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Showing content with the highest reputation on 10/12/2015 in all areas

  1. Veeblur

    ar_turnstile

    Hi. ar_turnstile by Veeblur This is a CSGO gun game map. Love feedback if you've got it. http://steamcommunity.com/sharedfiles/filedetails/?id=451394404
    8 points
  2. El_Exodus

    How do you start a map?

    After you created your very basic layout, level design is SUPER iterative. You'll never get the layout right straight away. Get it playtest ready, test, iterate, repeat. Until you reach the state when you start with detailing, but that's another thing.
    3 points
  3. aaaaasdasdasdasdasda

    -

    Maxime has fixed up the BSP packing so there's a new update. This should work perfectly with CS:GO models. https://github.com/ruarai/CompilePal/releases/latest Changes: Allow BSP packing of CSGO model filesFix for TF2 update that broke BSP packImprove detection of assets in BSP packFix input dialogs for adding and cloningImprove analyticsImprove update dialogAlso, there were a few obvious bugs that had managed to survive for a while in the last version. In case it was just a case of not knowing where to report them, you can always go here: https://github.com/ruarai/CompilePal/issues I'm striving to make this a quality application, so don't be misled by the fact that it's free that the bugs are warranted.
    3 points
  4. 2 points
  5. The worst thing you can do with anything in life is thinking you know more than you do. You're right, I don't know how new you are, and people progress at different rates, but telling me you have a few maps on your hard drive doesn't prove anything. We're all about feedback and helping here, and it's a level playing field. Even the operation mappers submit their work to be scrutinised.I can only go by what you say, I'm not a mind reader That's how mapping works, but with that sentence you pretty much described the entire map pool. imo you're approaching it the wrong way. It's more beneficial to work from a general layout, not bit by bit.Yes, I looked at your map on the workshop and saw one screenshot and stopped there. I then looked at your imgur album and saw I was looking at an incomplete layout and again, stopped there. You had what looked like gun spawns on the floor, and it seemed to be more of an aim map than a de map. Please don't underestimate what is visible in a map from pictures without having to be in the map. If I see a map in screenshots with a mid lane that is 25,000 units long, I don't need to load it up to know it will take me 30 minutes to run down.
    2 points
  6. Vaya

    [CS:GO] Tulip

    Someones never been to the redlight district. ( ͡° ͜ʖ ͡°)
    2 points
  7. (Art by Thurnip) It's Time! It’s finally time to declare a grand prize winner in our exciting Counter-Strike: Global Offensive mapping contest. You’ve playtested the maps on Reddit, you've waited months for the results... let's get down to business!! GRAND PRIZE WINNER: DE_EMPIRE By Andre Valera Workshop Link Sometimes it boils down to consistency: broad strength across several categories. No map in our contest better exemplifies this notion of consistent quality than Empire. Empire features a stacked bomb-site layout similar to popular official maps like Nuke and Overpass. While this relatively unorthodox design presents level designers with additional challenges, Empire ably sticks its landing. Furthermore, the ambition of Empire’s design is tempered well by its no-nonsense visual presentation. We’re left with a digestible, fun, and very playable level. Congratulations, Andre Valera! Prize: Featured in a goRGNtv showmatch! Featured in CEVO PUG rotation for one month! $1000 and Mapcore swag! CS:GO prize pack courtesy of Valve: a signed CS:GO poster, lanyard, vinyl sticker SteelSeries Kana Mouse! 2nd PLACE: DE_BOURG by Klems Workshop Link A truly unique map. Some felt it was the strongest entry in the contest given its strong theme, abundant polish, and beautiful visuals; others, however, questioned the map's small scale. This was a tough map to judge. Prize: $400! CS:GO prize pack courtesy of Valve: a signed CS:GO poster, lanyard, vinyl sticker 3rd PLACE: DE_ROYAL By Jakuza Workshop Link An attractively sleek map, there is plenty of room for Royal to blossom into something very special. Prize: $200! CS:GO prize pack courtesy of Valve: a signed CS:GO poster, lanyard, vinyl sticker 4th PLACE: DE_COAST By Ornate Baboon Workshop Link A map that was under heavy construction for much of our contest, one gets the sense that Coast wasn't quite ready yet. With a little bit more time, who knows? Prize: $100 + Mapcore swag! CS:GO prize pack courtesy of Valve: a signed CS:GO poster, lanyard, vinyl sticker ~~~We at Mapcore would like to thank the r/GlobalOffensive moderators for their assistance, our lovely guest judges, Valve, goRGNtv, CEVO, as well as Gamebanana.com and Steam workshop artist EGO DEATH for contributing to our prize pool. Last but not least... THANK YOU, for making this 'Core event special and fun! "May Hurg guide you..."
    1 point
  8. The round time in competitive CSGO is 1.45, that would almost take a full round to traverse.
    1 point
  9. You run at 250 units per second in CS:GO with your knife out so it would actually take you 100 seconds or 1 minute and 40 seconds to run 25,000 units. I see where you are coming from though ;D
    1 point
  10. Vaya

    Delta Delta

    I wouldn't be applying a theme yet. you'll end up more focused on making the theme work than the layout
    1 point
  11. Hey Atrax, as you seem to be new to this you might want to read up on some of this level design business. Maybe you could take some time to read through my introductory thread to get some resources: Please don't add "lots of nifty connectors to keep gameplay interesting", it will definitely hurt any gameplay you make. Also definitely do not copy+paste out of existing maps, it doesn't work. They work as a whole based on a balance of ideas. We also realise this is a WIP, that's generally what we're dedicated to here
    1 point
  12. Dennispls

    The random model thread!

    Hello again guys, Working on a new weapon (warglaive like).
    1 point
  13. A map i was doing for warsow videogame using Netradiant editor , sadly i never finished it
    1 point
  14. Skybex

    [csgo] cs_cruise

    I finally have the first public release for the map. Been a very long journey, 7 months since the first post and I started the map long before that. But I am extremely happy to get this out in the wide world at last. http://steamcommunity.com/sharedfiles/filedetails/?id=531801711
    1 point
  15. catfood

    [CS:GO] Tulip

    Hello mapcore, I've been busy updating/polishing tulip lately and this is the result so far: I increased the level of detail of the church interior and overall detail of the map and also added 3D shop interiors. Here's the workshop link might you wanna give it a spin: link Let me know what you guys think so far
    1 point
  16. Hey everyone, From September 21st to the 23rd will stand the annual Unite event organized by Unity Technologies: this year in Boston, Massachusetts. As I'll be there for my nomination at the Unity Awards 2015 (I'm still in love with UE4 I promise), I was wondering if some people from the Core had planned to go there too. Could be fun to have a Mapcore meetup! I'll be wearing my incredibly beautiful Mapcore t-shirt anyway! (at least one day or i'll have some odor issues)
    1 point
  17. That's not snow, it's my jizz
    1 point
  18. Huuuum, I don't know, I'm kinda disappointed. It looks too much to Battlefield.
    1 point
  19. Hi Guys, I mess around quite a bit with Vscript in CS:GO and recently Valve has added a feature that allows mapmakers to read the game_mode and game_type settings on the server. I've seen a fair bit of maps being re-uploaded as a different game mode version without any other alterations; this allows you to set it all in the same map/bsp. An example of this can be seen for de_safehouse, they've added a script file that enabled or disables certain props when the gamemode is set to Arms Race or something else. See csgoscriptsvscriptsde_safehouserampspawn.nut (open with notepad etc.) This means that you can have a very simple script check the server settings at the start of the map, and adjust the map layout accordingly, enable or disable spawnpoints, bombsites, hostages etc. and thus theoretically allowing you to make one map that suits any gamemode. The reason I felt like sharing this info is because I like making custom game modes. Currently finishing off the logic for a King of the Hill game mode as seen in TF2; This game mode works well in symmetrical maps, but the new script function would allow mapmakers to make a map that can easily be switched from any game mode to the custom one without having to design a whole new map or even upload a second BSP file. Anyone that feels like making a map for this to release simultaneously with my gamemode or adjusting their existing map, hit me up Feel free to ask any other Vscript related questions as well if you're keen on seeing what it can do!
    1 point
  20. catfood

    [CS:GO] Tulip

    polished the map a bit further: added a bomb reset for when the bomb gets in the water, new skybox, improved readability, removed exploits and bugs, reduced fog, added sounds and soundscapes. workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=251987990
    1 point
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