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Showing content with the highest reputation on 09/01/2015 in all areas

  1. 5 points

    [WIP] de_coast

    Your entry has been submitted and you can continue to update it throughout the contest if chosen as a finalist.
  2. 3 points


    Last minute submission! De_Cartel Bomb defusal map set in an (Cartel) village in Colima, Mexico. Counter-Terrorists (Polícia Federal) must defend the evidence (drugs/information) they have on the cartel. Terrorists (Cartel) Destroy the evidence! Workshop link I'm not really happy with some parts of the map, I'm planning to update them. also I need to do more optimizing. Feedback always welcome. Happy Fraggin! and GL all.
  3. 3 points


    Final Update for the contest DE_COPPER WORKSHOP
  4. 2 points


    Here is a deathmatch map i made for cs:s and just revived for cs:go. "custom textures" and fully functioning minesweeper game window with functioning player height blocks, reset button, timer clock, mine counter, and the sunglasses smiley win scenario! its pretty fun and chaotic... here is the workshop link ... oh and it has a working minimap now!
  5. 1 point

    [WIP] de_meat [Looking for gameplay feedback]

    Hey everyone! After lurking for 4 years it's time to post my first CSGO map on mapcore! Me and Codename 22 present you: de_meat. A bomb defuse map placed in an American slaughterhouse. The Anarchists want to destroy the slaughterhouse and cripple the production of meat. The T's can either blow up the shipping trucks where the meat is sent off, or they can blow up a freezer in the cellar to collapse the entire building. The CT's of course try everything to prevent this. The screenshots below are VERY OLD INDEED! For updated screenshots, check the last posts in this thread or the workshop link above! Screenshots: T Spawn A Site B Site Mid Connector CT Spawn Overview Overview with callouts Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=481597483 We've made this map in 2 months, specifically because of the contest, and it was our first big collaboration on a map! We both developed the design and worked on the set dressing. This was a very good experience which we both learned a lot from. In the future we might make a video of all the iterations which the map went through (a lot!) so you guys can get an insight into the process we went through. It has been playtested with a variety of skills, from silver 3 to global elite, and everything in between! The balance seems to be about 45% CT 55% T. If you are planning on playing the map, or have played it, we would love to hear from you and get a demo to view! Enjoy! Full Credits: Storm (Robin-Yann Storm) - Leveldesign + Setdressing Codename 22 (Arie Gijsenbergh) - Leveldesign + Setdressing Miss Stabby (Rachel van der Meer) - Skinningmachine model + texture Ian van der Mijn - Meathookrailing model Senzo van Gastel - Hozers model + Meatcart model + Toiletdividers model Emily Cheung - Model Texture for Hozer + Meatcart + Toiletdividers + Meathookrailing
  6. 1 point
    Yep totally agree with Stefan . I also caught that in your text "I employ my educational background as managing member of...". I'd maybe put that in the first few sentences then mention your experience with 2D art, 3D, etc. I feel like it sounds more producer-ish. Just an idea.
  7. 1 point
    I work in a slaughterhouse, so this was a fun theme Even tho it doesn't look like a real slaughterhouse, I guess you either choose gameplay over a realistic look or you don't work in one, but I still love the theme. I can't really tell what type of animal is being slaughtered in there, by the height of the building I would guess pig or lamb (the roof would need to be 5-6m tall to slaughter cow), but then the crooks don't seem to fit. And who leaves blood on the floor after the production has ended for the day? If there is gonna be blood, there should also be blood on the walls, because the blood gets all over the place, this is the cleanest slaughterhouse I have ever seen. I could talk for hours about this, but I understand that even what you have done is impressive, modeling alone to make a realistic slaughterhouse would take thousands of hours, and getting that gritty look of a real slaughterhouse is not possible with the source engine. I would love for there to be dead animals somewhere, but I guess such a map would be short lived. Sorry for being a smartass, as I said, I love the theme.
  8. 1 point
    Isan Arditama

    [CS:GO] de_strada

    Yes, please share some screenshots, i wanna see update from this map
  9. 1 point
    Now it's official! As the current main teacher for Level Design at The Game Assembly, an advance vocational education, (University level but not academic, focused on pratice) in Malmö, Sweden is stepping down I'm about to step into his shoes and teach in everything from level design to game engines and scripting. First off at 100% and then I will drop down to 75% to continue my journey with my own studio.Finally some economic stability in my life, a total relief!
  10. 1 point

    Environment Art: John Emerson

    I was thinking the same thing. If you want to mention something about your experience in the title, maybe Junior would be good? You can also opt to leave the experience prefix entirely and just say you're a Producer. I don't think anyone will look down on that as long as you're honest in your CV. Either way that's not what's gonna keep them on your page, it's the content.
  11. 1 point

    What's going on with your life?

    So after a Maltese platter, a pizza, and two bottles of wine, I had to clean up after my girlfriend sick. (The sink doesn't drain properly in the apartment we booked.) I'm still up just in case she's sick again…
  12. 1 point
    Andre Valera

    WIP - DE Scrapyard - Download it

    Surprised that truck didn't get pulled over for suspicious activity on the way to the site
  13. 1 point

    [WIP] UE4 - Dexter Morgan's apartment

    working on the ktichen... changed it to sunrise now...
  14. 1 point

    [WIP] Codewise

    Remember, maps need to be submitted by the 31st to qualify. Good luck
  15. 1 point

    Mad Max

    Cool to get toys to play with for work
  16. 1 point

    WIP - DE Scrapyard - Download it

    You missed the point whre it says "Older projects are fair game: now’s the perfect time to polish up that map you’ve been working on but never got around to finishing." So as long as it has been for CSGO, it's fine unless it's a remake from older game map such as CS Source or CS 1.6. For example if i would enter this map of mine, it would break the rules also, since it is based on CS Source map layout of mine. This submissin is allowed as is Bastion2, like austinweiss mentioned.
  17. 1 point

    Post Your Pic Extravaganza

  18. 1 point

    WIP - DE Scrapyard - Download it

    I think this map should be okay since Bastion2 is also entered in the contest and it is essentially a remake. From my understanding (at least) the rule is in place more so someone can't remake older CS maps that aren't theirs eg. Tuscan.
  19. 1 point

    WIP - DE Scrapyard - Download it

    Just a heads up that the rules for the cometition states that: "Remakes of older maps are NOT allowed." I dont know exactly what you mean by iteration in this case, but you should look into this as it might not be accepted inte the competition, if it is in fact based of off an older map. EDIT: From what the others told me this no longer relevant
  20. 1 point

    [WIP] de_coast

    The night theme still looks bright enough to make the map easily readable! Go with that one!
  21. 1 point
    Bodd Jonar

    [WIP] de_coast

    https://gyazo.com/a89cbedab479885d04ffd7357a6f7a9b That building is frikkin beautiful! And try the night theme!
  22. 1 point
    Andre Valera

    [WIP] de_coast

    Go with the night theme, it seems you lit up the environment enough for people to see each other, and I'm sure after a few playtests you can add some extra lights if you need to. If I was to describe a map based on resources used from Italy and Cobble, it would hard to pin it down, at this time your map would be the first night map crafted around those resources that stands out. Well done, by the way.
  23. 1 point

    [WIP] de_coast

    You have progressed so much since you first signed up here and made your first posts. Keep it up!
  24. 1 point

    The random model thread!

    Another prop i made recently Low poly (with 478 tris) And at the end you get : I still need to work on the texture though (which is only a 512² btw, diffuse + spec, no normalmap)
  25. 1 point

    [WIP] de_tempo

    Art Work like that needs a watermark, I've seen that posted on deviantArt at least 5 times within the hour. On topic: As Jack said, you really want to only give certain height advantages where it generally is a choke point or a must. Think about trying to make the inclines more gradual, that way you still leave some height difference in the map, but you don't make it too strong. Think of Mirage's A Ramp entry from T, as a good example. Entry into the site isnt at head height, by the time they've reached the top of the stairs/ramp, they are full body if not 3/4's. Basically "Less is more"