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Showing content with the highest reputation since 02/21/2019 in all areas

  1. 23 points

    [Source 2] De_dust 2

    Oh damn, another year gone.. Jesus lost my motivation again, and again i've changed the art style to Low Poly - how it was year ago - half year ago Now It's challange of my life guys, i should finish it finally!
  2. 21 points


    Good news!!!! I finally got them to deliver: Looks like we're back in business!!! I guess NYPD finally got to them, because they've been strangely responsive in the last few days...
  3. 21 points


    Looking great!! One thing I noticed by watching the video is that every area feels a bit similar, which makes the map harder to navigate for first time players. One way to solve could be by color coding some areas, or having strong themes in specific areas, restricting specific props only to those areas. Let's say, CT spawn has majorly blue signs/lighting, Bomb sites are mostly red/orange, maybe the middle of the map has a lot of vegetation, the subway could have green walls etc... so you know exactly where you are without having to think about it. You have an incredibly solid base and with some minor readability/navigational/lighting tweaks, this map will be really special! Here's an example of how we did this in Lijiang Tower in Overwatch:
  4. 17 points

    Mapcore Job Census

    Today I started my dream job as a graphics programmer for Arkane Studios \o/
  5. 17 points

    WIP in WIP, post your level screenshots!

    I had some time left after finishing this blockout for a design test, so I took some time to decorate. I'm still figuring out everything in UE4, but the default fog looks pretty damn good. Here's an actual level shot to justify being in this thread
  6. 16 points


    Oh boy. That I should live to see this day. Guess it pays of to still be lurking here despite not actively mapping anymore. Has it really been 6 years since I uploaded this map to gamebanana for the CEVO/Gamebanana mapping contest. I must admit, I'm a bit disappointed. You excluded the two best screenshots Props on the new name though, probably a bit better than its original name: de_nil_CastleIsland. I'll write it down as appreciation that you made this post. Start making your own maps, it's way more fun
  7. 15 points
    Andre Valera


    etc. also known as constant updates, bug fixes, sleepless nights wondering "Why?" and the simple solutions that follow.
  8. 14 points

    Yard {remake of cpl_mill}

    https://steamcommunity.com/sharedfiles/filedetails/?id=1580596076 Hey guys - been working on an update to Mill that focuses on making the gameplay work better with CSGO's utility and pacing amongst my 5million other projects. Art is quite ugly just now but it's not the focus have a look and let me know what you think! peace out
  9. 14 points

    [CS:GO] de_austria (WIP)

    Finally found some time to give it a try and opened the ceiling as suggested above. (Thanks @RadimaX and @Squad for sharing your ideas.) I tried out different things, but at the moment it's a mix of second floor+railing and some renovation work going on (so that I could remove the railing partially for easier grenade throws) Also opened the (upper) wall to middle ("main hall") so that you can throw grenades there from the small room shown on the picture ("storage room") (or opposite direction). The room is also larger now. Still not the most exciting room, but all in all I think it's a lot better than it was before.
  10. 13 points
    General Vivi

    Prodeus (random dev stuff)

    Prodeus is the game Mike Voeller and I are working on together in Unity. Just wanted to start a thread I can keep posting random dev stuff in. Level Editor Pics and Gifs Pylon prefab creation : A nice gameplay element that fills a few different functions - mid height cover / converts to full height cover - Can be used as a quick elevator or boost to gain advantage in combat - Can house items - looks nice ----------------------------------------------------------------------------------- (Right to Left) Basic footprint / Creating different parts / quick texture test and basic scripting / refine art style / adjust colors and finer details / Final script and polish pass. https://i.imgur.com/jNMo8Zn.gif
  11. 12 points

    [CS:GO][Wingman] Terraza

    I put a test version on the workshop to iron out any final issues if you guys want to have a look: https://steamcommunity.com/sharedfiles/filedetails/?id=1675723560 I've been testing it with people over the last few days and so far it's pretty promising. Layout was alright since greybox, but I'm still adjusting some smaller details. Other than that, there's just some visuals to handle for the non-gameplay areas including the background.
  12. 12 points

    WIP in WIP, post your level screenshots!

    I preparing new update to my Crossfire Remake map for CS:GO and i adding lots of new details. This is test compile screenshot.
  13. 12 points
    General Vivi

    Prodeus (random dev stuff)

    We finally got around to creating a logo for the studio. Hizza!
  14. 11 points
  15. 10 points

    WIP in WIP, post your level screenshots!

    Completely new mid and changes on sites: MID New entrance to B
  16. 10 points


    Can't wait till this guy releases dust 2 for csgo
  17. 10 points

    Yanzl's Source Emporium

    Alright, here's a quick guide on how to use the radar generator. First up you need to manually create the required masks and images, probably with photoshop or something similar. You also have to manually draw the overlapping stripes in the height map if you have any in your level. Objectives, buyzones and height get automatically clipped to your playable area so you don't have to worry about the outer edges. Additional detail is the only map that should be transparent, with grey or white detail. You can also lower the contrast of the overview or just use a grey image for a cleaner look. For making height maps you can use @Terri's generator, you'll have to align the height to match your overview in photoshop, do some additional cleanup work and adjust the gamma. After you have all those you can use either Substance Designer or Substance Player (free) https://www.allegorithmic.com/products/substance-player Substance Designer: Drag the file into a new empty graph, also drag all your bitmaps and connect them to appropriate inputs. If you don't have any outputs you can just right click on the radar generator node and select create > output nodes. You can also adjust the files some more to make it look the way you want, like changing the levels of the height to change the final colors. Graph size should be 1024. Substance Player: Open radargen.sbsar then browse to all the maps on the right side panel. Custom grid and custom gradient are not needed. In both cases you can adjust some of the parameters, like buyzone and objective colors. If you want to use custom height colors select Gradient colors as custom and plug in a vertical gradient in the Custom gradient slot, example: Hopefully this covers it, if you have any questions let me know.
  18. 9 points

    [CS:GO][Wingman] Terraza

    Changed the lighting to be closer to noon so it's less washed and has more contrast. Also, updated the screenshots with some better angles. Gonna keep updating this slowly.
  19. 9 points
    Before and After for a kitchen in my current project, I made the before about 7 months ago as a placeholder and never got around to finishing it until this week
  20. 9 points

    [CS:GO][Wingman] Terraza

    So I got a 3d skybox in place and there's still some things to do.. but I'm gonna stick to what I said previously and have it on the workshop by the end of tomorrow.
  21. 9 points

    WIP in WIP, post your level screenshots!

    I haven't posted any of my work here in.. ages. Here are some scenes I worked on in 2018 and some of this year: (Unity) Underground station (Unity) Winter Lake House for VRChat
  22. 8 points


    This is not the US. This is MapCore. Locking this thread before it violates MapCore's rules any further:
  23. 8 points


    Very impressive that you've fully detailed this map and "de_pavement" so astonishingly fast. Could use some more light though. Edit: And with only 38 hours in the SDK! You must've really speedrun the creation of these maps of yours.
  24. 8 points

    [CS:GO][WIP] Trailerpark

    Map has been released. https://steamcommunity.com/sharedfiles/filedetails/?id=1668367393&searchtext= There will be bugs etc, but we wanted to get it out for feedback. Expect a lot of polish, and thank for all the feedback so far. If you have any issues, especially gameplay related, let us know!
  25. 7 points

    The random model thread!

    Some photogrammetry I have been testing lately