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Showing content with the highest reputation since 06/23/2019 in all areas

  1. 32 points


    Some progress, all screen grabs are taken outside of the playable area... T spawn by the cars, the broken elevator serves as entry point to the main hangar The stern, backside of the map with a ramp leading up to a objective, propellers will be added later Ct spawn, starboard side, defenders start on the elevator with instant access to the hangar
  2. 30 points


    First concept scene from the Swamp map. Layout is still in development. As soon as we finish the first stage of the layout development, we will try to conduct a public test.
  3. 27 points


    My contest map will be set on a hill with a cable car station. Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition. The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
  4. 23 points

    WIP in WIP, post your level screenshots!

    My wingman map that's going on hold for the exotic contest. Had a modular set and everything
  5. 20 points


    terri is making rocks. I think they are nice.
  6. 18 points


    Soon first alpha playtest (mb, i don''t know about rules, i can or not make a playtest)
  7. 15 points
    Free time chillout sessions, wip wingman
  8. 14 points


    Here is a link to the workshop and some screenshots. https://steamcommunity.com/sharedfiles/filedetails/?id=1807037033 bombsite A bombsite B middle t spawn ct spawn Let me know, if you got any kind of feedback.
  9. 14 points
    Hey, We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam. If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you. What's Classic Offensive? Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016. The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel. You can see footage of that original version from various people: Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted. It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive And here we are about less than three years after the initial release. What's the goal on maps? We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO. Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development. Still the most important for us is having a good time, improving and pleasing the community, that's all that matters. Here's a preview of the said maps: What's the goal on weapons? We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°) On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve. Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects. Here's some of Ordanicu's models on my animations in action: The whole "feeling" of the mod we're going for? Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia. We value the attention for detail for weapons as well which is something often neglected. CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel. Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°) Examples: What's next? Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod. This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°) We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect. PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer. Here's some of our links: https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive Have a great summer!
  10. 14 points


    Another week, another update! Lots of layout changes and some more detailing tests. The workshop version is up to date and now contains the custom player models. Any feedback is always appreciated.
  11. 12 points

    [CS:GO] dz_junglety (Danger Zone)

    Map Overviews for deployment section and tablet!
  12. 12 points


    Some lighting on these fools
  13. 12 points


  14. 11 points

    Mapcore Job Census

    Unfortunately the studio I was part of, Defiant Studios, pretty much exploded due to a nonsensical conflict with our publisher... Good news is, 3-4 weeks later, our team got picked up by People Can Fly, and now represents the NA branch of the company! But obviously during the hiatus, the future was uncertain... and people had to look elsewhere, including myself (cuz livin' in NY ain't cheap, ya know) So I just moved to the West Coast last week, and just started yesterday at 343 Industries, working on the next Halo!! Absolutely love the studio and team, and I can't wait to share more details when time comes Can someone edit my entry in the top post please? Thank you very much Cheers guys!!
  15. 11 points


    Ok, I'm gonna give you my two cents. If you want to take my advice, fine, if not, also fine. But please consider that multiple people have pointed out several issues and some have even made fun of some design decisions. I know that's not constructive at all, but it's a sign that something is not quite right. Starting with the theme, I think the biggest issue is that this doesn't look like a submarine at all. We know how a submarine looks. We've seen the interiors a bunch of times in films and other games. This does not look like a submarine interior. If you're using the submarine from The New Colossus as a reference... don't. Counter-Strike is based around the present generally. It's alright to have some sci-fi elements here and there, but I think this is too much of a far stretch. If you want to keep the theme of having something underwater, just say it's an underwater base. At least that is more plausible. As for the layout, I would also recommend to start over. I know you can't see why, but it's just littered with bad design decisions and no consideration for the way the game plays. I urge you to read this: Good luck!
  16. 11 points

    [CS:GO] Nero (wingman)

    A map with a historical monument set in Italy. Experimental project for wingman, but also 3v3, 4v4 & 5v5. Workshop link Here's the map overview And now some images All images on imgur album To Do's fiddling around with map's cover, maybe tightening up some places a bit transform detailed brushwork placeholder types into models/model wiring, antennas etc. related props layer further optimisation texturing dirtyness & lightning 3D skybox (and skybox texture perhaps) Feedback gladly appreciated
  17. 10 points

    What have you purchased recently?

    You'd probably like this: https://pi-hole.net/ I have a raspberry pi sitting next to my router, dilligently blocking all ads and tracking before they can even reach my pc or phone, its awesome! Makes browing fster too because the ads don't even get to load also, to stay in the spirit of the thread: I bought a house!
  18. 10 points


    HUGE update... so huge that it became a new map RADAR BEFORE & AFTER
  19. 10 points


    everyone's favorite color, a pink sky at night means sailor's delight, pink sky in the morning means sailor's warning
  20. 10 points


    We should have a first playable version soon. Here are some extra screenshots until then.
  21. 9 points

    [WIP] de_havana

    I am working on an Cuba inspired map. This map will have a cosy atmosphere with warm colors and a feeling of relaxation. Hopefully I will pull this off WORKSHOP: https://steamcommunity.com/sharedfiles/filedetails/?id=1801440937 Pls give feedback References:
  22. 9 points

    The random model thread!

    Some Chinese lanterns for a csgo map
  23. 9 points

    [WIP] Torga

    Check out this AAA level lead up to the bomb site: You come out of the cave and you see a tower, kind of hidden behind a tree, which enforces your curiousity, so you ask yourself, why would that tower be hidden behind a tree? I better check it out... You take the closest path to the tower (which is currently super dark, but will be well lit when it's done), and you enter a cave. You remember the tower was really tall, so even though you are in a cave, which is supposed to have a roof, you look up and guess what you see? The tower again... ...so you are drawn further down the cave, lead by the light, to an opening, but then you stop dumbfound, wondering where the tower went? You don't see the tower, but you do see a bunch of CTs. You kill them with your Bear Grills' Jungle Explorer Machete, and then you go on... After the long fight, you are exhausted, covered in blood from the fight and dirt from the rain, lost orientation, as well as your map, you check your compass, but it's disrupted by some inexplicable magnetic force, as if an alien rock of unknown substance had fallen somewhere around here (presumably on the other bomb site), and so you go outside and look around, and then suddenly...BAM there's the tower again! Are you getting Deja Vu? No, you are simply experiencing great map design P.S. I know I have the tendency to completely rework areas, instead of making small changes to perfect what I have, but I had an excuse this time, mid was really bad and had to be reworked, so after tossing away the junk, I had to reiterate on A to make it fit the new mid design, and it had to have only one entrance, so this is what came to my mind, plus Vaya said it looks fine, so I'm alright with it. I'm using some aztec props as placeholders at the moment, but I might end up changing the theme to something more overgrown anyway.
  24. 9 points

    [WIP] de_rampart

    Rampart takes place in the Pacific in an abandoned bunker installation from WW2. I have a rough untested layout and some mockup props. I mainly try to make the two bombsites thematically stand out: One is a derelict research lab where super soldier experimentation took place (a large vat with a skeleton soldier) and the other is a haubitzer canon. I also try to work in alot of circular and organic shapes to get away from the typical straight lines that a grid based workflow can lead to. Another quirk on the level that i would love some feedback on is the breakable door/gate on the B site. I know these things can be controversial but i want to give it a try and if it doesn't work out i might try something else. One of my main motivations for this map is to create as many new materials as possible with substance and really make it look gritty, aged and worn out. I hope I have time to complete this one, but i think its pretty scaleable in terms of the amount of polish required. Feedback and comments are welcome! Workshop Link
  25. 8 points

    What's going on with your life?

    I'm starting my first training in the Videogames industry next monday and I couldn't be more excited! ^^ It's a small company here in Barcelona called The Game Forger and they create VR and Board games. Basically I'm gonna be helping with the environments and props. Wish me luck!
  26. 8 points


    People keep employing me (don't they know I have a very important mapping competition to lose?) which has slowed down progress, but I got a chance to experiment with my English seaside village aesthetic the last few days: I want to add a bit more volume to that wisteria tree, but it's already heavier on the poly's than I intended so I'm going to need to get a bit more creative with it. Not too happy with that fence, but it's important to control movement and sight-lines. I might try raising the wall and if all else fails I'll add "Slightly less ugly fence" to my ever-growing list of assets to create. The beginnings of a seaside ice cream stand. The finished piece will have a nicer base, and some signage. Salty's Wholesale Fishing Supply Co. because in another life people know me as Salty instead of Text Fish. Gotta change that horrible orange text at some point. To the bottom left you'll see where I've been experimenting with hacky ways to make a sea-wall out of displacements and Valve props, but I think I just need to open Blender and make something bespoke. That's all for now folks, see you next time.
  27. 8 points


  28. 8 points


  29. 8 points


    Concept of the space station skybox. Rotation is a bit experimental and might not work well, but oh well.
  30. 7 points


    For the contest I'm trying to implement an older idea of mine: Terroristst are trying to bring down a radiotower by destroying one of it's two anchors. Beforehand they allready blew up the third one. The setting and layout is completely new though. It's all taking place on a set of adjoining rooftops in a dense urban context. Let's see how exotic I can make this.
  31. 7 points


    A somewhat accurate representation of the current layout, How it plays, attackers: How it plays, defenders: General timings to objectives/rotations falls within the current standards
  32. 7 points
    General Vivi

    Prodeus (random dev stuff)

    More fun!
  33. 7 points


    I've made some yellow bumpy dudes for the subway. You can see them in-game in the post from Jack above. These photos were taken from Substance Desinger directly. I modeled and baked them in Blender and did the rest in Substance Designer. Wanted to show it off with height because it's cool.
  34. 7 points

    cs_kiwano *WIP*

    The layout is not complete, but I am happy about the progress. Also I decided to name this map cs_kiwano. Kiwano is an exotic fruit. Am I weird ? I am going to release the Alfa version on workshop when the basic layout will be completed.
  35. 7 points
    General Vivi

    Prodeus (random dev stuff)

    We've updated our tools a bit to speed up brush creation.
  36. 7 points

    Hitman 2

    I think I'll just skip Absolution I think, been too long. With a baby, it's challenging, but the good thing is that they go to bed earlier so I reserve myself about 45 mins to an hour a day for games, so I usually play something between 9pm to 10pm. Games like hitman are perfect, because you can finish a mission in more or less an hour. Even after 10pm, I still have 2 or 3 hours left of my day to squeeze from, which you can use for love making, side project work, meditation, or whatever you have planned, because these last couple years I forced myself to be a lot more restrictive with my time, so I soft plan my hours of the day, you'd be surprised how much "fat" you have in your day to day life you can easily trim out. I started by leaving facebook, I still do Twitter but I only follow 99 art accounts, so when I'm taking a shit or whatever I can just quickly scroll through some inspiring art. And I just learned to make my calendar my friend, instead of my worst enemy, which is how I treated it my whole life, lol. You can treat time the same way you count calories, or count your money. If you sit down to check your monthly bills, you realize how much needle shit you're paying for. Same for food, if you sit down and count your calories, you'll be surprised how much needless shit you're eating daily. Time is the same thing, I would even argue it's the most important thing so treat it with the respect it deserves. (Sorry for the OT ramble)
  37. 7 points

    [WIP] de_hillside

  38. 6 points

    [WIP] Touristas

    Hey, First time mapper. Starting my post now, but have been working on an mountain top island map only accessible by cable car. I have played with making the map both a defusal or a hostage rescue. In the end I think I will try to have a version of both with slightly different routes. Plot: locals are constantly being pushed off their own homeland due to the heavy increase of tourists. Some now have to live off island and commute to work for these ungrateful tourists. A group of rebels want to create terror to scare away these tourists. Their main goal is to blow up the cable car, but they would settle on a tourist information kiosk if necessary. Ill be sharing some progress soon, best of luck all!
  39. 6 points
    Hello! On Mapcore for the first time, so I don’t know if you write something like that here. In general, I recently encountered a problem I had been thinking about for a long time, and the solution was the simplest... 4wayblend textures stumped me and I didn't understand how to work with them. Since I could not find any articles about this issue, I decided to write about them. What if the texture details don't work? In order for 4wayblend textures to use grass, you must write the path to these details in the map parameters. (The path you must follow is shown below) Find a button "Map" on top panel in Hammer World Editor > Further Map Properties > Detail Material file > detail/detailsprites_survival (Put this path inside "Detail Material File") (!) To set the grass, use "Paint Alpha" How blend multiple textures? Go to the settings [displacement] and select there [Sculpt], then find the button [Blend] and there select the desired texture. (Use the left mouse button to paint, and clamping the right one will reduce the radius of the paint area) (!) If the camera mode in 3D view is set to "3D Shaded Textured Polygons", then you will not see the drawn part of the texture. Camera mode should be set to "3D Textured" when drawing
  40. 6 points

    WIP in WIP, post your level screenshots!

    I recently overhauled this building in my current project, the building is owned by a design agency and the original exterior reflected a common design I found used among design agency's in Arizona, which is where my map takes place. Over time however I found the exterior to be lacking do in part to how different it was to every other building around it, it didnt fit in with its surroundings. Where as every other building I had based off old and worn storefronts from older districts inside a city, the buildings I took inspiration from while making the agency building were almost always out away the city and were newer. For a while I wasnt sure how I could make the building fit in better given how much of its design was founded on gameplay. Eventually while working on a small business to fill an empty space on the outside of the building, I came to the conclusion that the way to make the building fit in was to brake it down into several smaller buildings on the outside, while leaving the inside one cohesive business. I took inspiration from an accounting firm I went too, where the exterior was three separate old buildings, but had been renovated to have one continuous interior. I attempted to apply a similar look here, by breaking down a single large building into several smaller store fronts I believe I have managed to make the building flow better with the overall ascetic of the map. A knock on affect of this change along with changing another building, has let more sunlight reach important game play areas. One drawback to this redesign was the loss of the simple white and red background the old exterior provided to areas, though it did not match the surroundings it did make player models stick out. Because of that, ive tried to retain a simple white/grey background in areas where the white wall was most beneficial. Also a long awaited update on the stair saga that im sure youve all been clambering for
  41. 6 points


    Welcome to Bucharest! My goal is to have a better looking graybox than Roald. But seriously, I want to produce a simple and fun theme with some new ideas. The layout is simple, the palette will be warm, and the middle will be vital. Here are a few screenshots (I have opted out of blocking window frames and stuff because they will probably end up being models and there be many facades that would be very taxing if blocked). Also I need to incorporate a few more mats for the gray box, hence the errors XDDD. I also am having issues with TAR, if you can help read the text at the end!!! A site (W.I.P) Upper A stairs Upper B B site (W.I.P) B courtyard (W.I.P) Whenever I try compiling the tar map I get this log: If you can help then PM me and I will love you forever
  42. 6 points


    a minor Sunday update,
  43. 6 points


    I don't think just by addig rooms, it would make it much better. If you really don't want to start it again, please, somehow, you need to transfor those corridors into rooms, or make them wider. The red lightning is just a bad idea, and I don't think you should do it. And I don't think there are red lightning in 'real submarines'. Here's "some" ideas:
  44. 6 points

    [WIP] de_invincible

    MS Paint
  45. 6 points

    [WIP] de_rampart

    Update: Workshop Link - Fixed the long sight line at B from bridge to connector - Added a wall at the A entrance: I think this wall fixes some issues with A. It was feeling a bit too open, but mostly there was just way too many positions to check as T coming into the site (see the top left pic) Now its much cleaner to check the different encounter spots AND the powerful sniper position for CT is still intact but more interesting to interact with (pop a flash through the hole in the roof and run up to the wall and you now have 2 points of attack) The only downside is really visual. I liked having the big vat/container greeting the player coming into the site, but i guess i cant have it all.
  46. 5 points


    Neighbors Bomb Defusal Domestic terrorists storm a northern Virginia community to locate the home of a notorious hacker and destroy his trove of stolen data. Objective A - Destroy the hacker’s PC Objective B - Destroy the backup drives in the hacker’s car This project began as an exercise in capturing a real life location and re-imagining it in a way that's conducive to CSGO gameplay. You might call this the "Canals approach." Creating was a great learning experience and I'm pretty happy with where I landed given the inherent constraints of the location I was trying to capture--particularly the fact that it was a fairly open environment. The biggest challenge was figuring out ways to reduce sight lines in ways that made sense thematically. The result is a map that strongly resembles the source inspiration but with plenty of necessary departures for improved gameplay. It's also my first completed map and entry to the CSGO workshop. Looking for feedback on layout, gameplay and visuals. And please let me know if you find any bugs. Hope you enjoy! Special thanks to Yanzl for various assets. Workshop Link
  47. 5 points


    Here is the current radar, heighly wip of course.
  48. 5 points

    Alan Wake

    "For its first half-year period of 2019, Remedy Entertainment Plc records approximately 2.5 million euros of royalties from previously released games as one-time income. The royalties are paid to Remedy during the second half-year period of 2019. In relation to this, the publishing rights of Alan Wake games are reverted to Remedy." https://www.globenewswire.com/news-archive/1876391/11102/en/REMEDY-ENTERTAINMENT-PLC-Remedy-records-2-5-million-euros-of-one-time-royalty-income-from-previously-released-games.html "In July 2018, Remedy CEO Telo Virtala stated that any further sequels to Alan Wake would require Microsoft Studios' approval as the publishing rights holder, though Remedy otherwise owns all other IP rights to the series. Virtala stated: "Considering our history... Alan Wake was really interesting but it was a collaboration with Microsoft. Due to certain reasons, it never got a sequel."[125] Director of communications Thomas Puha stated in April 2019 that Remedy had briefly returned to work on an Alan Wake property about two years prior, but the effort did not work out, and the company is presently booked for the next few years, between their own new game Control, supporting Smilegate on its game CrossFire, and another new project. Puha said that the only limited factor for them to work on an Alan Wake sequel was "time, money, and resources"." https://en.wikipedia.org/wiki/Alan_Wake#Spin-off_and_sequel
  49. 5 points


    https://imgur.com/gallery/E1Yr0 I clicked these while I was in Himachal pradesh, India.
  50. 5 points

    [WIP] Torga

    So I decided to rebuild middle from the ground up, turning it from a convoluted mess of twisted and inconvenient connectors and ladders, to a more nice-looking, a bit less convoluted mess of convenient and quick connectors with half as many ladders. Here's a few screenies, just for the sake of it: So, the wallbang is still there, but it is will be made in such way that it is much less unfair for Ts. I've gotten rid of the big open bath and moved it here, where it is more secluded by the tall walls and protected from the wind. Now that same (mid 1) pathway is visible through the arch on the left in the last image, which allows me to more comfortably allow Ts to have access to CT spawn, that in turn would play in a very interesting way with bomb site A, which you will see in future update. The rotation times have decreased drastically down to about 14-16 from plant zone to plant zone. I've gotten rid of the 15 second door, which was frankly very funny, but I would not miss out on a chance to swap it out for a more convenient path. (I am planning a 20 second door, though at a different spot) Likely to remove the 270 degrees turn that CTs have to make at spawn to get to A. So now I'm trying to focus a lot of the action towards this middle area, which is difficult to access for Ts, but will inevitably give them a lot of options. The connector to B leads to a very powerful elevated spot through a bridge that can be destroyed both by CTs and Ts.
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