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Showing content with the highest reputation since 11/15/2018 in all areas

  1. 29 points

    [CS:GO][WIP] Trailerpark

    Blackdog - yeah, using cs_concert assets for the instruments. Some more vehicles, and a bit of a top down of the area. I included some WIP pics of the 3d sky, and the door that RZL mentioned. Skybex is currently optimising the trees, and working on more vehicles.
  2. 24 points
    Hello Mapcore peeps, it's ya boi Horse Strangler aka BananaSandbags aka BillGatesFan69. Been working on this one for around two years now with the talented folks over at Gunfire Games. The game releases tonight (at the time of writing this post). Darksiders 3 is a Adventure/RPG hack and slash. A lot of the art here focused on a semi-stylized PBR look. It's not quite Blizzard hand painterly, but it's seen a lot of inspiration from it. Was a fun time transitioning that look and style to a pbr heavy engine like UE4. I plan to do a writieup of some of the interesting art challenges we faced working on the game for the site in the near future, so keep an eye out for that one!
  3. 16 points

    Black Mesa Source

    We posted our xen trailer this morning if you havent seen it yet https://steamcommunity.com/games/362890/announcements/detail/2537111426405732058 Woot!
  4. 16 points

    [CS:GO] de_highlands (WIP)

    Well I see this red building is flaming the crowds ! For now I'm pushing a bit the visual on A site / CT spawn, still haven't done the bomb site detailling.
  5. 15 points


    High above the world in a lost mountain, a dormant volcano begins spewing out a mysterious liquid. Arcas Industries immediately claims ownership, but what are their nefarious intentions? And more importantly, can two lone terrorists stop them? This map was made for the 2018 r/CSMapmakers Wingman Competition. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1575910876 Art and Design: @Squinky Layout and Design: @T-Rexer
  6. 15 points
    Another UE4 Scene
  7. 14 points

    [Wingman] Station

    new week, new update! Now, i want to show you, High-Speed Train!
  8. 12 points
  9. 11 points

    Half-Life 2: Year Long Alarm

    Hey Everybody! This past Friday I released my Half-Life 2: Episode Two mod, Year Long Alarm, on Steam. This polished 30min-1hr Half-Life experience was originally created as a portfolio piece. The design of it was to create an experience that felt like it could fit right into the middle of one of the Half-Life 2 games/expansions. While I felt like I achieved my goal, and it helped me get a job at Respawn, the mod was never really pushed out into the world by me. (There's a story there.) Six years has passed since I finished it, and after playing Half-Life 2: Downfall I thought... maybe Year Long Alarm should be released on Steam. After spending some nights bug fixing, and wrestling with the Source Engine, it was finally time. That time just so happened to be Half-Life 2's Birthday. If you are looking to dive back into the Half-Life 2 universe, check it out and let me know what you think. Edit: It is also probably worth mentioning that I decided to pack the source files for the two levels into the mod as well. Half-Life 2: Year Long Alarm Steam Store Page
  10. 9 points

    [CS:GO] Plaza

    Wanted to make a thread for the map I've been blocking out for a while. I really want some critical feedback, I wanted to make the sites a little on the unconventional side and I want to hear all the suggestions. I've changed the layout of the map a million times, still not quite satisfied with T-spawn and the areas leading to the sites but overall I think I'm satisfied enough to start texturing and modeling. I haven't quite got the timings down yet, and without much playtime I don't know if the sites are any good yet, but hopefully I'll get it playtested soon. I know because of the design there's some issues with weird angles, cracks in cover and some areas that might possibly be exploited with a mega-boost. I'm trying to get those taken care of one by one, in this stage I'm just mostly concerned with the effectiveness and fun of the layout. I know the extra scenery, windows, etc. can be distracting and hurt visibility, I'm trying to find ways to decorate each one to keep visibility super high, and I'm not putting a window or door directly along any path or corner you'd need to see along, the're mostly along the sides of larger areas and will have curtains, blinds, advertisements, etc. that will contrast. I'm also trying to optimize the map so having many building interiors isn't a problem. I'll be posting some concept art sometime. I wanted to create an urban map, but add a little more flair then alot that I've seen, I don't want dank streets and concrete buildings. The map takes place in a shopping plaza near the busy downtown. The plaza main front has a variety of shops and services, like a barber shop, a pizzeria, a bookstore, a small clothing store, an Italian restaurant, one of those single-screening movie theaters, a noodle/sushi stall, a flower shop, and much more. As you travel to the other side of the plaza you'll see more corporate buildings. An office building with an attached inventory warehouse is near the exit of the plaza, and B site sits under a looming building with many windows. (honestly haven't figured out what kind of building I want it to be, it has a front entrance driveway like a hotel but it doesn't look or feel like a hotel) Alternately, walking behind the plaza (or through the indoor portion near the theater) you'll find a cheap motel with large neon signs for those staying in the area that want a convenient yet not too comfortable place to stay. Behind all the businesses sits A site in a small parking lot for the surrounding shops and warehouses. Most of the walkways in this map will be laid brick, but near the motel and B site you'll run into asphalt road and a tonal shift between the separate parts of the map. The terrorist organization was transporting their latest hazardous cargo over a few state lines, they had business with someone at the *nondescript corporate building* and decided to stay the night in the area, parking one of their vans behind the motel. That same night they were visited by some informed and equipped officers of the law and their dangerous cargo was apprehended. The plaza has been closed early and the area is gated off while the mess is sorted out. However, these anarchists aren't going to take this sitting down, they have to push their way in past the armored agents and destroy the evidence. Workshop Link <------------- T site (the squares on the ground) from which you can go left or right Left from the T spawn, in front of the Theater headed to A site The long lead-up to A. You can exit to the right instead to not be visible to an AWP player and either go through the alley or jump up to the fire escape from around the corner The end of A-long from on top of the fire escape Looking down A-long from A site Glimpse at A site Looking up mid towards A site Barber shop at mid that connects to the alley The top of mid, behind the noodle/sushi stand is A site, and to the right is a staircase to B site The staircase that leads to B site The warehouse leading to B site The inside of the office you walk through to get from warehouse to B site The opening of the tunnel to B site B site from the left side B site from the sniper nest inside the building at B The overview for now
  11. 7 points

    Archive of everything [UE4 SCENE]

    Hey all, This scene is a reimagining of my friend Yuya Takeda's concept, the archive of everything part - 2 'https://www.artstation.com/artwork/VODxP' The concept was an inspiration to try 3d modeling and texturing on a bigger scale for me and not just sticking to relighting or speed design scenes. Assets were modeled exclusively in Modo and use rounded edge shader for almost everything. The substance suite drives the texturing process with additional help taken from photoshop. Check out more and better res pics here - https://www.artstation.com/artwork/xzYNAm Leave your comments and thoughts below.
  12. 7 points
    Hey guys, it's been a while since I posted here (in May or so ?). I've been following a bit the activities on the forum. So many cool maps created! I wanted to give some news of what happened those last few months. Still at Ubisoft Annecy but I got a permanent contract now I've been assigned many technical tasks, working on improving pipepline through tools. This shit is super exciting! Super good feedback for management, tasks are fun and atmosphere is very friendly (btw we're still looking for level designers and level artists here ) For the french speakers, I've launched a podcast called Meet The Dev in which I interview people working in the game industry (if french speakers are interested to participate, contact me!) I'm also writing a book! It is a book about how to get a job in the industry where I talk about speciliazed schools, Cv, portfolio but also professionnal attitude, application, networking etc. I try to cover everything to create the master "guide" (i don't like to say guide). I hope it will be interesting for people willing to get into the industry. I've been willing to do that for a long time and i'm very happy I finally started to do it. It's a big retropecctive on what have happen in my life for the past years ^^ I've been reading many books about personal developement lately and as i'm starting to work with schools, I thought it would be a super good tool to make a universal book about game industry's "secrets' and hidden truths about recruitment. there are big parts of "Open your eyes!" for newbies. Yeah I said it, I'm getting in touch with game schools in France to make some lessons. Normally I'll be starting that beginning of next year ! I'm super happy about that too! It's mainly a personal goal but i'll may be under the ubisoft flags for few lessons. Oh and those personal development books... man it has changed my life. Honestly, reading those has been a big change of perspective on how to achieve objective. The best two i've read are "The 7 habits of highly efficient people" and "the Magic of seeing big". It has put me in an amazingly good mood and I'm doing averything to keep on with like that. I can only recommend to read them! And last but not least, I've been training to get into the real estate investment. I'm planning to buy my first appartment next year to rent it. I'll do good quality flats don't worry. I'm not a fucker that rent shit. Wow, didn't expect to write that much ahah
  13. 6 points

    Prodeus (Doom-like)

  14. 6 points
    Hi guys, let me show you my low poly level created in the Source 2 for the Dota 2!
  15. 6 points

    Counter-Strike: Global Offensive

    That’s such a snowflake millennial comment. If you want the map to get into an operation, you have to reach certain standards also in terms of graphics. Which is not the best you think you can do, but something that adheres to the CSGO design language/style. It’s great to aim high and wanting to succeed, but you have to be humble and put in the work. There are operation mappers that didn’t get a second map in there, despite those being very good. To me it sounds like you expect to end up in an operation, where we don’t even know if they’ll have anymore of those… A new contest is being organised, stay up to date on it, participate, and that most certainly will give you loads of attention, if you can make a map as good as you think.
  16. 5 points

    Fallout 76

    They are so full of shit with their engine. People have been saying it's an outdated buggy mess since Oblivion. It's time to get a new fucking engine already
  17. 5 points
    That bit from HL2. I don't think I've felt legitimate vertigo since that one.
  18. 5 points

    [CS:GO] de_highlands (WIP)

    Maybe to get some more color and happier atmosphere, add some more of those classic woden shops like 'Cashmere' and 'The Villian'. Add a whiskey shop, tourist shop, some pubs and etc. Those woden structures match up with the natural stone real nice and gives it a authenthic scottish look. The wood can bring in some nice colors. The green wood with coper/gold details looks really authentic or perhaps red wood with gold letters and etc.
  19. 5 points

    Mapcore Job Census

  20. 5 points
    https://store.steampowered.com/app/747250/HalfLife_2_Year_Long_Alarm/ An old HL2 mod that was just re-released on Steam, highly recommended!
  21. 4 points


    Wow they are really sophisticated now
  22. 4 points
    Harry Poster


    Can't keep secrets. Working on Tangerine remake, any layout changes are welcome! What I'm already working on: - Smoothing corners - Deleted alternate way to B site from CT spawn. (The annoying one) - Risky B and safe B ways
  23. 4 points

    [Wingman] Station

    Hey Mapcore! I and Roald are doing this map better! It takes more time to do the map because we develope it scrupulously, detail by detail. Here are some isides for you: you can see some visual changes. We want to convey the atmosphere of the modern Japanese city and use the elements of areas of Ghetto for the lower part of the map as a contrast. New screens Thank you!
  24. 3 points

    Counter-Strike: Global Offensive

    The nice thing about CS is that if you feel you can make a great map, there are opportunities to prove it relatively often, such as MapCore events
  25. 3 points

    Corwin's house renovation adventure

    It took me way longer than planned because I spent almost half of the last year in the US and was working a lot whenever I was around my hometown, but I'm almost there! Moving in on the 21st after a plumber comes to clean up and revise the central heater. The kitchen is still covered in plastic because it needs a last coat of paint, and I have a bunch of small things to finish like adding shelves in some of the closets, and I'm still expecting some furniture and such for living room, but it should take about a week, maybe 2 to be completely done. Some shots! Main bedroom 1: Main bedroom 2: Office: Entrance: