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Showing content with the highest reputation on 07/02/2019 in all areas

  1. 7 points
    michal3210

    [CS:GO] dz_junglety (Danger Zone)

    Map Overviews for deployment section and tablet!
  2. 6 points
    SethTooQuick

    Gongji

    Some lighting on these fools
  3. 5 points
    Lefty

    The random model thread!

    Some Chinese lanterns for a csgo map
  4. 4 points
    mr.P

    Graveyard

    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
  5. 3 points
    untor

    Swamp

    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.
  6. 2 points
    Shaddo

    [WIP] de_Greece_Name_Smth_ill_see_later

    GEFYRA Gefyra is a strategic position of the Mediterranean Sea and the terrorists want to take over the place. Coming from the sea with a strong equipped ship, they did not expect being discovered by the ops force... What will happen in the city when they arrive ? Map Link : https://steamcommunity.com/sharedfiles/filedetails/?id=1817698914 (Edit for Steam workshop test release) ----------------------------------------------------------------------------------------------------------------------------------------------- Yo ! Starting the mapcore contest. As others did, I am showing you some reference images. I know what layout I'm gonna work on but not showing it for the moment What do y'all think about the scenario ? See ya !
  7. 2 points
    JackT

    Gongji

    Version 11 radar.
  8. 1 point
    mr.P

    Graveyard

    ...time has past since the events that drought Suez Canal in 2026, stranded under the scorching sun on a sea of sand lies the remains of the CVN-class warship "Carry". A place the locals named the Graveyard. Download here: https://steamcommunity.com/sharedfiles/filedetails/?id=1984503966 Example of exterior Example of interior: A-site, exterior B-site, interior
  9. 1 point
    michal3210

    [CS:GO] dz_junglety (Danger Zone)

    Map is released! Every feedback will be appreciated! https://steamcommunity.com/sharedfiles/filedetails/?id=1813326589 Hey, I'm working alone on one of the biggest projects in my life! I'm trying to make danger zone map. I want to show you some my work! My idea is tropical style, I haven't seen similar style in CS:GO yet. On the map you will be able to explore a lot of regions: beaches, tropical villages, bamboo platform, cliffs, and planning also some caves and more! I realize, that there probably will be a lot of bugs, because It's very hard to make huge danger zone map without bugs, so I'm really looking for testers, if someone is interested in, just invite me on steam. Models and textures some are self-made, and some I Have bought on sites with models Here's some screenshots from some map regions PS: I don't know if Valve support this mode already, but I love making open worlds! and I wanted to try myself.
  10. 1 point
    Boccolotto

    [WIP] de_Oasis

    My entry for the Exotic Place mapping Contest! Concept "A strong sandstorm hit a modern city in the Middle East. What remains after is a devastated city covered in sand. The CTs are mobilizing for the evacuation of civilians, while the T's intend to destroy two vital strategic positions: a launch of supplies landed inside a luxury palace or a truck full of water stocks in a road tunnel, near a military checkpoint . Tthe loss of one of the two objectives will lead to the retreat of the Counter Terrorist, to the conquest of the territory of the Ts, intent on loot what remains of the city." The idea is to create a map of the disconnections with a theme that has its roots in Middle Eastern environments (Dust, Dust, 2, Mirage), but with a more modern approach (Overpass, Nuke, Agency).The presence of sand and the destruction caused by the sandstorm, tries to give an exotic touch to the map in general. The main source of inspiration is certainly the game environment of Spec Ops: The Line. I think that game has a phenomenal artistic style and I thought it might be fun to do an elaborate version for CS:GO. Layout Screenshots
  11. 1 point
    Rump3L

    [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
  12. 1 point
    blackdog

    Seven Worlds, One Planet (BBC)

    New season, new Attenborough!
  13. 1 point
    Shaddo

    [WIP] de_Greece_Name_Smth_ill_see_later

    Thanks ! As far as I am, this point is not that vital. I'll keep it for play test and see if I it is truly playable. I'll post screenshot ingame so that we can clearly see it size. Regarding the smokes, the point will probably be out of range for T as they are below CT for grenades. However, this point is reached by both teams approximately at the same time which is something I absolutely want to keep. Thanks for your advice !
  14. 1 point
    Karthoum

    [WIP] de_Greece_Name_Smth_ill_see_later

    Depends how far it reaches (which would affect how easily smokeable it is) and if it's a really vital spot. Remember that it was a thing in 1.6 for DUST2 T spawn to have a small peek hole.
  15. 1 point
    Shaddo

    [WIP] de_Oasis

    Damn, sounds good ! I want to see how you will handle this !
  16. 1 point
    Boccolotto

    [WIP] de_Oasis

    Thank you! Bomb Site A is the most raw part I have created, most likely it will have a drastic change in its structure. I think about an almost destroyed underground tunnel, with a maintenance room as the connector for T, and a military checkpoint as CT entrance in the bomb site. The challenge is controlling the long sights created by the roads : i will use big sand dunes, debris of the tunnel and vehicles for create good angles.
  17. 1 point
    Shaddo

    [WIP] de_Oasis

    Hey looks nice ! I like the parallelograms on site A ! What kind of road are you planning to do on these ?
  18. 1 point
    Shaddo

    [WIP] de_Greece_Name_Smth_ill_see_later

    Hey thanks ! Nope this is a small island near the Peloponese in Greece => search Monemvasia :D I want to create a unique mechanic for this map (*surprise*) as it will probably be a map smaller than usual. The map will have an important height difference as you'll see on the pictures, from T to CT spawn ^^
  19. 1 point
    Ok, after some more playtesting, the common opinion was that people loved the upper site and didn't like the lower site. So rn we're reworking everything about the lower site and the main building so the map feels more conected and overall more cohesive. Most of the stuff from lower came from the early iterations of the map when there was no spawn area and me and Sam were just throwing ideas, so now that we have a clear vision of what we want to do, we'll be developing the map as a whole instead of making it bit by bit. We'll have some more progress soon!
  20. 1 point
    Jinqs

    de_gss

    Im making my first (but actually second) map and it will be located in a space station (GSS = Global Space Station), but a work in progress one. So it'll still be on earth. inside of a huge hangar. im mainly working on the layout now to balance it out and also have a logo for the spaceship which will be used around the ship as detail etc.
  21. 1 point
    SethTooQuick

    Gongji

    mfw lanterns
  22. 1 point
    Lefty

    Swamp

    Getting a big l4d2 vibe from this map. Love what I see so far!
  23. 1 point
    That50'sGuy

    Dixon

    Um, I think I broke reality...
  24. 1 point
    promEUs

    Salvo

    An agrarian Italian village, propped up on an economy of dirty money has found itself the stage of a gruesome battle between the local militia and foreign forces. Salvo is a medium sized bomb defusal map focused around fast rotation times and coordination between terrorists as they execute onto bombsites. The layout places a strong emphasis on controlling the middle. Download Salvo on the workshop now! Steam workshop page We invite you to join the Discord for organized playtests and discussion! Discord Server Images of the current build Overview: Working moodboard: Here are some progress shots from one of the early blockouts to the recent version that is on the workshop:
  25. 1 point
    FMPONE

    Peace in Korea.

    In fairness its an invisible line, the North Koreans are probably happy to grant a photo op if it means they don’t have to make any other concessions (who knows if they have.) I’m guessing this mean they can go full steam ahead on doing everything they actually care about such as building nukes. Thus far in human history nukes have preserved peace, but long term the more states (especially unstable states) that acquire nukes, the lower humanity’s long term chances of survival become. Even if the country acquiring nukes is Sweden, it’s never a good sign.
  26. 1 point
    csWaldo

    Turbulence

    We should have a first playable version soon. Here are some extra screenshots until then.
  27. 1 point
    EwylKo

    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.
  28. 1 point
    FMPONE

    Salvo

    This appeared on my public feedback stream a while back, but otherwise conforms to the rules. No further feedback has happened, nor is it going to happen, but nonetheless I’m going to disqualify myself from judging it. Our other judges can weigh in on this one.
  29. 1 point
    General Vivi

    Black Mesa Source

    I've been pretty spoiler free on this from the beginning, it's been hard to hold back this long tho. plz hurry and finish.
  30. 1 point
    NikiOo

    [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.
  31. 1 point
    DutchCrazyGamer

    [WIP] de_zansort

    https://steamcommunity.com/sharedfiles/filedetails/?id=1781774459 Published the map on the workshop. Here you can you see the new version of the radar: And here are some screenshots of the map (inside lighting might be a bit dark):
  32. 1 point
    SethTooQuick

    Gongji

    Some bricks!
  33. 1 point
    michal3210

    [CS:GO] dz_junglety (Danger Zone)

    UPDATE Started working on map undergrounds, caves with some new assets
  34. 1 point
    ItzOmega

    The random model thread!

    Laser gun for our VR game
  35. 1 point
    michal3210

    [CS:GO] dz_junglety (Danger Zone)

    Update: New Industry region to make map less boring! Also Some new models!
  36. 1 point
    michal3210

    [CS:GO] dz_junglety (Danger Zone)

    Update I made a short showcase video, map is almost done!
  37. 1 point
    Radu

    [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.
  38. 1 point
    blackdog

    Peace in Korea.

    Take one moment today to appreciate that Fox News finally got one right!
  39. 1 point
    Now saying Half Life 3 and dragon age 3 where listed by mistake http://www.eurogamer.net/articles/2012- ... be-at-show They would say that though..... so.....
  40. 0 points
    I doubt it will change. At best you'll have a few studios like CD Projekt Red, indies or most console exclusives that don't add monetization. Another issue in regards to the streaming game service, which @grapen brought up, is that if it catches on it will potentially lead to the death of modding. All files are on an official server, can't be modified, can't add anything to it.
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