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Showing content with the highest reputation on 01/18/2017 in Posts

  1. TopHattWaffle and I have been working on this map for a long time, and I wanted to start getting some of our work out there. I don't want to post the whole map yet but this will give you a taste of what we are working on. This is obviously a WIP, but I hope you guys like what you see. We're always open to suggestions. The map takes place in a partially decommissioned Titan II missile silo, and a lot of the things you see are (semi accurate) recreations of what you would find if you actually visited one.
    23 points
  2. I think it's time to optimize this pretty rough version to organize a playtest as soon as possible because I'm sure there are a lot of things to improve since we changed a lot the design...
    14 points
  3. Vorontsov

    [CS:GO] de_Transit

    Dump incoming, some renders may be a bit worse than others, felt in a sharing mood this particular night. We are hard at work to make Transit great again
    9 points
  4. As I think I mentioned earlier I left Starbreeze in November. Started at DICE today!
    8 points
  5. Best news of this AMA (other than reading the words unannounced titles) was hearing that the JJ Abrams movie(s) will happen. That is so fucking exciting!
    5 points
  6. Yet another update. I changed the sewer a little bit gameplay wise.
    5 points
  7. But does it have chickens? In all seriousness look rad, can't wait to play it
    4 points
  8. FMPONE

    The Mapcore Mod Team

    A Mapcore mod would be interesting, but varying experience levels might make it tough. We have an abundance of level designers, but how many level designers does a mod really need? I think it's entirely possible we could start with a core of users from this website, but trying to directly include everyone in the actual development process wouldn't really be feasible of course.
    4 points
  9. Hey Mapcore, I worked on the feedback I got from two playtests. I am kinda searching of a nice night skybox. I found one but it has a ocean as down image and a hugeee moon so that sucks But yea It should be something like this. For now I will do some more detailing and continue my search. http://roald93.imgur.com/all/ [Imgur](http://i.imgur.com/u4kIler.jpg)
    3 points
  10. My provisional license arrived and I have my first lesson on sunday. If you don't hear from me on monday, assume I was really bad at my driving lesson.
    3 points
  11. 3 points
  12. Working on an aim map again. This time to actually finish it.
    3 points
  13. catfood

    [CS:GO][WIP] de_titan

    Cool looks great it reminds me a bit of the level Silo in N64 Golden Eye. I'm going to check it out next sunday. btw on the screenshots some spots look a bit too dark maybe.
    2 points
  14. tomm

    The Mapcore Mod Team

    I'd also expect a rather drastic increase in visual quality in hl3 compared to hl2, so it wouldn't be just maps obviously, who's feeling like rigging and animating all those monsters/npcs? This could easily be underestimated and it's likely to fail because of that. Better start with something small imo.
    2 points
  15. On what engine? I think we could easily make the number of HL2:Episode 2 maps necessary to create an unofficial Episode 3, but the question is would it find an audience? On an old engine like that, who knows.
    2 points
  16. Vaya

    The Mapcore Mod Team

    I was thinking about how this could work:- 4 core 'core members directing. These are the 4 people that ultimately decide what's being made- Art direction, Gameplay etc. Anyone else interested sticks their name on a spreadsheet stating what they a interested helping with (level blockouts, art passes, scripting, story, gameplay etcetc) the 4 then form teams under themselves and delegate tasks as required- possibly have a tiered subforum where ideas can be discussed. It's at the 4's discretion what is delegated to who. There should also be a disclaimer that any work they do may not be featured and final decisions lie with the core team of 4. I'm sure many on here want to help less experienced members but are also want to only align their names with high quality products. Might lead to some 'fat kid getting picked last for sports' kind situations but that's life.
    2 points
  17. Cool, ok thanks ! It's a nice one And here, we had a bit of snow so I went near Lyon in one of my favorite place to shoot a bit : "Invincibles" "Mélanges" "Résiste"
    2 points
  18. Yes, we shall miss pudd. He made sure to print out a black and white photo of himself *framed* and leave it with us in the level area.
    2 points
  19. That Doom map looks amazing. Nice work. That mod looks so... punchy! Finished up this scene tonight. Lots of fun learning more about Unreal blueprints. I might just spend a while learning them a bit more before I do anything else. https://www.artstation.com/artwork/BzVo6
    2 points
  20. Sentura

    The Mapcore Mod Team

    almost sounds like a return to the good old goldsource days... I miss those and the weirdness that came with them
    1 point
  21. FMPONE

    The Mapcore Mod Team

    Before I allow everyone else to discuss this further, I want to comment on why I disagree with this statement and why BMS will be the best technological platform for further SP work in Source. BMS is being actively updated and many of the newest CSGO graphical features directly transferred over thanks to BMS' active coders. BMS tech could also be transferred into a new title, it doesn't have to strictly live on their workshop (I might be wrong on that, but I don't think I am.) As a result, BMS is, outside of CSGO, the "newest" Source you can work with. And it has all of the SP scripting stuff included inside.
    1 point
  22. Klems

    The Mapcore Mod Team

    I've toyed with the idea of making a solo HL2 mod/campaign very recently. I'm not sure if I can commit to a brand new mod (depends on the scope), but I could definitely help with the code. There is still a big HL2 modding community right now. Phillip of RTSL announced a HL2 mapping competition (just a few hours ago), Bolloxed on youtube does HL2 mods walkthrough and she has a decent amount of subscribers. Lots of mods are released on Steam for free and Source SDK 2013 is free anyway, so I wouldn't worry about the audience. In that regard, making a BMS mod would be a mistake in my opinion.
    1 point
  23. dux

    The Mapcore Mod Team

    Yes? I don't fully understand what you are saying.
    1 point
  24. FMPONE

    The Mapcore Mod Team

    BMS became a retail product that made a lot of money (??? assuming here). I guess you hate money too? I didn't do a very good job playtesting beforehand, so it sucked balls. FOR THE RECORD: I wouldn't have an issue with helping to guide a "Mapcore BMS map pack". However, I'm quite busy with my own work couldn't commit to personally working on it. A "Mapcore mod", would have to develop from interest in many of you guys. All of you would have to steer the process and commit to working on it, it's not something that can be forced. It would take many committed people probably working very very many hours. Not an easy thing.
    1 point
  25. dux

    The Mapcore Mod Team

    Oh shit it's 2004. The biggest thing to come out of this would be a map pack for BMS.
    1 point
  26. blackdog

    The Mapcore Mod Team

    Being such a huge HL fan, I really like the idea of making content for it. I have in my drawer stuff for what was supposed to be the second chapter of Riot-Act, the add-on I collaborated on years back, and other stuff of mine I never developed. The HL2 world is so rich is not difficult to develop ideas for. There is definitely an audience as well, there are a lot of mappers and community, and a great mod would surely ignite the interest... but taking over what Valve has been working for years? I don't mean to be negative, because I think we can come up with a great project, just worried it could be a big "waste"... in the sense that for as good as it can be, if Valve doesn't put a stamp on it, it can't be canon. And that would be quite sad. So I would rather work on a spin-off. As short and with as much "bang" you can put in it. Valve likes it? You might get access to Source 2 and work on an approved sequel. Flying too high? Yes that's basically what I said. We expect Source 2 to be released but won't be for a long time. "HL3" on the old engine is not as exciting. OT: @FMPONE I meant to PM but didn't get around to it... in the past you shared a couple shots of HL2 environment, you ever worked on that SP map again?
    1 point
  27. El Moroes

    DE_Portugal

    Infernooooooo cs 1.1 !!! By the way you did a nice work on this map even if you should improve your texture and perhaps trying to have a much warmer atmosphere
    1 point
  28. Minos

    Nintendo Switch

    The more I look at the Mario Odyssey trailer the more I'm convinced that a lot of what's shown there is still pretty early, in blockout stage. Maybe they had to scramble to put together something for the reveal? Some areas look like just a colorized level design blockout. If that's the case it's the first time (that I remember of) that we can take a peek at their art process I trust this game will look amazing when it comes out!
    1 point
  29. esspho

    [CS:GO] de_Transit

    @Vorontsov looking good! I'm sure it's NEWSSTAND
    1 point
  30. Vaya

    Valley [CSGO]

    http://steamcommunity.com/sharedfiles/filedetails/?id=580106862 A defuse map set in Palo Alto/'silicon valley'- the targets are a companies server farm or electrical substation to cause disruption to the companies operations (or something) Some of you will remember version 1 of this map. I was never really happy with the layout and had progressed way too far to make the required changes. The detailing was also pretty off what I wanted- too many different styles and too piecemeal I think (hopefully other agree) the new version I've been working on has a much more solid layout and is also visually stronger overall- I want the map to be bright, colourful and pleasant to play on. Feedback on how to progress this - what people think needs more work or changed is important at this point - I've been building 'in the dark' for a couple of months now so might need to amend course (the super bright red lighting in the last screenshot will be changed+ the word wall decal is placeholder- just wanted to get that idea down ASAP for a full build) Yes it's using a lot of nuke assets. I'm sorry.
    1 point
  31. RA7

    Valley [CSGO]

    Will give it a try..:-)
    1 point
  32. Radu

    DE_Portugal

    I briefly visited Portugal back in march 2015 with my dad. We stayed one night in Esmoriz and another in Porto. It's pretty cool to walk the narrow streets at night. Some guy even offered to sell us coke.
    1 point
  33. UNREA1

    DE_Portugal

    Yeah, I did that for some, stone wall, stones, etc. A few reference images to show where I got inspiration from, Portugal is a very beautiful country you people should definetely consider visiting us if one day you get the chance to! With this map I tried to go for a mix of all these elements (there were more) but I thought it would be too much. In the end I think those I selected worked well together.
    1 point
  34. AlexM

    Overwatch

    I played league of legends for a couple years. Even the most toxic stuff I've seen in OW isn't even close to an average game of league. As time goes on it seems to be getting more toxic. Mostly stuff relating to someone picking DPS then yelling at the rest of the team for not going double support and triple tank.
    1 point
  35. will2k

    Random Photo Thread

    No DSLR/special lens were used for this shot I used a Canon compact but...with a wide angle retractable lens 14X optical zoom I used a fast shutter speed (1/125) since I did not have my tripod with me and did not want a blurry shot.
    1 point
  36. Vaya

    Valley [CSGO]

    http://steamcommunity.com/sharedfiles/filedetails/?id=580106862 New name/workshop updated. Artpass incoming after a couple playtests.
    1 point
  37. Squad

    -

    This!
    1 point
  38. Xanthi

    GDC 2017

    I'm going, would be great to meet you guys.
    1 point
  39. grapen

    The random model thread!

    I finally defeated VRAD. Slightly cheaper than our favourite Source tree, here for scale.
    1 point
  40. https://steemit.com/gaming/@thecastle/i-dont-think-this-is-just-another-doom-level-in-fact-i-believe-its-a-lot-more-than-that I talk about the ideas and general design of my Doom 2 level in the works right now.
    1 point
  41. Minos

    GDC 2017

    Mapcore Reunion 2017 plz!
    1 point
  42. Always "BIG" wip in archi / details with always a lot of "borrowed" props for our tests (we have a good list of "TO DO props" ^^) : We hope to have a new test version soon but we need to optimized a bit (even if it's not important now because of iterations...) T spawn :
    1 point
  43. Some additional teasing about the Art direction with homemade stuff
    1 point
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