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Showing content with the highest reputation since 04/21/2019 in all areas

  1. 25 points

    De_chlore (Wingman

    Hello to all the members of the Mapcore forum Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1623993297 I am a beginner both on the forum and in creating maps for the CS GO I ask your attention to my first work, maps for the wingman mode This map is located in Iraq, at a water treatment plant that was thrown out of combat, and was no longer used, terrorists want to blow up supplies of chlorine that was used for water purification, it is toxic to humans, and in the event of the success of the chlorine cloud, it will cover a nearby city. Over the map worked 4 months, created many of its textures and models. In the workshop WIP version of the map was very popular, but after the release, no one paid close attention. Therefore, I hope that this forum will help me make the map popular, give tips on improvement and more. Thank you for your attention, I am waiting for your feedback and comments
  2. 19 points

    WIP in WIP, post your level screenshots!

    Maybe I should post what I've been working on recently, a little Far Cry 5 Arcade level. The objective is to eliminate three targets located in different camps and make your escape through a final wave of enemies.
  3. 15 points


    While on the search for a enviorment artist for Resistance I have came up with a new concept de_tracks. https://steamcommunity.com/sharedfiles/filedetails/?id=1724851963 Basicly I wanted to create something mechanic. My first idea was to make parts of the layout change when you enable a trigger, but scrapped that idea pretty quickly. But it was no waste, since it brought me these tracks that can be repositioned easyly and bring some cool dynamic to the map and connects parts on a interesting way. I started with this idea on midle and just worked my ways trough the bombsites and spawns in one go and got this concept + itteration in only two days. Its not been tested with actual humans and I am planning on doing that any time soon. I am not sure about the exact theme, but the basics are there. Enjoy! Some usefull nades: https://imgur.com/a/L8uH3Gp midle (from CT window) midle (from below window) Midle from T entrances A site CT spawn B site (from T main path) https://imgur.com/SSImoxU Trying out something new. This is the T connector from B -> A and since its a very small map I was thinking of removing it but then considered using these sliding doors which make sound and also block a long seightline Thanks for Terri for making my life a litle easier with the auto radar!
  4. 12 points
    Have had a break from mapping for a while. Finally managed to solve some timing issues in mid to make the map play well (in theory). Will playtest with a couple of friends next week and probably make a thread after that. Mid A-site
  5. 11 points
    Dear sir, congratulations on passing your bar exam. Please note that we are constantly looking to expand our business and a dirt cheap fresh-out-of-school law graduate such as yourself would be an excellent addition to our highly professional team. Sincerely, --James L. CooperChief AttorneyCooper & Norman Lawfirm LLC.Specialized in Games Industry affairs, Criminal and Civil Prosecution, Brain Injury Consultancy
  6. 11 points
    Seeing as I will be on vacation for the next week, I wanted to get this out there. You already got a sneakpeek of A, so here is B: And the overview. At this point there is barely any resemblance with what Oakwood once was, but it is very recognizably the same idea. So what do you guys and gals reckon, does this deserve its own thread or do I continue posting in the Oakwood listing? (#Everything is wip and those light balls aren't usually present, that was just a weird compile error... does anyone know a cause?) (workshop link: check it out! https://steamcommunity.com/sharedfiles/filedetails/?id=1693753275)
  7. 10 points

    [CS:GO] AS_Evac & VIP mode (WIP)

    Update time! Sorry for taking so long. Last 2 weeks I've been mostly taking care of programing, especially focused on fixing bugs related to the new feature we're bringing to this mode (which by the way has been fully implemented), testing went smoothly and players seemed to really like it which is great! I'll probably be revealing what it is someday this week. Also managed to get some more players feedback on the map, so I've tweaked a few things, but I feel good about where the layout is at. It wasn't until 2 days ago that I finally decided it was time to work on the level itself. I'm pretty happy with the direction I took. Some shots: I missed the Source Engine... Thanks for checking this out!
  8. 10 points

    What's going on with your life?

    Hey guys, I thought that with just less two months to go, it was time to share… I’m going to be a dad This wasn’t planned and I’m getting used to the idea only recently; it’s been actually quite a struggle these months* because we found out at a time I was convinced we were going to split up. As my partner’s ex boss offered us a place for cheap (considering) we also just moved out of an apartment into a proper house. As they haven’t done up the place when they bought it, I’m in the process of doing some decoration myself (so that’s another bit of tension from time to time, not always easy to find the energy to do stuff after a day of work). *hence -I guess- my increased spamming here, just putting my head under the sand *ahem*
  9. 9 points

    [UE4] Western Recall

    Hello there! We are a group of students from FX Animation, located in Barcelona, and today we are showcasing what is going to be our next project for our Master at FX Animation as Art & 3D design for Videogames. This project will be called: Western Recall, and it will consist in a mod for the VR game Robo Recall. It will have a duration of 2 months, and the goal is to create a fully playable mod for the game. As we are 3D Artist students, what we will try to achieve is an outstanding project in the visual part. Programming and design is also important for us but it is not in what we will focus our efforts. The team is composed of the following people: Project leads (Teachers): -Aitor Rider (3D) ( https://www.artstation.com/aitor_rider_3d ) -Alberto Martinez (Programmer) Lead Environment Artist: -Pau Sanchez ( https://www.artstation.com/bubucela ) Lead Character Artist: -Alex Martinez ( Producers: -Irene Cruz ( https://www.artstation.com/truenaike ) -Elisenda Ferrer ( https://www.artstation.com/elisendafr ) Level designers: -Jordi Oller ( https://www.artstation.com/jordios ) -Marcos Romero ( https://www.artstation.com/maroag ) Community managers: -Pau Casas ( https://www.artstation.com/itzomega ) -Francesc Xavier Gonzalez ( https://www.artstation.com/fitngo ) Characters team: -Nuria Sanahuja ( https://www.artstation.com/nuriasanahuja ) -Elisenda Ferrer ( https://www.artstation.com/elisendafr ) -Martin Cebrian ( https://www.artstation.com/idestined ) -Claudia Vilanova ( https://www.artstation.com/kineko ) -Edgar Provana (https://www.artstation.com/ndredg ) -Alex Martinez ( Enviornment team: -Pau Sanchez ( https://www.artstation.com/bubucela ) -Jordi Oller ( https://www.artstation.com/jordios ) -Marcos Romero ( https://www.artstation.com/maroag ) -Aitor Garcia ( https://www.artstation.com/aitorg ) -Carlos Martinez ( https://www.artstation.com/phyco49 ) -Pau Casas ( https://www.artstation.com/itzomega ) -Irene Cruz ( https://www.artstation.com/truenaike ) -Hao Jin ( https://www.artstation.com/jin_h ) -Francesc Xavier Gonzalez ( https://www.artstation.com/fitngo ) Western recall is going to be created in UE4 using the Robo Recall mod tools that Unreal Engine provides for the developers. This project will be set in a Western Town, where outlaw robots have taken the control of it, and we will have to restore law and order. The aesthetic is going to be mixed with old and futuristic assets. For now we just started with the project looking for some ambientation and creating some moodboards for the scene, guns and characters. Some Environment moodboards: Some characters moodboards: We have also started with the Top Down Layout, to see how big the scene is going to be, how are the buildings going to be distributed, and what is the path that the player is going to take. Town layouts: Saloon layout: For now we know that we are going to do 2 scenes, one in which the player will have to move around the town killing enemies, and the other where the player is going to be inside a Saloon and waves of enemies will try to kill him. What we will try to achieve in this project is to work as much as possible as a Company producing a real Videogame. The ultimate goal is to have a fully playable mod that people will be able to download and play. We as a team think that this is an amazing opportunity to have a great project in our Curriculum and something that we can be proud of. We are going to update the project developement every friday, so any comments or feedback will be appreciated!
  10. 8 points

    What's going on with your life?

    The incredible polish women But seriously, I can see myself living in Kraków one day. It's such a cool, cozy and affordable city, with lots to explore and very friendly people. There's much more to life than being a salaried employee driving to work every day from 10am to 6pm I want to see what's it like to live by my own terms, and discover what I'm capable of doing. This is a long term dream and I've been taking each step to make it a reality. There's still a lot that I want to accomplish as an artist at Blizzard, so it feels good to have something to work towards to, and I'll make sure to keep enjoying the hot tub as much as I possibly can haha Besides that it's a beautiful sounding language. It's interesting to see how learning a new language changes your brain.
  11. 8 points

    [CS:GO] Golden

    I just released a new update for the map based on feedback from fellow mappers and the community. Here's a list of some of the changes: -Improved optimization -Better clipping -Slight changes to lighting in certain areas -Refined the nav-mesh and added callouts -New custom decals to better fit the theme -Additional detailing, mainly to the ground surfaces -Overall polish -Added better options for grenades between a-long and a, t-mid and middle and from porch (b-setup) to B -Made the stair in upper metro next to A go one floor higher. -The bombsites are now more robust -Replaced the front part of the truck on B due to bad hitboxes -Tweaked the skybox -Removed dead space in T-spawn. And more... Please have a look and tell me what you think! The map will be tested on mapcore tonight at 21.00. Let's see what it brings
  12. 8 points

    [CS:GO] de_tunnel

    yay more changes New mid(again), big changes on A site and small tweaks on B. Ready to download - https://steamcommunity.com/sharedfiles/filedetails/?id=1327056446 Have a nice day
  13. 8 points
    I've created some official documentation for VMT Editor and Substance shaders. VMT EDITOR USER GUIDE Hopefully you'll find this useful and discover some new features.
  14. 7 points
    Coming soon Whatup folks! I'm back. I've been away for more than 3 months (116 notifications once I logged in now ); real life issues and work always manage to get in the way Nevertheless, I've been working tirelessly towards finishing this campaign that turned out to be huge in scope and consumed every bit of free time I have. I now basically design scripts and quests while sleeping and dreaming too I had a couple of minor setbacks while designing the finale and I had to counter it by... creating my own custom AI specific for the finale. A year and a half ago when I started this project, I knew little about scripting; now I'm creating my own AI presets and scripts as well as more than 870 lines of quests script. I'm working late nights on this and still have to finish the last 10% of this WIP (final art pass, detailing tweaks, FX, sounds, power lines, AI barriers...), and if everything goes well, I should be going public and releasing this campaign somewhere this month. Now for some screenshots to compensate for the lack of updates in the last 3 months
  15. 7 points

    Dome Modeling Pains

    Here's my quick and dirty 5 minutes version, hope this helps:
  16. 7 points


    So I am very exited to announce that @jakuza and @untor are going to do a art pass for this map!
  17. 7 points

    What's going on with your life?

    I've been learning Polish. It's quite a cool challenge to learn a new language, and especially one that's so fucking hard. It's a really good feeling when I can read something that looked like alien talk previously. The people in Poland are really chill and friendly, and this feeling totally reflects in their language. Some words sound so beautiful and cute. I mean look how cute "thank you" is: dziękuję (if you are wondering how to say it). And in a way it's very similar to Portuguese. I'm definitely having a much easier time getting the pronunciation right than americans
  18. 7 points
    I have been going through a phase where I have had a stronger desire to work in the indie space vs working for larger companies. Breaking into the industry has become a different beast. It's rather about breaking into solvency, if you can make enough money to survive its equivalent to getting a job. When you do get a gig where you work for someone in the indie space its a very different as well. You are encouraged to talk about your development. Live stream and use social media regularly. After working in the industry for almost 20 years I have found myself wanting this style of environment a lot more. Maybe just because its different. I have also made the observation that too many people are over valuing getting that super awesome gig working for X big company... My experience with every larger company has always been both internally and externally. Have super long meeting about X new project and make no real decisions (Super exciting!) (busy work) for (a) (Weeks-Months-Years) as people finally decide some basic rudimentary things. Everything that was already done has to be scrapped because of new choices. Have super long meeting and make no real decisions. - Everyone spews the "We really need to focus on making the game fun!" platitudes and usually derails into some conversation about World of Warcraft or anything but the actual topic. (busy work) for (a) (Weeks-Months-Years) as people finally decide some basic rudimentary things. Is deadline looming within the next 12 months? If yes continue - If no begin line 2 and repeat until looming deadline. realize we need to get the game done in 9 months. - (14 years into Duke Forever this finally happened.) Have super long meeting and make no real decisions Management still has no real idea what is going on so everyone in the company makes their own choices based on confirmation bias and astrological constellations, whatever feels right. People begin to argue over various decisions because none of it lines up. (We really need to have a meeting to lock down the design because we only have 6 months left! email may occur here.) Have super long meeting and make no real decisions. - I have literally seen grown men REFUSE to actually commit to a single shred of actual design choice at this stage. Its like Peter Pan syndrome. The reason this happens is because nobody wants to stick their necks out. You have maybe 5 "leads" and they are all def willing to do cocktail parties but all of them have different ideas on what the game is supposed to be and all of them fear each other so nobody is willing to over speak the others. Things continue until some kind of breaking point. Usually employees begin bickering with each other on some internal chat forum or email. (Almost literal firing squad of indignation towards management may occur here) --- This is the turning point I have found for projects, if this part fails the project can die, usually with layoffs or people leaving. If the project doesn't die then you push back deadline for the release of the game and start back at the top. Finally lock down some design choices! (We only have 3 months left but I finally got a chance to actually play the game! email may occur here.) (Usually the E3 Demo or some vertical slice that was hamfisted together). After the demo goes live there is no bullshit "oh yeah! So this is what the game is supposed to be like!" moments for more than half the company. No bullshit this is really a thing! It extremely common for people to have worked on a game for multiple years and never even played it until the final weeks/months. They have no idea what the game even is half the time. The rest of the world now knows about as much as the fucking devs! (It looks like we may have to crunch to get the game done at this point email may occur here.) (That company wide email about how badass we all are and that this is the home stretch and its time to really finally shine email may occur here. The "everyone is a rockstar" fallacy.) (Company wide email where some super awkward choice is made at the last moment like how high the player can jump or what content is being cut which causes a huge redesign of large chunks of the game may occur here. Same deadline but like 5 times as much work. Bonus points if the cut happens for paid DLC or micro transactions.) This is usually the point where you get those amazing emails where people totally lose their minds. "May the bridges I burn light my way" kind of shit. Its glorious to just see people completely jettison sanity. High amounts of stress often just causes people to pop. (This is the death march hell phase...) Game finally comes out... (Everyone in the company is worried about their jobs and what the new project will be. Nobody is excited unless its at the release party. Most people are kind of silent and worried. I find there is almost a feeling of relief mixed with a memorial service kind of vibe.) I have been through this process probably 10ish times with varying results. Its literally like maybe one day we should have learned by now how to alleviate the issues. But its very rare that anything ever actually can be done. But I mean this is usually exactly what happens every time. I am not kidding around! If you don't believe me then either you have a unicorn company or you will learn for yourself eventually. Whatever you do, try not to be that guy who burns bridges to light his way. I have also observed that if you try to change the above list you will become very discouraged very quickly and fall in line eventually. The above happens for many many reasons and its almost impossible to do anything about it. Its like staring into the abyss. If you end up trying to be a lead then you will invariably become that lead who misses the good old days when you were in the trenches, swig a bottle of gin and pat level designers on the back with a tear in your eye. Strip clubs and wads of money probably help a lot with this.. With indie dev its something else entirely but seems to share some similarities. The main difference is that from what I can tell is that the game stays in this unfinished phase for the entirety of the project where its like in limbo but not in limbo permanently. Everyone in the company tends to work like its just a mod community to some extent and leadership usually falls on one person who can be either passive or fucking nuts. Either way it kind of goes on forever. I am really certain that after awhile the patterns become just as predictable as the above but so far it has been less annoying because there is a human element to it. Mainly your humanity lol, because you are making like zero money and very few people even know who are ect... But I have found that recognition is not super horrible if you can get involved with more well known indie projects. At the moment my only true experience was with Subnautica. Overall I am kind of surprised this method works at all because its so organic. People come and go fairly often. Usually some mid 20s dude who's super good at promotion and has a wad of cash calling shots or something like that seems to be kind of common. To me that's where its really at honestly. Fuck man that is the true ideal and I kind of wish I had envisioned that much sooner in life. Definitely more interesting than being a robot on the assembly line that has not even played the game until the last couple of weeks of production. at the same time there is a kind of grass is greener yerning for the day you can be scooped up by Blizzard for a chance to work on that next big project .... That stays in preproduction for a decade. Then after you go through that a few times you can think about indie game development again and be too expensive for them to pay your rates. Staring The mid 20s dude with the money. His best friend/wife with a lot of influence over the project. Pajama pants. Pajama pants everywhere!!! Normal cloths are for outdoors people!! That Kickstarter campaign, indiegogo, crowdfund or all of the above! That one guy who barely speaks English but fucking kicks ass. Always at least one Australian guy! A person you never talked to but is literally ghosting the company while still on payroll. Its totally going to be done by December guys! Weekly meetings ... maybe maybe we will do it tomorrow. That one super talented artist who apparently is working for 10 dollars an hour and nobody brings it up. I merely exist on the dev team as QA! The discord server where players ask for impossible stuff! We will add multiplayer down the road! (HAHAHAHA!! This one is my favorite). The holy shit what is this new thing that was added to the game I had no clue this was even being worked on! Some random controversy because someone said or did something weird, usually on twitter. An impending feeling that everything can crash down at any moment! This is my life... But after seeing all of the layoffs in the game industry maybes its a good idea to long pajama pants company stock... Sorry about the long post but I kind of needed this for catharsis I think..
  19. 6 points

    [WIP][CS:GO] Jupiter

    Status Update: CT SPAWN Made junkyard theme at CT spawn. B SITE Added two silos for fun round angles to play with. B SHORT B short now have a boost spot over wooden fence from B long for T's to have more gameplay options and easier B short take. MIDDLE FROM T SIDE In middle T's now have a scaffolding with ladder to play with if they are smoked off in middle. TOP VIEW FROM B LONG Overall view with changes I've made for B site. As you can see from B site picture, added a large ramp that reminds me a dusts A pit with only cover that is the ground. T spawn now have a 45degree garages for better saving options.
  20. 6 points

    The random model thread!

    Took a break from the bridge and hopped back onto the vfx work for this scene. Made a new, smaller scene so that I can work, refine, and compare versions of the effects (namely the waterfalls with light shafts and mist and fire work).
  21. 6 points
  22. 6 points

    [decompiled] dz_blacksite | dz_sirocco

    Added Sirocco to the downloads for anyone interested
  23. 6 points
    Hi guys, I finally found time to record the first episode of LEVEL-DESIGN.org Videos. In this episode, I talk about a really important design principle I use: Familiarity. Here's a link to the video page: http://level-design.org/?p=3377 I already prepared scripts for the next episodes but I have no idea when my private life will let me record it Anyway, enjoy the show and let me know what do you think!
  24. 6 points
    de_archives After days of countless threats, a small terrorist group has launched an attack on a small town outside of Grosseto, Italy. The group hopes to hold the archives complex for it's powerful strategic position, and high elevation. Thankfully, a GIS Counter-Terrorist squad has made efforts against the group, leaving only the most powerful members alive, holding a formidable position in the archives complex...A tough scenario lies ahead for both sides of the conflict. Workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=1702736973 Screenshots - https://imgur.com/a/wyyaZ95 Overview Radar Image Trailer - Let me know if you have any feedback. Would love to make this better. Thanks! Good luck, have fun!
  25. 6 points


    TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls. Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here: This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense. There's a story like this for pretty much every overwatch map