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Showing content with the highest reputation since 07/13/2020 in all areas

  1. 34 points
    catfood

    [CSGO] Engage

    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: ENGAGE WORKSHOP PAGE
  2. 18 points
    T-Rexer

    Frostbite - Danger Zone

    The Danger Zone experiment has opened up a new location atop of an old ski resort. Amidst abandoned cabins in the frigid cold, who will be the last man standing? A community Danger Zone map created by: Chief, Hasselhoff, KlixX, Quoting, Seth, SkratchPost, Slimek, Squdski, Squink, T-R3x3r Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2168101259
  3. 16 points
    untor

    Swamp

    Hi Mapcore! We are make Swamp update! What's new? Performance! And new screens from map:
  4. 15 points
    Lizard

    County

    Bunch of new screenshots. Quarry and motel. You can clearly see that our motel is similar to cs_motel by Soctom. That is correct. I asked him if we can base ours on his original visuals so that we can maybe bring some of the nostalgia for older players. Tried to find the right balance between original and fresh visuals to still bring something new to the place and also to fit dz map playstyle. Hope you guys like it.
  5. 11 points
    Sick_TwinN

    de_pithead WIP

    I decided to make a new topic since i am making the map alone now, thx to @DutchCrazyGamer for some of the ideas for this map! i wish him best of luck on his map :D here some wip shots
  6. 11 points
    Sick_TwinN

    de_pithead WIP

    the level has now been blocked in and now i can go to the next step to detail everything
  7. 11 points
    T-Rexer

    Frostbite - Danger Zone

    Frostbite Update 1 We have just updated Frostbite for the first time with a major update. We tried to include as much of the feedback posted here and elsewhere in this update. Feel free to leave more feedback. We are working on another fairly substantial update right now, trying to eliminate as many bugs as possible, so post everything you may find. Patch notes: [General] - Improved performance (up to 20%!) - Reworked lighting for better contrast between in- and outside areas. - Added fences/rock cliffs to areas where the map boundaries weren’t obvious. - Reworked map boundary clipping. - Added more weapon spawns across the map. - Fixed weapons spawning underneath the ice. - Fixed drone delivery issues (thanks Valve) [Radio] - Reworked buildings to eliminate dead ends. - Added a lock to the outhouse. - Added second story to the telescope building. - Added chain-link fence around the base of the tower to indicate inaccessibility. [Village] - Opened up one of the previously closed buildings. - Added pathways between buildings for better navigation in the area. [Town] - Reworked building frames for lighting and collision improvements. - Added graveyard area. - Reworked statue. - Reworked textures. - Adjusted clutter. [Tourist] - Fixed misaligned ski lifts. - Added more ski lifts. - Added ladder and jump puzzle to get on top of ski lift building. [Alpha] - Moved resort building moved further away from ski slope. - Opened up first and second floor of previously inaccessible resort building. [Shack] - Opened up first floor. - Added stairs to connect garage to first floor. [Tunnels] - Added signs for easier navigation. - Added path from west entrance to north exit. - Improved lighting. - Reworked north exit. - Reworked tunnels near west entrance. - Removed bathroom area which led to a dead end. - Improved visuals in the cave section. [Boat Houses] - Reworked one of the buildings. - Added snow on outside wood flooring. [Tower One] - Added information sign. - Added snow on outside wood flooring. [Misc] - Added more snow. - Improved texture blends. - Made ski flag poles more vibrant. - Fixed an issue where broken windows would still make glass sounds when shot. - Fixed misaligned props and displacement gaps. - Disabled ice reflections on low shader detail settings. - Updated and reworked deployment overview to better indicate the actual playable area. Pictures of the new fence and watchtowers around the map, aswell as consistent snow ontop of every building:
  8. 10 points
    Edude

    Maginot [Wingman]

    Hello everybody! I'm creating a map (based on the Maginot Line) for the Wingman's Contest - provided by Source Engine's Discord. I started the map 3 weeks ago and I'm on the detailing phase, slowly progreeding area by area, worried with the time left. I decided to follow this strategy: detail 75% of every area and after that (and gaining some time) I'd put some final touches + polishment + optimization. I wonder, should I keep doing it in a hurry or is it better to make it with no rush and patience (losing the deadline)? There's still a lot to do and I'd like to hear your opinions...
  9. 10 points
    de_coverup by celery, Sir Thomas, and 9yz Unreleased as of now.
  10. 9 points
    grapen

    Darktide

    We revealed our new game during xbox games this evening:
  11. 8 points
    JorisCeoen

    Daigo

    As more time has opened up in my scedule recently, I've been able to work on redesigning quite a few important assets of Daigo. I've been working silently on T-spawn for the past month to slowly but surely rework all of the roofwork (for the whole map), as well as a lot of additional woodwork and foliage. All of it is still WIP, but I've reached a point where I can finally start moving forward into the map. A lot of additional details are planned to be added, and some of it already exists, but I'm not adding those until the very end of the whole rework. I've also decided to use the newest prop_detail techniques to design most of the flowers and grass stuff so I can have total control over the variation and placement across the map. I'm working hard on getting all the assets procedurally placed, so that I can also change things later on in the development of the map (such as balanced coloring and thematic material). Below is an rough example of the T-spawn rework: I have no ETA on when the whole map will be done, but I'm going to work almost solely on this map until the end of August. Hopefully a playable version will be ready by then
  12. 8 points
    fewseb

    Sawmill (WIP) (wingman)

    Small update, I havnt used this thread to document progress as I was hoping to. Ive found working on this map tends to be a lot more multiple small iterations as opposed to larger individual ones like im used to. So far the map seems to be playing well and ive received a lot of valuable feedback via Mapcore's playtest system. The layout has evolved for the better entirely because of the feedback I received from those playtests. Here are some WIP of the art stage. A lot of the things are still up in the air lighting wise. Obviously a lot of areas are still very dark as im not quite sure how im going to light the interior places. Im also having trouble getting rain to act consistently and im unsure how successful an overcast sky will be, players tend to like their sunshine. I may end up dumping the rain for a sunrise/sunset if testing continues to prove unsuccessful. Outside/yard T side upper Bombsite from ct main Bombsite from upper T spawn
  13. 8 points
    Calling the top contest maps conformist and not innovative and saying their creators are only in it for the prize pool seems to be popular with people who haven't really been part of the community that produces these maps. But it doesn't reflect reality at all. From my experience, for the guys who make these maps, level design and environment art are their passion and the prize pool and competition only serve as an excuse to spend the time required for such a project on a hobby. These maps are the communities best effort to create new competitive Counter-Strike maps. That is also the reason you are not seeing crazy new layout formats, 3 bombsite designs or highly overdeveloped layouts sparsely decorated with stock assets. Competitive Counter-Strike is a massive esport with a huge playerbase. The expected gameplay loops have long been defined. The amount of complexity and control players have on maps is expected to be fine tuned to what people are used to. The aesthetic and its priority in relation to gameplay has long been defined. At this point, for competitive CS making an innovative map really does mean coming up with fresh spins on old ideas. If you don't want to be tied down by those restrictions, the game has a few other game modes that are worth mapping for. Dangerzone and Wingman are getting a lot more attention in the community right now. Both of these game modes have not been around for very long and are still very open to new concepts and ideas. Hostage desperately needs an entire rework of its mechanics and or economy. And nothing is stopping you from developing your own game mode. 3 bomb sites simply do not fit what 5v5 competitive cs is all about. Doesn't mean you can't make a fun game mode around 3v3 maps. Just a bit pointless to complain about all those things not being part of or winning in a contest that is about 5v5 comp maps.
  14. 7 points
    zombi

    [WIP] Arcadia - danger zone

    Still working on this boy.
  15. 7 points
    I've actually had two pretty great and unadorned ideas how to improve the next competition myself: 1. In order to limit the number of entrants and therefore allow judges the time they need to focus on being better people, the competition should only be open to people who first meet the following criteria: Name must begin with a J Must be born in the northern hemisphere Must own at least one (and no more than one) tabby cat Must drive a Renault with a busted passenger window Must probably not finish their map, but still be eligible to win anyway 2. In order to attract people who meet the above criteria, the prize pool must be doubled. It's only fair.
  16. 7 points
    This is some good self reflection here! Being open to feedback and making big changes and stuff is key. Playtesting is a big part of it. I already told you my thoughts on your map, but if you as a mapper dont (want to) do anything with it then it wont get you anywhere (which is okay! U still learn from everything). To get to this topic, I dont get why you keep coming up with this stuff. Yes innovative stuff is awesome, but there are LD rules and especially to such an competetive (esport) game. We playtested your three bombsite map in competetive mode and it had many design flaws (that had nothing to do with having three bombsites, though the third bombsite in the center didnt make sence at all). If u want I can PM u the feedback, but honestly I feel you keep praising your 'out of the box' attitude which doesnt make sence at all. So I dont think its worth it giving you feedback as its probably a waste of time and effort. New stuff isnt always better. Not saying to not try out new stuff as long they stay within boudaries that work for a game. You can always try, thats what playtests are for, but also be open to the fact things dont always work the way you want to. If you want csgo to lose its identity, maybe go design maps for other games so it pleases you... Please stop pretending to be some mapping guru that shows us the way or try to get us to an new 'era' I am sure your intentions are good, but I just get a litle tired by these topics so sorry if I come out rudely. Ofcourse a ideal situation would be judges playing each map 10 times on comp mode and judge it but come on, appriciate they take their free time to judge the maps at all. If you want feedback go gather it and have playtests, dont rely on the judges (which are just individual persons too, no offence ) and if u think money is motivation for joining a mapping competetion then u dont understand what hobbying and improving skills is about coz I am sure thats first on the list for most mappers out here to join a competition. I do however wish there was a way to focus on gameplay elements first as a mid-judgement thing and have a top x entries be able to continue for the art pass, but idk thats a personal preference.. either way I think the last top 11 / top 20 all played well and its a 50/50 mixture of importance so.. I think the competitions are well organised and I am happy they spend so much effort in them. If u wanna do inovative stuff go join the wingman SE competition as its a new gamemode that has a lot of restrictions and require more out of the box thinking to make it interesting
  17. 7 points
    Minos

    [CS:GO] Cusco

    Perhaps you should consider moving somewhere else. At least on the places I've lived (and visited), the sky has an almost infinite range of colors
  18. 6 points
    'we were going to release based on the petition but then didn't since VNN made a video on it and fuck that guy'
  19. 6 points
    will2k

    [Dying Light] HARRAN OLYMPICS

    Harran Olympics Even with a quarantine in place, you can still participate in the Harran Olympics, albeit in a more extreme version. Despite the lockdown, you found your way to the Harran Sports Village where Olympic games were scheduled for the summer. The competitions are more extreme, and with some special competitors. Test your mettle, win competitions, collect gold medals, and let your success story go viral. Choose from 13 different events of various difficulties with XP rewards for each one. Dominate your competitors, and speed through courses before time runs out. Events range from Olympic classics such as Long Jump, Pole Vault, 100m Dash to brutal, knock-the-wind-out-of-you events such as Dodgeball, Jungle Gym. Will2k August 10, 2020 https://steamcommunity.com/sharedfiles/filedetails/?id=2193273766 Screenshots
  20. 6 points
  21. 6 points
    TheOnionChef

    [CS:GO] Coverup

    This map was the first time I did any game/map development since 2017, so the first few months of this project took a while for me to get re-accustomed to the tools. First blockout date was Feb 29th, and I just pushed pre-release update today, August 6th. I began the project with 9yz, who helped with the initial detailing and theme development, a lot of which is no longer in the level today. The map has gone under different names such as Shortdam and Calamari, as the theme has slightly shifted over time to what it is now. The biggest development period began in late June where I received help from Sir Thomas- who between him and I did a nearly complete overhaul of the visuals and revamped two routes. I got lots of help from my friends, like Jonmcbane who did the logo. I also received permission from PROXY, the world-famous DJ to use some of his music in the map trailer- which releases tomorrow at 8:15PM CST, with the workshop page. I can't thank everyone at MapCore and Source Engine Discord enough, as I got lots of help getting readjusted to working with Source again. I plan to work on more maps, and I hope everything goes smoothly from here on out. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 There will be a launch party on August 7th at 8:30 PM CST on http://twitch.tv/Mariowned Mariowned (creator of the surf game mode) will be hosting matches on the map and my co-creators and I will have a blast talking level design with him. Stop on by!
  22. 6 points
    Vaya

    Basalt

    #basaltwasrobbed
  23. 6 points
    Edude

    Maginot [Wingman]

    Screenshots of some areas's progress - there is still a lot to do... It will be hard to optimize and polish when the time comes since I'm using a lot of displacements.
  24. 6 points
    will2k

    WIP in WIP, post your level screenshots!

    Harran Olympics summer Olympics coming soon A small preview of my upcoming custom map titled "Harran Olympics" where the player will compete in several events, in a more "extreme" version of the Olympics.
  25. 6 points
    so yeah anyway: YES to More feedback. its crazy that the biggest mapping contest has less feedback from judges than little $100 contests. Understanding why maps weren't successful is important for people to grow as level designers and artists.
  26. 6 points
    As someone who spend alot of time on this competition (for which im grateful existed) I also look back at it with some amount of regret and a sense that i didnt get the feedback from the judging that I craved going into it. However upon some more introspection i also realized that if I truly want the juicy feedback all i needed was to have it playtested some goddamn more. I thought i could get away with a couple of playtests and suss out the rest from there, but that was truly not the case and i was too dug into some of my initial "darlings". The hard truth is that getting it tested over and over again is something that cant be neglected if you want your map into the game and no amount of feedback from "judges" will change that.
  27. 6 points
    Kokopelli

    Frostbite - Danger Zone

    I feel like 3kliksphilip is dead wrong when he says there is no way to plan out a DZ map and that the best way is to build it out and hope for the best. Blacksite, for example, is brilliantly built and I'll be damned if it that map wasn't thoughtfully planned out. I have 500+ wins in dangerzone and I've spent quite a bit of time analyzing the map and there is a lot to appreciate in regard to gameplay design choices. There are so many angles and cover placements with clear intention, and all designed while making the areas unique and with little repetition. The terrain elevations all make perfect sense in terms of how they limit visibility from one area to another and the whole map just flows beautiful both visually and from a gameplay perspective —it's just hard to believe it was all a shot in the dark. I'm sure many things were fine tuned, but I think they must have planned out the map in broad strokes pretty thoughtfully. Even in DZ, I think you still want to design with the mindset of having a fair degree of predictability. Players are generally going to have more choices by virtue of the fact that it's a more open map, but I think the designer should still show restraint and make choices with clear intention to avoid complete chaos. This is my biggest criticism of Jungle—it doesn't feel like it was planned for Dangerzone gameplay at all, but rather aimed to capture an environment first and foremost. This was most evident with all the porous buildings, open yet inaccessible windows, sparse cover placement and repetitive locations. I haven't had a chance to play around Frostbite yet, but I'm eager to check it out and provide some feedback. I dig the Ski resort theme. Congrats on the release!
  28. 6 points
    +Rusty+

    Blender

    After a couple of days of looking at code i thought it may just be an easyer idea to try and just update the original UE4 addon but that turned out to be pretty frustraiting with API updates and understanding the style of the original creator, so was advised it would porbably be better to start from scratch.. So two weeks of constant looking at code and getting to grips with python im finally getting to where i want to be. Iv managed to create this little custom panel for exporting simple models to UE4 (still very much wip ovc) -Selected objects name cane be changed within the panel -When pivot to centre is chekecked, on export the model's pivot is centred (which is 1 main reason i even wanted this addon because default fbx export causes you to manually move any objects to centre before exporting unless you want to keep blender's scene 1:1 which can also be done if unchecked) -Exporting normals type's that are used within ue4 -Adding the custom export folder destination with quick and easy acces when shift+click on the folder icon and ofcourse the export button that adds all the functions within.. Iv still to test more and add a mesh collision panel for also exporting collisions when checked.. Im no coder but learneing alot from this already.
  29. 6 points
    Let's say you have five CTs in the positions above. As I'm approaching from the tunnel I'm hugging the right wall so I can engage a player playing the back of the site without being exposed to any other angles. When I get here, I can get a narrow peak at a player playing behind the stack on site. As I continue forward, I begin hugging the left side of the tunnel as I sweep right to clear each angle on site one by one. Before stepping outside the tunnel, I look up to check for a CT playing on top of this stack. While I'm checking that stack I'm still inside the tunnel and not exposed to the CT playing the corner on the left. Then I check that corner. Next, I press up against the stack so I can again check for a player playing the stack on the bombsite. After that I check car. Then deep in the cubby. And finally directly behind the stack.
  30. 6 points
    Responding to some of your points from the last thread to hopefully move the conversation here. I don't think this is true. Most choke points are designed in a way that allows players to methodically check corners one by one. On Dust 2, the only spot where you're forced to take a 50/50 gamble is double doors on long as T (and I'd say it's the most egregious chokepoint of all the maps in the competitive pool). Every other chokepoint allows you to peak corners in a sequential manner. I don't think any map denies a player the ability to play without utility, but rather allows for enhanced play when it is used. A site on Mirage is probably the hardest to play without any utility but you can still clear each angle one by one if you know how. Overpass is a good example of a map that allows you to play without utility. The angles are really well designed for that, and yet it is considered one of the most tactical maps and is greatly enhanced by the usage of utility. I would argue this is what makes an e-sport an e-sport. What makes people appreciate a player's skill is how they are able to anticipate situations and recall their knowledge of the environment and the game's mechanics to overcome an opponent. There needs to be a certain amount of predictability to make that possible. It's the idea of mastery that hooks people onto e-sports and sports for that matter. I definitely believe we can find new ways to increase map depth without adding too much complexity and therefore unpredictability. But it's also important to realize that the derogatory way you've framed the game is precisely why people respect it. Dust 2 is the map layout that defined how Counter-strike is played but it's also a true relic. The engine 1.6 was built on basically required maps to be heavily segmented because of its limitations. And to some degree, maps still have to be built this way, but there is a lot more freedom now. The bigger argument for segmentation is you need teams to have to take gambles. There needs to be risk/reward for the pathing choices you make at any point during a round, so you have to be careful with how much visual intel you afford players. CTs should have to take some risks with their positioning. They can position themselves more favorably by pushing for map control and using process of elimination, as well as using sound cues to predict movement. I don't think it's fair to say designers here aren't thinking outside of the box so much as they are respecting the fundamental principles of how the game is played. I'm not saying we have it all figured out either. I think this is something to explore, but keep in mind every sight line is effectively another corner to check. If you've designed a tower for CTs to gain sight of a T across the map, that T has to know to check that tower window every time they cross X location as well as any other corner they already have to check along the path they are walking. You know what's not Dust 2? Train, Nuke, Overpass, Cache, Inferno, Vertigo, Canals and every entry from the last Mapcore competition. If you consider all of those dust 2, I think you're wishing for CS to be something it's not. On that note, I'm curious to see what ideas you come up with. I do believe there is a lot more room for exploration.
  31. 6 points
    DMU222

    WIP in WIP, post your level screenshots!

    A lot of good maps do do this. Look at B cat on Mirage. This is a powerful central position, that dynamically shifts in purpose depending on area of control of each team. Good map makers do rethink the fundamentals, but an original twist needs to be implemented in a way that the player doesn't feel like abusing it is the only way to play the map. A lot of good ideas in a single map does not make a map good. Careful, well thought out maps can be beautiful. Most maps in the competitive map pool right now are completely different from each other. Inferno has three lanes leading to A and only one leading to B. It's a wacky design but for many people it's their favorite map. Why is that? Because if you really break it down it is still a simple four lane map that feels different not because it throws out the fundamentals, but because it puts them in a new perspective and orientation. Even nuke, the wildest map of all, has the same principle design philosophy behind its layout. Yet nobody would even think to call it a Dust 2 clone. Ultimately there is no specific rule that creates 'great' csgo maps, but keeping the fundamentals in mind is what ensures that you create a balanced (and thus fun) experience. Imagine if Halo level design was approached like it was CS. I don't think that map would be very fun to play for a full match. P.S. I feel like we have derailed the point of this thread. Can we please move this conversation to @Soldat Du Christ's "CSGO community commentary from an outside perspective" ?
  32. 5 points
    JorisCeoen

    Basalt

    I've lately been running around in this map, being in awe of the propwork that was made for conveying the atmosphere and natural setting. I just have got to say it: I think this map's visual quality has been criminally undermined. Surely, some minor interior work and certain white brushes are akwardly low-detail compared to the rest, but the cliffs with the detail props and the transparant grass is something I've actually been taking a close look at for the past week. It's rare for me to get so impressed and blown away by just a few models that I actually decompiled the map and some models to make sure I could understand just how the heck it was made. Only a professional modeler/mapper could possibly come up with such smart visual solutions, therefore wishing to applaud the team behind the design of this map. Thanks for bringing out this map, and for being a huge inspiration for my current project
  33. 5 points
    ItzOmega

    The random model thread!

    https://www.artstation.com/artwork/OoG0Ob
  34. 5 points
    PaulH

    Xbox series X

    Was great to finally be able to officially announce the development of Fable during the showcase Stalker 2, The Medium and Avowed all piqued my interest, exciting times ahead!
  35. 5 points
    Seriously man, you seem frustrated. You want something from CSGO and more specifically its mapping community which multiple people have repeatedly, politely laid out to you, is not what their understanding of CSGO is about. There is very close to zero point in continuing this conversation, if you do not listen to these people's opinions or simply deem them too narrow-minded because they don't fit with yours. I needn't repeat any arguments, they're all out here already, strewn across your content, SoldatDuChrist's and now even the WIP thread. Why do you keep fighting this crusade? I suggest you take a step back, reconsider what you want from the game and this forum, and then, if you feel like it anymore, reenter the discourse.
  36. 5 points
    @Ringel from your repeated posts where you are raising more or less the same theme i understand that you feel frustrated that your work, ideas and effort are not recognized at least on a scale that it will make you satisfied. If you aspire to work in the game industry don't limit yourself to a narrow niche like csgo. But if you don't, my advice is to take a break. You won't be young forever and it's not worth the trouble consuming yourself with virtual problems.(no vale la pena amigo). Not all the hobbyists will be great level designers and artists. And by the way, these are professions that require study not just enthusiasm and talent. I have spoken!
  37. 5 points
    I believe your intentions are good, Ringle. I think one reason why some people feel somewhat insulted, for lack of a better word, is because you keep calling for more innovation, which implies you believe we aren't all trying to be innovative already. I'm sure many of us here are genuinely trying to push the boundaries of what CSGO can be, but we all have different takes on how to accomplish that. Maybe you didn't find any of the last mapping competition entries to be innovative and that's perfectly fine, you're entitled to your opinion. But I would argue Swamp was pretty innovative—it actually created a new mechanic, albeit a frustrating one. But hey, they tried something new, something risky and that's commendable. Basalt has a pretty unique mid with its arena-like structure and manages to capture a very open-world feel while still having boundaries that make it playable. For some people, putting a twist on the classic clover design is being innovative because that's about as much wiggle room as their paradigm of CSGO allows. It's not that they aren't thinking outside of the box, it's that they are doing what they believe pushes boundaries while still allowing the game to feel like Counter-strike. It's out of respect. You can only twist and bend the rules of checkers so much before it becomes chess. If you're unimpressed with the lack of innovation here, then that just means the glory is yours for the taking. If you come up with a design that's fun and pushes the boundaries, it will get noticed and it will stick. Thorin once mentioned there is no so-called "Michael Bay" of map design. CS maps have always found success in a sort of viral way. Keep throwing shit until it sticks—in a thoughtful manner of course.
  38. 5 points
    Blockout is almost done, should be ready to build in Hammer soon, just need to fine tune the lines of sight and see if i can implement the art more, set in industrial revolution Victorian era!
  39. 5 points
    Yeah, not understanding the number of bombsites directly correlates with the number of players, the plant times, the bomb time, the round length, etc is really misunderstanding how and why the gamemode works.
  40. 5 points
    Kokopelli

    [CS:GO] Cusco

    Updated video tour of the map.
  41. 4 points
    Oh yea Half-Life, oh yes that game sure sure interesting
  42. 4 points
    dux

    Half-Life Alyx

    Yeah you get to see her at the end where she makes ice cream for everyone
  43. 4 points
    Lizard

    County

    Hello everyone ! I think it is a good time to post some screenshots from my newest csgo project that I'm working on with @jakuza. He already made some models and materials that I used in the listed locations. More to come in next passes, County is a map that features everything that comes to mind when typical european thinks about rural part of the USA. It is a danger zone map that features variety of locations you would normally see in rural cities. What I tried to do was to tie these location with some story as well as their placement on the map. I really wanted to avoid 'random structures scattered across the map' feeling some of the community made maps have. First art pass is mostly done in most of the locations. In upcoming weeks I will focus on Motel and Quarry locations which are not shown here in this post. List of locations with a lot of creenshots (a lot of screenshots actually) Church: Police station: Sawmill: Farm: \ Trailerpark: Haunted house: Creek: More to come!
  44. 4 points
    poLemin

    [CSGO] Engage

    I agree with what is being said here. The map looks stunning - in a positive and a negative way. The particular shot shown above, is something I encountered when playing it as well. You get thrown into this area when leaving CT spawn, and it's unclear were the sections of gameplay relevance are. The connector to mid is hidden because of the U-Shape, The door is kinda hidden due to the orthogonal angle you are approaching it at and the stairs to your right are only in the corner of your eye. The bright light at the back of site draws attention, but only leads to a seamingly meaningless corner. I think the lighting overall looks beautiful, but it doesn't really support gameplay. It's hard to read which parts of the map are important and which are non-playable areas. Again, this is criticism on a very very high level. The map is great, looks stunning and I had a lot of fun playing it (granted when it was a greybox, but only a few things changed since then). Congratulations to the team! It's definitely something to be very proud of
  45. 4 points
    Radu

    Half-Life Alyx

  46. 4 points
    having more or less bombsites is not innovation. It's not understanding the game.
  47. 4 points
    inb4 wall of text response
  48. 4 points
    Most important thing to mention is that in the average round you will have four terrorists doing all this checking against one or two ct players. This gives the terrorist team a great advantage in firefights because they can easily trade if any player goes down. Additionally, you can have different players checking different spots on the site, meaning that all of these positions will be cleared in mere seconds. Bomb site takes (and retakes) are ALWAYS the moments your players will value the most. In a single moment, the fate of the round is decided as players exert themselves to push their team closer to victory. The push through a chokepoint onto a site is the most important design of any good counter strike map. Most other things on the level must than be built to add more importance to the choke point. What areas of the map do teams need to control to stop or mount a push? What space do we give players to set up before going in (on either side)? How do players get to the chokepoint in the first place? A counterstrike level is about exploring and exploiting the level to gain a firm grip on your chokepoints, and then blasting through them to secure victory against the other team. It's important to remember that the defending team should also gain something once they push through a chokepoint. Usually this is flanking options and rotation paths against the enemy team, but this could also be intel on where the enemy team isn't. A good chokepoint is also usually not just a single doorframe or hallway. My two favorite examples are A long and catwalk on Dust 2. As the defending team is pushed back, they get multiple safe areas (corners) that they can duck into in order to try and stop a push. The enemy team also gains cover positions that allow them to hold their newly gained ground and push defenders away from the next safe area. TLDR In summary, when creating a chokepoint you shouldn't focus on making it work in a 5v5 scenario with no utility, because no one will ever be playing your map that way. Make developed paths with planned cover positions along them. Make interesting set up areas that allow teams to take a breath before getting into a fight. Create positions that are exposed and hard to get to, but can allow a team to swing the round if they take the risk of taking that ground. Perfecting these areas is what will make your map interesting to players, because these areas are what create those amazing clutch moments that players will remember.
  49. 4 points
    Minos

    [CS:GO] Cusco

    It's a little Off-topic but is Terragen still a thing? Last I checked the newest versions output amazingly realistic results I agree that the CS community won't accept a Bloodborne-like skybox, but variation is nice. I remember one of my favorite things to do back in CS 1.6 was to look at the different skyboxes - anyone remembers the skies for 3d-mike's maps, de_laguna etc? Having a beautiful and unique skybox will go a long way to make a map stand-out. If Terragen doesn't work, I'm sure there's a way to convert skies from cgskies to Source format (wouldn't be too hard to set something like this in a modelling program, just place a sphere and turn the camera around to take the screenshots). -- Edit
  50. 4 points
    Kokopelli

    [CS:GO] Cusco

    I've been working slowly but surely to get Cusco in a good place for playtesting. It has been case after case of "oh, let me just fix this first," but now I think I'm happy enough to get this rolling! I've added a lot more architecture and placeholder detail throughout the map, partly to give the greybox some more character, but more importantly to start bringing the vision together. I've made many greyboxes in the past that had interesting ideas, but where so abstract in their conception I could not figure out how to bring it all together. With Cusco, it's been a very delicate dance between function and form all throughout development. There are still some things to work out, but for the most part, I think I was able to give each area of the map a coherent and distinct identity. CT SPAWN - Based on the Plaza de Armas, one of the most popular areas in the historic district in Cusco. It's a very open area with lots of pretty looking buildings. Seemed like the perfect eye candy for a spawn area. I've only worked on the playable area, but looking in the opposite direction will reveal an open view of the plaza. The added arches allowed me to add a thick pillar for much needed cover during rotations through CT spawn. A SITE - A Site is based around a hotel, which terrorists will attempt to destroy by blowing up a propane truck outside. I widened the windows above the doors for more grenade options during takes and retakes. Also added some vendor carts around the site for some addition cover. I added a little nook in the middle of the plant zone for a safer plant position. Moved some things around inside of the hotel lobby for readability. Also added a piano for partial cover. T Spawn - T spawn is based on the Santa Ana Arch. The route to B takes players through a cathedral based on the Basilica Catedral del Cusco. The route to A leads up a residential road based on architecture around the Santa Ana Arch. I spent a long time on google maps looking at various types of building designs that would work with the map's geometry. I focused on making things cohesive but also distinctive so players always know what part of the map they are in. Y - I opened up the lower part of the Y-juncture for a few reasons. It allows Ts to move more freely and clear angles more methodically on the approach. It also gives CTs an opportunity to push out and hold a new angle towards the upper area for more aggressive plays. The building the CTs play inside of is shaping up to be an apartment complex under construction. A MAIN - This staging area has turned into a warehouse. There are lots of construction material warehouses throughout the real city of Cusco. This area seemed like the right fit. Players can use the large windows above to throw grenades into the site. I reduced the height of the stairs leading from the warehouse by half and added sloped terrain behind it to make the incline more gradual. I also pushed it farther back to enable more medium to long range gun play along this route. B SITE - This site takes place outside the cathedral. Terrorists are trying to blow up a crypt that was built on the site of an Incan temple that was destroyed by the Spanish long ago. I redesigned the main CT entrance to nerf some sniper positions towards balcony that I felt were too deep and hard to predict. Added a crate against the wall so CTs pushing through smoke are rewarded with a more advantageous position. The view from balcony towards the CT main entrance is simpler and easier to read. The crate I added was placed so that it cannot give snipers cover from players on the balcony. MID - Layout for mid has remained mostly the same, just with some added architecture. Windows high up on the cathedral allow for lots of grenade play between mid and the staging area inside the cathedral for B site. One of my favorite features of the map. There are also windows overlooking the CT side of Mid as well as B site proper. UPDATED RADAR Check out the latest version on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2098558153 I'll be scheduling a playtest shortly.
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