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Showing content with the highest reputation since 12/19/2019 in all areas

  1. 32 points


    I haven't been very active in this topic so far, that will probably change in the coming weeks Recently @grapen remade the skybox.
  2. 30 points


  3. 21 points


    Progress continues! Everything is still a work in progress but I can feel the progress in every compile. I have adjusted the sky a lot and am still fine-tuning the colours. The map is now a lot greener overall to break up al the orange rock and wood. The interiors are also developing but I still have a way to go in selling an African feel to them. As always, comments and constructive criticism are much appreciated!
  4. 19 points


    It's been a while since I last posted on this topic and I'm really enjoying how the map looks right now but realizing the number of assets that still needs to be done brought me some concern and discouragement. I like to think of problems like these as obstacles designers must face in order to make really good levels, but in this case, I still have to do a lot to get to the minimum. Classified may not be completed on time for the competition, however, I will continue with the project and with more updates on the topic in case I manage to release an acceptable version on the final day! The screenshot below puts in a good perspective what still needs to be done to have at least an interesting version at the end, that would probably still need a lot of polishment... I will see how the next days go and leave more updates soon!
  5. 18 points


    Bomb defusal map set in a coastal town in Bulgaria made by me and @KlixX. Reference: Layout history: The current version of the layout isn't publicly available at the moment. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1721338314 (not updated) We are currently working on the art pass. Expect more screenshots soon.
  6. 17 points


    Hey guys, I just realized that it's been a while since I've updated this. Just to let you know, we are still working hard and plan to have at least something by the contest deadline. Here are some images
  7. 17 points
    I think I lost my brain and soul, but it is done. I have made a workshop collection of all entries to the 2019 mapcore mapping contest. Not all topics had a workshop link or could be found on the workshop, so if yours is missing just ping me https://steamcommunity.com/sharedfiles/filedetails/?id=1950169391
  8. 16 points
    Been playing around with some forests in Unreal, did this during a afternoon a few weeks back, The vista is missing a secondary layer of high mountains, probably snow capped, Same world with different fog settings, not super happy with it, nor am I disappointed it will look better as a deciduous forest instead of conifer, Thought I'd post something since it's probably been a year or so since I did WIP
  9. 15 points


    Can you feel the crunch?!
  10. 15 points


    There is still so much work to do, but things are starting to take shape. This first art pass will still take a long time to finish but I'm enjoying the results so far! I will focus on detailing the entire map as quickly as I can to have something concrete for the deadline. If I manage to finish everything (detailing, optimization, general polishing) I start a second art pass with more refinement.
  11. 14 points

    [Dying Light] A NEW HOPE

    A New Hope Overview A full-fledged custom single player campaign that ties in to the original story of the main game. It will see the main protagonist, Kyle Crane, leaving the City for the countryside to search for a specific elusive medicinal herb with the help of the locals, and bring it back to Dr. Camden who believes it could be the cure to the Harran Virus. This campaign is a one man show as I've done everything myself: level design, environment art/detailing, story creation, scripting, quest design, custom dialog, custom audio, custom materials/textures, custom foliage systems, custom brushes for terrain painting/sculpting, lighting, manual nav mesh tuning, scripted NPCs… Interesting facts and features 2 main storyline quests, 8 big side quests, 1 parkour timed-challenge, and 1 quarantine zone challenge Approximate gameplay time 4-6+ hrs depending on play style More than 1400 lines of quest script 400+ lines of dialogue and player monologue with custom dialogue audio (make sure subtitles are on) Custom original storyline that ties into the main game and its expansion Custom notes and messages to further enhance backstory and gameplay Proper rewards for each quest (XP, cash, items, weapons...) Vast open world, free to explore (1km+) Plenty of areas to explore and loot, with secrets, points of interest, notes, Easter eggs, crafting blueprints, weapons... Random events to embellish gameplay (air drops, helping friendly NPCs against biters, virals, goons, demolishers, Rais patrols, and more) Fast travel through the tunnels/sewers system once the whole map is unlocked and accessible Scripted NPCs to interact and chat with Boss fights Custom textures and terrain brushes Custom AI presets Full day/night cycle with unlockable safehouses and shops/traders/quartermaster Weather effects during certain events in the quests Game music/soundtrack fully used for general ambience and tense/fight sequences Manually tuned nav mesh to allow the AI to accurately track and hound the player Intro movie fully animated in first person perspective to keep player immersion Thanks to everyone who offered feedback, cheers, and general support during the 2-year lifespan of this massive project; truly appreciate it. To view the evolution and progress of the campaign in those 2 years, check the work-in-progress (WIP) thread Will2k December 30, 2019 https://steamcommunity.com/sharedfiles/filedetails/?id=1952916767 Screenshots
  12. 14 points


  13. 13 points


    A sneak peek at A site (from CT entrance).
  14. 13 points


    NEW SCREENSHOTS! Detailing the map is always the best part and as I go through this process I see how many things still need to be done. I'm busy this month and because of that, I won't be able to finish Classified before the deadline. I believe it will be ready between March and April for a Steam Workshop release! Good luck to all mappers who are still working on their projects. I will continue to post updates on this topic as the map gets ready! See ya!
  15. 13 points

    WIP in WIP, post your level screenshots!

    Very early footage. I only worked on this map for three days. I found one way to improve the visability of the playermodels. I simply added fog to the map, check it out: Scene one: without fog ; with fog Scene two: without fog ; with fog The fog doesn't have to be this strong to improve the visability. The map takes place in a foggy nature camping / canoe region. A new challenge because I try to make a three bombsite map that works fine and is fun to play. Don't trust the minimap.
  16. 13 points


    3D Skybox Included lots of fairy chimneys, cliff,roads,balloons and Uchisar Castle (hotels already modeling) All balloons are animated and very low poly.
  17. 13 points

    Hideout [WIP]

    More progress, I guess. I've detailed around 65-70% of the map with a month left! I'm trying to finish this project on time, or at least get it to a playable state
  18. 12 points
    New project (very early WIP)
  19. 11 points


    With just over 2 weeks left, I figured I'd show off some areas/angles that haven't gotten a lot of love recently (train cars will have windows don't worry)
  20. 11 points


    Ceiling is a little bit sparse. Tip: Maybe try and flip the image vertically and you'll notice it better
  21. 11 points


    Submerged is not OVER, we're probably not going to make it to the end of the contest in time, but we'll do our best. Some progress we've done. (doesn't have any textures yet, it's there to test proportions)
  22. 11 points
    I just ship the new update for one of my maps, and i was wonder how the map looked when i started to make it. So I decided to make this WIP video.
  23. 11 points

    [WIP] Touristas

    Hey Hey mappers! New workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1918639849 the current workshop file has an old radar, but should be good enough to get you around Being my first map I know this wont be perfect but am pretty stoked with everything I learned up to this point next month I plan on.. - 12 textures (some normal maps are messed up!) - 6 new props - clipping - cubemaps - fixing those pesky string lights ( the move rope lines are not accurate if anyone knows if im doing something wrong ) - fine tune the lighting ( white spots ect... ) - adding back the hint brushes (optimize) - a new 3d sky box (yikes) - soundscapes - final nav mesh/nav map Hope everyone has a great holiday! good luck in the new year! And yes
  24. 10 points
    I've made a script to easily swap playermodels through the list of all the current models available in the game. Simply add bots, exec the cfg and you're all set! Features: You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton. Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts. Issues: The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally. Installation and usage: Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut" >> DOWNLOAD <<
  25. 10 points
  26. 10 points

    [WIP][DE] Antiquity

    Finally got myself a new PC to work with. Compile times are like 5x faster and I can afford to take 4K, max quality screens. So enjoy the new, hi-res quality screenshots... I try to use hi-res textures as much as possible.
  27. 9 points

    de_grotto [WIP]

    Ive updated the beta version today, there will hopefully be a playtest soon. B side is lagging behind visually but other then that I think its come a long way in a short time span. https://steamcommunity.com/sharedfiles/filedetails/?id=1915402320 B site A site Middle CT spawn T Spawn Current Overview
  28. 9 points

    [CSGO] cs_wetland

    Steam Workshop: cs_wetland What is cs_wetland? -> A fun to play lovely atmospheric delightful hostage rescue foggylicious csgo map with a new kind of gameplay! You like to jump down bridges and cliffs? Then this map is for you! You want something innovative and new. Try cs_wetland! The disadvantage of this "new" fog gameplay: Your screenshots doesn't show much and it looks like you can't see far enough. I started this map two weeks ago (28.12.2019) almost from scratch. Nine days of development and two lazy no work sundays. So not even 100 hours of work, but very close! All I had was a fog test map of mine with one prop, three walls, a T and CT spawn, the env_fog_controller and a custom made skytexture (just one color). And the setting from a very short dream. A fog map was something I really wanted to do for a long time. And now it was the time. One great advantage of this fog map is the visability. You only see 722 units far but the playermodels stand out well. My next fog map - if I make one - will be with a higher distance for better sniper gameplay. But for this map 722 units is fine. More advantages: You are able to do very long paths without the need to block the vision for the player. It allows you to create a new kind of gameplay. And you don't have to think that much about the performance. Because of the "Far Z Clip Plane" provided by the env_fog_controller. Anything beyond the clip plane will not be rendered. No need to set prop fade out and create "hint and skip"s. Great! It was a short new experience. Reference images: I tried to use reference images and kind of failed. I started to search for wooden walkways in wetland like those two. number one and two -> Was useful. And I wanted to create a modern house and I found this: clicky click click -> It has somethin in common with my house placed inside the rock next to the T-spawn. But ingame you can hardly see it. I also wanted to do a modern wooden house. After looking at a few images on google I gave up and made my very own house. None of the images I looked at had something in common with it. -> The search for reference images was over. Everything else from cs_wetland was made without any other reference.All I need is beeing patient. Ideas will pop up whenether I stop to think of how to do things. They are like gifts. You can't force them you got to wait for them and then accept them. While developing cs_tori I waisted time by try to force new ideas. It does not work. This time I took a short break or worked on something I knew how to do instead of trying hard. And it worked very well. I mean I developed the whole map in nine days of work. Developing maps is more than a simple hobby for me. I don't do it for pleasure. I use it to express myself. It just happens naturally. Automatically and subconcious. I did not knew that until a few days ago. And it seams like using reference images don't fit into what I want to express. All of my maps have something personal and they also say something about myself. Well they said something about me and my circumstances at the time I created them.
  29. 8 points


    Just a bit of an update. Go and check it out people. https://steamcommunity.com/sharedfiles/filedetails/?id=1930485028 A Site: https://imgsli.com/MTA4NzM B Site: https://imgsli.com/MTA4NzQ Back of A: https://imgsli.com/MTA4NzU
  30. 8 points


    It's time for a quick progress update. I've cut back a bit on the colour, choosing to use it for the building base and certain details like doors, windows, roofs etc which is in line with the irl reference. I still need to add some more basic details, but textures should come into play towards the end of the month.
  31. 7 points

    de_napoli WIP

    Did some layout changes to the bombsites and added an entrance to mid, and detailed the map more
  32. 7 points


    Merry Christmas Mapcore! I am still having some issues making the right hostage area play correctly. Balancing architecture and gameplay is always hard but here it has presented me with a particular challenge. Going to have to do my best with what I have now that the deadline is closing in. I'm learning more about level design for the hostage game-mode every day so if there is one thing I come out of this project with, it will be a deeper set of knowledge for future maps! Below I have included a provisional radar to illustrate the maps current state.
  33. 7 points

    Mapcore FACEIT Hubs

  34. 7 points


    Turkish Bath. One of the hostage areas.
  35. 6 points


    Working on some models and doing FAST mode mapping aswell, don't mind the de_nuke looking rooms, they are changing. All of these models have accurate collision meshes btw.
  36. 6 points

    Hanga Roa 🗿

    So after tons of playtesting the final layout is here, its not much different but it plays better. (No the final version of the radar pic ofc) Most mapmakers suggest drawing a layout on paper or starting with it but I never personally liked it, Here I just made the areas I had in mind and then with help of playtesting it came together into a pretty solid layout (imho). So from the first look at the radar you might think that it is a clover layout, but the middle of the map connects straight to ct spawn instead of connectors to sites. Here is a simplified diagram of the layout: I call this the triple circle layout, it reminds of a cactus I once owned Heres the new layout of b site - basically added a single crate and shuffled about the ct spawn
  37. 6 points

    The random model thread!

    I like to post work in progress screenshots
  38. 6 points

    [WIP] de_zansort

    Finally started with detaling (probably not going to finish in time but i will try)
  39. 6 points

    [WIP][DE] Antiquity

    Improved A site.
  40. 6 points

    [WIP][DE] Antiquity

    Reworked A site, old site design felt too complex and like @zombi said was a little wierd. CT Spawn
  41. 6 points


    Pretty proud of what we've accomplished so far here. Still a bit of a ways to go, hope we can wrap everything up we'd like to before the deadline! (Obviously still WIP!)
  42. 5 points


    Thanks for the input! That's great
  43. 5 points

    [CSGO] ENCLOSURE (Zoo aim map)

    Hello all! Haven't played csgo or made maps for the past 3 years, so I created this aim map to get used to everything again. It is set inside of a small zoo enclosure (for flamingos? maybe?). It comes packed with some custom server commands, so it's ready for playing straight out of the gate. Thanks for checking it out! https://steamcommunity.com/sharedfiles/filedetails/?id=1965581804
  44. 5 points


    The deadline is getting close, so here's what's up with me and my map. The playable area of the map is done, and the level of detail is roughly the same everywhere, apart from the background mountains, which turned out to be a lot harder to make than I expected. Still I'm leaving it here, because I've run out of motivation for it. I'm not even sure whether my bombsites are any good, so I can't justify putting any more work into it. I guess I see this as a "proof of concept" for a map. Or somthing like that. Anyways, here's a link to its Workshop page, if you're interested. The best of luck to all the rest of you!
  45. 5 points
    Kurtis Harmer

    De_Bath (WIP)

    I forgot to sign in and I forgot to drop the overview.
  46. 5 points
    Thought I'd make a new thread since the other one is super buried and has broken links. I've gone and (finally) updated the content release for junction with all of the latest art in _r2 of the workshop release. I'm also attaching a separate content release here that contains all the max files. I'd totally link the art src files, but they're all for the old version of quixel suite and are super huge in filesize (besides who uses photoshop anymore anyways!) p.s the max scenes are for max 2013 (I think??) So they'll work in newer versions of max, but will absolutely not load in older versions. DISCLAIMER: This content is provided as is and was designed with pbr type reflectivity and values in mind. If you decided to use the content in your map, please credit the usage and drop me a note on steam or discord -Thanks! CONTENT LINK MODEL SCENE LINK BEEG Shots of some of the new assets in the latest map:
  47. 5 points

    [WIP][DE] Antiquity

    Currently working on A site, made a bell tower as a landmark for A site. Can be seen almost across the map. After finishing work on site A, I'll do some optimization. After optimization process, I'll upload a playable version of the map. P.S. I removed "nuclear explosion" lights.
  48. 5 points

    Mapcore Introductions Thread

    Hey guys! My name is Tune and I'm from USA. I often went by a few online aliases like "Prototstar", "Naamtune", and most recently, "CannedTuna". I started my venture in to game modding and dev back in the early 2000s, beginning with the fun map editor for Age of Empires, designing fun story-based missions for my younger sisters to play with. Around mid-2000s I ventured in to level design for Half Life Sven Coop mod, making linear levels for my friends and I to gun blaze through on the weekends. As time went on I migrated over to Source Engine, acquiring new skillset in designing texture along the way. For Source, I was designing maps such as a recreation of COD Modern Warfare's multiplayer map, Vacant, for CSS. As I was getting more confident in my skills I began to volunteer to work for different modding teams. Some of those mods I've worked on were Operation Black Mesa and World War 1 Source as level designer and environmental artist. Outside of releasing levels, I had also published several free texture assets on FPSBanana for Goldsrc and Source. After graduating from highschool in 2011, I disappeared off the radar for a long period of time. I found a career working in IT for aerospace manufacturing company, spearheading numerous business projects, overseeing the west coast infrastructure, and helping out with business acquisitions. During this time I was monitoring the game dev scene and saw the industry booming rapidly and tech was progressing quite fast that it felt overwhelming to keep up with. Nonetheless, this hiatus period was a time period where I began to stabilize myself emotionally and financially. Last year was a slow venture back in to game development. I began creating custom assets for Cities Skylines after being fed up with lack of decent industrial buildings. This involved learning an unfamiliar workflow and new tools like Maya and Substance along the way. Recently I was brought into a new studio as one of the business partner to help with a development of an untitled indie game, to assist with forming the studio backend, and oversee the studio operation. So hello, everyone!
  49. 5 points
  50. 5 points

    [CS:GO] dz_severo (Danger Zone)

    Hey, I'm working on my new Danger Zone map. It's called Severo Map is still W.I.P ABOUT Action takes places on a fictional desert island somewhere in America. There's a lot of america's houses, gas station, motel, and more to explore for equipment to fight! Every feedback is appreciated Some ss: Also I made animations for some models, to make map more "alive"
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