well (i think). Keep up the great work!

  • Shrine

    • Guni
    • June 12, 2017 at 7:33 AM

    Map changes/updates are now live. New screenshots and change-log added to main post.

  • E3 2017

    • Guni
    • June 12, 2017 at 5:27 AM
    Quote from FMPONE

    3 hours ago, FMPONE said: xbox one x. wii, wii u. what is up with the completely inane console names we're constantly subjected to?

    /FMPONE out.

    "true power" hmm wonder what aspect of their console they might be insecure about

    [Blocked Image: https://68.media.tumblr.com/5a8541f5611c058e25ad74f2e7a1ac13/tumblr_inline_olvbh3DRJj1tqzyie_540.jpg]

  • Battlefront 2

    • Guni
    • June 10, 2017 at 9:45 PM

    Some early 'gameplay' footage


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  • de_havana

    • Guni
    • June 9, 2017 at 11:50 AM

    By the time the maps completed, it wont be able to run on the source engine anymore it looks really good

  • Shrine

    • Guni
    • June 9, 2017 at 9:56 AM

    Main post updated with layout, workshop and references. Looking for feedback so I can destroy the whole thing and start again ;P

  • [CS:GO] Thrill Assets

    • Guni
    • June 6, 2017 at 6:09 AM

    Some amazing work, Thank you!

  • Shrine

    • Guni
    • May 27, 2017 at 8:55 AM

    Throwing my hat into the ring once again.

    After recently travelling to Japan I wanted to try to capture a location that I enjoyed whilst also diversifying the current environments within Counter Strike. The level will take its theme and insipiration from 'Fushimi Inari Shrine' in Kyoto.

    Shrine is a 5v5 Competitive Bomb Defusal Map with its theme and inspiration taken from 'Fushimi Inari Shrine' in Kyoto. This is the initial release for timings and layout. I would appreciate any constructive feedback.


    Layout + Screenshots

    Spoiler Main References

    Spoiler

    Changelog 12/06/2017

    Spoiler - Shortened and Tightened Middle - T spawn and street were compacted - Ct Spawn brought forward for timings - A Site completely remade - B Site completely remade - Some Sightlines covered or removed - Clipped some brushes

    Changelog 26/06/2017

    Spoiler Alpha 2 Release

    General: - Reduced Clipping in sites and areas of playable interest - Entire map recieved a scale down both horizontally and vertically - Removed displacements and other long pathways that created sightlines and pain.

    Middle: - Reduced the length of middle - Reduced width of middle - Added cover to both sides of the middle cross (orange brush as placeholder for props/detailing) - Underneath truck has been blocked from CT view. - Connector paths have been moved - Excessive clipping has been removed

    Bombsite A: - Shorten the length from CT and T spawn to A - Long A to squeeky has been pushed closer to Tspawn - Reworked Long A connector opening - A site has been reduced in width - A site cover and blockout added - CT Cross is now closed off

    Bombsite B: - B site had new cover added - Removed clipping and random corners - Added new entrances to both sites (indoors) - Tspawn to B site is no loner a corridor of displacements - Tspawn to B site now plays as a zen garden with surounding architecture - Site timings fixed - Sight-lines closed off

    Changelog 13/07/2017

    Spoiler Middle:

    - Added a new pathway for CT's top Middle, creating a 5-6 second distance between CT and T Mid points. - Placed Orange Placeholders to represent fencing and props for later design - Squeezed mid a few pixels both ways

    Bombsite A:

    - Brought bombsite A in towards mid making it more compact - Created two paths for CT to enter A; a fast option to site and a slightly longer way to sniper box - Squeeky Door was made smaller and had its placement slightly moved - Sniper alley was shortened - Replaced boxes (not final)

    Bombsite B:

    - Reworked CT entrance into B site - Squeezed the site down and the paths leading into it - Reworked some of the boxes and placements - Reworked the long B entrance - General Fixes

    CT Spawn:

    - Changed the spawn to an open style - Moved CT spawn forward and slightly closer to A

    T Spawn:

    - Moved T spawn back to adjust timings.

    MISC:

    - Work has begun on some basic props and textures.

    Please post any feedback below or message me on discord.

    Will try to get a play-test soon. Workshop here

    Keep is totally not dead....

    Thanks, Guni

  • Mapcore's CS:GO Mapping Contest 2017

    • Guni
    • May 24, 2017 at 12:24 AM

    Exciting news!, Goodluck to all entrants.

  • Starcraft Remastered

    • Guni
    • March 27, 2017 at 9:18 AM

    Im really stoked about this, having played SC1 all through my younger years and playing sc2 on an off at a mid-high level. I love the fact that they're not trying to redo it, its just a perfect 1:1 with all its crazy gameplay and mechanics

    .

  • [WIP] de_keep

    • Guni
    • August 26, 2015 at 5:34 PM

    I've just recently moved countries again, so I haven't and will not have the time to get this done by the finish date in four days. I will continue to work on this in my own time and eventually get a natural release when I'm happy with it. As for the competition, I am officially cancelling my entry.


    Thank you and good luck to all.

  • MapCore CS:GO Playtesting 4.0

    • Guni
    • July 15, 2015 at 1:34 AM

    A big thank you to all those that gave feedback in the playtest last night!

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