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Showing content with the highest reputation since 05/17/2019 in all areas

  1. 32 points
    Mapcore is now holding a Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT! Mapcore's Veteran Judges will be joined by CS:GO Guest Experts on CS maps, such as Pimp, Moses, The WarOwl, LAUNDERS, adreN, DDK, James Bardolph, and Anders Blume! How to Enter the Exotic Places Mapping Contest Post a "Work In Progress" thread in Mapcore’s Official Event Forum! When you're ready, update your WIP thread with a link to your playable map's Steam Workshop page. Your thread + playable map constitutes your entry to this contest! Submission Deadline Your playable map must be entered by February 1, 2020 at 11:59 Eastern Standard Time (EST). Judging Procedure Mapcore Judges FMPONE -- @FMPONE Puddy -- @puddpuddpudd TopHattWaffle -- @TopHattWaffle Guest Experts Pimp -- @Pimp_CSGO adreN -- @adreN_Hoag Anders Blume -- @OnFireAnders James Bardolph -- @jamesbardolph Daniel "DDK" Kapadia -- @ddkesports Jason "Moses" O'Toole -- @OnFireMoses WarOwl -- @TheWarOwl Launders -- @launders Mapcore will announce Contest Finalists on February 10, 2020 To determine 10 Finalist maps, Mapcore Judges will rate Contest maps according to the following 100 point criteria, with any ties broken by our Guest Experts: 25 points: Fun Factor (how well-designed is the map) 25 points: Originality + Relevance to the "Exotic Places" Theme (Exotic meaning it's normal definition as well as "locations seen infrequently in CS:GO") 25 points: Visual Presentation (how aesthetically pleasing and sophisticated is the map) 25 points: Overall Polish (bug-free maps; maps with Soundscapes; maps which run smoothly; other determinations relating to quality) Finalist mappers will then have one month to make changes based on community feedback. Top 4 Contest maps and the Grand Prize Winner will be declared on March 16, 2020 After March 10, 2020 Mapcore Judges and Guest Experts will rate every finalist map according to the same 100 point criteria above (Fun Factor, Originality/Thematic Presentation, Visuals, Overall Polish), with any ties broken by Guest Judge Anders Blume. Mapcore will then declare the Top 4 Contest maps and our Grand Prize Winner! Contest Prizes Top 4 Contest Maps receive: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($7,500 for First place; $4,500 for Second place; $2,000 for Third place; $1,000 for Fourth place) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) Contest Rules Entry into this Contest is free of charge for all. Your entry must be a playable map for the PC version of Counter-Strike: Global Offensive. Remakes (maps of the same name and design of an existing map released for public download), sequels (e.g. de_dust3), and spiritual successors (new name for an old design layout) can NOT be entered. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and any non-greybox art) was not released for public download. Map entries must be submitted to the CS:GO Steam Workshop AND our Mapcore Contest sub-forum before the deadline. Map authors are free to share their map on any other websites or services they wish, however the map must remain free to download. Multiple map entries are permitted, however each entry will be judged for its own particular quality. Map entries created by teams are permitted, however entrants will have to agree how to split any prizes awarded prior to prize claim and dispatch. Mapcore encourages entrants NOT to update your Workshop map after the deadline. Entries will not be disqualified if updated, but entrants assume the risk of introducing bugs/glitches into their work. Judges will not be asked to overlook such bugs/glitches, so we recommend "finalizing" a polished version of your project before the deadline in order to “put your best foot forward”. Mapcore forum rules must be obeyed. All custom textures, models, etc. must be embedded into the map's .bsp file (FREE TUTORIAL AND TOOL). Assets must also comply with Steam Workshop guidelines. Map authors must be able to accept cash payments. Winners of hardware or physical products will be required to provide a valid shipping address. Judges, Experts, and individuals associated with organizing this contest CANNOT enter, nor provide material assistance to map entrants. If a Finalist entry is disqualified due to violation of ANY of these rules, all applicable winnings will be directed to the next highest-rated map. Void where prohibited. Contest Eligibility 1. Participant eligibility: This Contest is open to any individual, or teams of individuals, provided they comply with the following: Participants must not be an Employee or Official Staff Member of the “Organizer” (Mapcore) or “Sponsors” (FACEIT). Participants must not have taken part in the judging, or official announcement of this Contest. Participants must not be a direct relative, spouse, or direct employee of any of the above. If a Contest Judge has previously published a CS:GO level with a participant, that Judge will be fully disqualified from scoring any entry by that person. In place of the disqualified Judge's score, the entire panel of Guest Judges will be asked to rate the entry, and their rating will then be averaged. 2. Legal Age: This Contest is open to any individuals who meet the above “participant eligibility” criteria. In the event that a participant who has not reached the legal age in his/her state wins one or more prizes, he/she must provide contact details for the legal guardian who will claim the prize(s). Prize Disclaimer FACEIT will be providing Prize revenue. Mapcore assumes no responsibility. THANK YOU to our AMAZING COMMUNITY! And to our INCREDIBLE Sponsor: https://twitter.com/FACEIT
  2. 28 points

    De_Dust 2 in low poly style

    This level was created for PolyStrike, more you can check here - https://www.mocherad.com/polystrike Ohh 5 mb file limit, other screenshots you can find on my AT submitted work - Artstation
  3. 25 points


    Myself, @Squad and @Oskmos are taking you on a trip to this exotic place: Everest is merely the working name. Final name tbd.
  4. 19 points


    I made a statue. He's a big boy. Fruit basket for scale.
  5. 19 points


  6. 18 points


    Going to try my hand at a hostage map for the first time to provide a bit of extra challenge! The map will be set in a luxury hunting lodge in southern Africa. Name is still subject to change.
  7. 17 points


    I wanted to wait till the layout is whole, but saw so much cool updates coming by I just have to share the things we are currently working on. @Momoderator has converted some assets we used on the Desertruin map for PVKII, we will use it as a base to expand on. The assets are originally created by @LATTEH and edited by @phonebooth I bumped into maaaany challanges already and i think the biggest challange is keeping the map compact as the egyptian structures are huge and I want to put in so many ideas in just one small map which is competitive based. Its a new workflow to focus so much on the art direction already while grayboxing the layout and I hope I can get it done well Below a few screenshots of the start of the graybox with a few of the asset placeholders being used to see how they look ingame and what feeling we are going for. Again, these are placeholders! Bridge to midle and canal functioning as A/B rotation for T's View from T spawn B main route, will change from the layout drawing as the road is terribly open and no good for gameplay
  8. 17 points


    I made a first draft of a skybox to set the mood and direction for the level. I wanted to put extra emphasis on the mysticism associated with the Himalayan theme.
  9. 15 points
    Here's a script I've made that allows you to replace kv playermodels in your map with custom ones you've made without getting error boxes in Panorama! Features: Easily configurable Runs on map spawn then refreshes every 2s by default The script precache the models for you As every script, "mp_restartgame 1" will refresh it Issues: A non existing model may crash the game The Panorama team selection screen wont use the right models... this can't be fixed since Panorama loads before the map and isn't serversided. >> DOWNLOAD << Place playermodelreplacer.nut inside scripts/vscripts/ it then needs to be packed in your map when you release it What you need to do in order to get perfectly working playermodels: Custom playermodels MUST use a valid prefix in order to receive the voicelines and gloves [+ sleeves] from their original model they're based on. You can't have custom arm models, they're now hardcoded inside client.dll along with skin colors For instance: If you want to use the FBI voicelines and Arms you'll name your playermodel like so: ctm_fbimodelname.mdl If you want a... Leet based model you'll name it like this: tm_leetmodelname.mdl Examples: tm_leet_jap.mdl ctm_sas_kidotaiD.mdl ctm_swat_spetsnazA.mdl Here's a complete list of the available prefixes including what they use: Models can only have a limited number of characters before the game can't load them, be sure to keep your suffixes short, specially for the long ones. Setup: Set your KV corresponding to what playermodel your custom playermodel is based on, it must match else the sleeves or gloves wont be loaded. ct_arms and t_arms are obsolete since the glove update if you're wondering why they're not here. Open playermodelreplacer.nut and edit the following as you wish: set (c)tm_replace to 1 if you want to disable replacements for the team, 0 if not. refresh_delay is the time in seconds between each refresh to check if a player spawned with the model from the KV in order to replace it tm_old and ctm_old are the spots where you put your models used in the KV file tm_new and ctm_new are the ones where you put your custom models. (c)tm_new must have the same number of lines as (c)tm_old In this example with the KV and this configuration, only the first ctm_fbi will be replaced with ctm_sas_variant_test PRO TIP: If you want to remove the sleeves from CTs, use a different CT prefix with the same gloves as your original model. For instance: put "ctm_fbi" in the KV and in ctm_old<- make your model use ctm_sas_variant as a prefix and put it in ctm_new<- as usual. Since the game wont precache the right sleeves, they'll be invisible but since they use the same gloves, they'll be precached correctly! Go wild, Enhance the theme of your maps! You can now reload the game to update the KV (kv files are loaded on game start with the gamemodes.txt) and enjoy your playermodels! Enjoy!
  10. 15 points


    Well two themes on my list are already taken (Tiger Nest Monastery and a Pirate town/bay) so yeah lets just get a thread out there with a theme idea. While working on the PVKII mod I enjoyed working on the map Desertruin (set in ancient Egypt) so perhaps its also cool to create a map with this theme for CS:GO. Edit: I will be working with @Momoderator he will be working on the custom assets for this map! Here is a litle moodboard, there are so many more cool refs! Mostly from Assassins creed
  11. 15 points
    El Moroes

    Deathloop - New Arkane Lyon's game

    Hey guys, let me present you our new baby Hope you'll enjoy this teaser ! “DEATHLOOP” transports players to the lawless island of Blackreef in an eternal struggle between two extraordinary assassins. Explore stunning environments and meticulously designed levels in an immersive gameplay experience that lets you approach every situation any way you like. Hunt down targets all over the island in an effort to put an end to the cycle once and for all, and remember, if at first you don’t succeed… die, die again.
  12. 15 points

    What's going on with your life?

    So she decided to come early… at least she picked bank holiday weekend! We named her Sofia Elizabeth
  13. 14 points

    Radu's mexican town

    That's right, Mexico. Don't have a map name yet, but I do have a mood board:
  14. 14 points


    Thanks to @ZooL, Ivory now features its very own CT faction. The South African Police are ready to respond to any threat!
  15. 13 points


    This bomb defusal map is made in collaboration with @SethTooQuick and @JackT. The primary theme of this map is a Chinese night market and its immediate surrounding areas (obviously taking place during night). Starting off with a few of our potential references so you can get the idea of what we're going for here. More updates to come.
  16. 13 points
    Classic 5v5 competitive defuse map based on Islands such as Migingo and Santa Cruz Del Islote. You're likely to see a mix of water, man made structures, dirt paths, caves, trees and technology. I would imagine a contrast between very high tech equipment and very low tech / natural foliage in the environment. The mood board idea is contagious, so here are some general ideas to start this project with https://drive.google.com/file/d/1Hli7EU17K5WHo9-L-VoFjvfRZGphX1JA/view?usp=sharing Here are some videos I found on Youtube. Difficult Life At Migingo Island, this is a heavy documentary although there are parts of bigger fictional stories that can be extracted from the video. https://www.youtube.com/watch?v=1buTh1841aA Living on the Most Crowded Island on Earth https://www.youtube.com/watch?v=G63TF6OMa_8
  17. 12 points


    T-rexer and I are teaming up again! We've had an idea for a golf course set in the Australian Outback - think lively red desert sand, punctuated by rich, green fairway! A line of gum trees border the greens with rich leaves that sprout along salmon bark peeling into tinged yellow. A green lake invites kookaburras to sing their daytime song while jam wattles surround a brick and mortar clubhouse, looming over the landscape. It's this very clubhouse that's in danger, and its up to you as a Counter-Terrorist to save it! WIP overview (workshop link in second post) Inspiration:
  18. 12 points
    I have to improve my UE4 skillz, works great to show a project to my customers. Plan to use it for VR too, still need a long way to go ahah
  19. 12 points

    WIP in WIP, post your level screenshots!

    Trying to finish this FC5 map "this week":
  20. 11 points


    First complete radar, check! Workshop version coming soon™
  21. 11 points


    Figuring out a viable layout has proved quite a challenge as aspects of my initial sketch fell apart when transfered into hammer as can be seen below. This is a perfect example of why spending ages on every tiny detail on paper is rarely a good idea. 22 versions and countless compiles later and I am starting to get a result I am more happy with. While the base timings are roughly in place, extensive testing is going to be needed to whip the map into a competitivly viable state. As with most of my serious and pre-planned projects I have created an image board in PureRef from which I also begun to make some small detailing tests and a zoo-like map for props that fit the theme to ensure I have a solid and recognisable visual style and to begin to create a list of custom assets that will be needed. Getting the custom player models sorted early on has helped me chose colours that will provide a large enough contrast between players and their enviroment. I am learning a lot about mapping for hostage rescue as I go and I am confident I will have a complete layout ready some time next week. In the meantime, here are some very early screenshots for posterity.
  22. 11 points


    Complex Complex is a defusal map based on the Temple of Philae, an Egyptian temple complex located on an island in the Nile. Links Complex Alpha Workshop Other info While I'm tempted to start a map from scratch, I will use this competition to finish up my current project, since it fits the theme quite well. Will make some adjustments to the layout, scale things down a bit and start working on detailing the map.
  23. 11 points


    So I did some thinking about the layout with the references in mind. Here is a simple layout drawing (digital, since my handdrawing became unreadable for u guys :D) and one with art concept already in mind to identify places. When building this in hammer I might move B bombside more central to the map so the layout is less wide and probally change some other stuff to as hammer is way different then drawing . So basicly there is a main dirt road connecting CT and T spawn which goes near B bombsite. The bottom is a large river with vegetation near it and T spawn is on the harbor. There will be a market in the more open area near the road Most of the negative space on the bottom will exist from those cool litle stone houses, upper area will be more royal/temple like There is a canal connecting A and B with a bridge that crosses the canal leading to mid and both bombsites Bombsite B will be a temple kinda thing (mostly outside), bombsite A a spa/relaxation thingy (indoor) and CT spawn will exist from ruins. Background will be desert mostly, some rocks, some vegetation, some pyramids and farming fields, anyhow check the refs below
  24. 11 points

    [UE4] Slipgate Complex Remake

    Hi Mapcorians! I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc. I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor. Here's how it looked like in Q1:
  25. 10 points

    [WIP] de_Jaisalmer

    Sorry for not really updating the thread yesterday, nothing incredibly interesting has happened. I've been working on some layout changes but they aren't completely established yet. I did some "detailing" in mid using brushes and hope to get more done soon. Greybox is my favorite stage because i get to play around with new layout ideas and make mock up models until i have a good aesthetic.
  26. 10 points

    [WIP] Torga

    Here's some screenshots for yall to gawk at: I decided to start from one bomb site and make it work well with middle and then continue on to the other site, considering balance, scale, fighting range variety, etc. The concept seems to be working out pretty well, this is either going to be super cool and unique or an utter failure. And a random texture: Still looking for an environment artist to help out with a lot of the modelling and texturing. If you think you're the best 3d artist in the world and my map is not trash, then hit me up. I'm right here.
  27. 10 points

    [WIP] Akiba

    Let's see if I can finish a map for once here. AKIBA is a two story defuse map that takes place in Akihabara, Japan. I'm using my entire Google Maps arsenal to create this. https://steamcommunity.com/sharedfiles/filedetails/?id=1375654570 Current Radar Will post and imgur album with screenshots later. This map has been a WIP for about a year now but work and uni has been taking priority over this so I've not actually been actively working on it for a year.
  28. 10 points


    Throwing my hat into the ring as well! I'm doing a solo run again and will create a level out of the city of Tbilisi, Georgia. Name is subject to change of course. First steps will be gathering reference pictures and drawing a layout idea on paper. More progress will follow Cheers!
  29. 10 points


    It's revive time! Complex (de_complex) This project was never really dead and have been a great learning process for me. The old theme and layout may be long gone, but to me, this is still the same map I intended to make back then. So, the name stays... It took me a long time to figure out you need a strong central theme, and I think I found mine. The map is based on the Temple of Philae, an Egyptian temple complex located on an island in the Nile. Workshop link More images below! Playtest soon! Have to make sure that everything in this version works first.
  30. 10 points

    [CS:GO] dz_junglity (Danger Zone)

    UPDATE Started working on map undergrounds, caves with some new assets
  31. 9 points


    Of course I did, the name definitely alludes to the theme very well. Closed captions coming soon. Layout Picture atm. More to come. I don't have screenshot working. So just imagine that this is the radar image.
  32. 9 points


    Pirates! Pubs! The Sea! Cornwall! Somebody somewhere finds all this exotic and I happen to have a wealth of real world references not too far away, so this will be my theme. I will have to complete the bulk of this map by September, because that's when my next job starts and I disappear for eighteen weeks. "To Err is Human. To ARR is Pirate". - Captain Pope Thank you, I shall be back with a mood board all in good time. Edit: As promised... Good luck everybody.
  33. 9 points

    WIP in WIP, post your level screenshots!

    wip for my submarine pen, fits ohio-class submarines and smaller
  34. 9 points

    [WIP] Observatory

    In collaboration with @Kale -> Defusal map based off of the griffith observatory and mount wilson observatory. Griffith's setting has a city setting to it while Mount Wilson's setting has a more natural setting. Our map will be a crossing of their settings.
  35. 9 points


    New profile pic incoming
  36. 9 points
    Good luck to all involved.
  37. 9 points

    What's going on with your life?

    Congratulations brother! Savor each day. Our little boy just turned 1 year old this week too, it's such a fun stage of development, you'll love it. One of my fav things is to try and fish what kind of personality he has, because every baby is diferent, just as we're all diferent. It's fun times man, never felt more fulfilled in my life before.
  38. 8 points


    I couldn't stop myself from entering this to spend the next few months inside with the blinds closed even though my pale ass skin could use some sun this summer well here's my project DE_SENTINEL based on a croatian fort and north african environments EARLY SCREENSHOTS COLOR PALETTE MOOD BOARD
  39. 8 points

    [WIP] Torga

    I saw everyone piling up reference images, so I thought, why don't I reserve my exotic spot as well. Here's where it's gonna take place: Chittorgarh - India The layout is very experimental and the best way I can sketch it out is something like this: The timings are in such way that if CTs were to go straight to the bomb sites, the encounter would happen right before the entrance of the sight and they won't have much time to prepare and take further positions, but they can choose to send several units on a risky middle route, which only CTs can access, without a boost, that gives them a chance to attack the Ts before they've reached the sites and allow their teammates on the site to get a more advantageous position. It's also a good flanking path. The sites are generally easier to take than on other maps, but with this new middle path CTs can surprise attack the Ts and they can never expect when the action is going to begin. This middle route is also made in such way that it allows both teams to take sound cues and listen if there is anyone rushing. A CT rushing down the middle route can communicate to his teammates which site the Ts are rushing in and tell them to hold back, while he prepares to flank them, or plan a double pressure attack. I don't know if this is gonna work, but I'm willing to try my best to realize my idea. I'm going to post some greybox images this weekend or next week at latest. I'm also looking for someone to collab with. Ideally I wanna be doing the level design on a large scale, meaning the general layout idea, and then we can split the second greyboxing architecture pass, and I'm gonna be making props and textures, while you are placing them around. We can split the work 50/50, I have a pretty wide skillset and I go deep in color theory. If you're interested and you wanna work on a theme like this, hit me up. You can check out my portfolio, if you think I'm worthy: https://nikio.artstation.com/
  40. 8 points
    This is a good time to remind newcomers to mapcore and/or CSGO level design about @jackophant's thread from the 2015 and 2017 versions of this contest. It has quite the info and links to have a smooth sailing in this contest (veterans can use it as a refresher too ) Good luck everyone!
  41. 8 points


  42. 8 points


    I will join in on the Competition! Im thinking a hostage map with the location loosely based on Palmer Station in Antarctica. If anyone with prop making and texture skills is interested to join me on this project, send me a message Good luck everyone!
  43. 8 points

    [WIP] de_bamboo

    Here are images A site is going to be like:
  44. 8 points
    The following clarifications have been made to the Contest Rules: Entry: "If a Contest Judge has previously published a CS:GO level with a participant, that Judge will be fully disqualified from scoring any entry by that person. In place of the disqualified Judge's score, the entire panel of Guest Judges will be asked to rate the entry, and their rating will then be averaged." Contest Theme: Relevance to the "Exotic Places" Theme (Exotic meaning it's normal definition as well as "locations seen infrequently in CS:GO")
  45. 8 points


    I done gone made my first lobster pot. It's been a while since I went down this particular rabbit-hole so I had to relearn the convoluted workflows but I feel like I'm off to a good start. Need to play with the scale a little and make a few variations so that I can stack them for light cover.
  46. 8 points
  47. 8 points

    [UE4] Western Recall

    Hello again! As we move forward to the 5th week of the project, we are just 3 weeks ahead for the delivery day. Most of the big work has already been done but we still have a lot to do in these days that we have left. First of all the main levels are already in a good progress and most of the blockout has already been replaced by the final meshes. The Saloon level, as it’s smaller than the main village, has had more improvement and most of the kitbash and main props have already been created, so we are now working on set dressing and smaller props to give to the Level more variety and to make it more beautiful. We are also working on the lighting part to try to give it the ambience we want. For the village level we already have all the main structures and houses with the final mesh, but we are still working with textures and shaders, so that everything that we have created has the same visual style. Also all the enemy waves have already been set and the game is already fully playable. We are trying to get to a same artistic style for all the level, as 8 different people are working on it, and sometimes it is difficult as each one has his own way of working and his own style. Saloon: Some screenshots from the Main village: The church is one of the main buildings that we consider it has the style we are looking for, and it’s what are we going to use as the main reference for the other buildings. For the characters side, all the Robots have already been implemented and are fully functional. The character team is still working on them, as we have the main blockout in the game to test everything. Female biped: Big bot: Flying bot: Speed bot: Bird bot: Custom gloves for the player have also been implemented in the game. We are working on the HP + Bakes, and they will be replaced once the texture part has been completed. And finally for the guns, they have also been implemented in the game and are fully functional. Shotgun, Laser gun and revolver are completed, and we hope to finish the automatic pistol this next week. Revolver: Laser Gun: Shotgun: Automatic pistol: This next week we are going to playtest the game with some people to see how they feel about the whole game, and to change what we need based on the feedback that we recieve. We are also going to work on finishing characters and creating some bigger hero props and some smaller ones for detail and set dress. There’s still a lot to do but we think that we are doing a great job and we expect to have an amazing project by the time we finish it. Have a great day!
  48. 7 points

    [WIP] de_Jaisalmer

    Update time! After the feedback from the forum and workshop page iv'e made some changes to the layout, mainly to increase CT presence at mid and decrease rotation times from B to A. I've increased the height of the wall that separates upper and lower A and added an alternate path into B for the CTs in order to make retakes easier. A new entrance to the A site-Mid connector has been added and the ladder at A has been re-positioned. Mid is a "one way drop" for approaching Ts (you can cross back but you need to do a few jumps that aren't viable mid-combat). A ledge has been added to the space under B's balcony so that players can boost onto the balcony or jump onto it via the snipers nest area. A truck has been removed in the garage area, the trucks at A have been reworked, and cover has been adjusted. Also here's a potential 3D skybox: And finally, I was considering changing the map's name to monsoon to detach it from the physical location. After playing around in blender for a bit i made a potential map pin for it: (The Hindi says monsoon)
  49. 7 points
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