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Showing content with the highest reputation on 09/04/2019 in all areas

  1. 6 points

    [WIP] Dune

    Hello everybody, I know I am a little late to post here and begin my maps thread but after a little break from mapping I want to come back to have a go at this contest. I am a terrible procrastinator, so maybe a little bit of peer pressure will help me get more work done as I have a lot to do in the coming months. So to keep me working I will try and post every day here with any new work. As far as the map the theme will be a military base inside and around desert ruins and temples. Bombsite A will be outside the temple where materials are being transported away from the area and bombsite B will be inside the temple where the military have set up operation to extract goods from inside. For the layout right now, its rough. A lot of paths are very boxy and uninteresting but as I begin building up the world around the map I hope to bring some more natural shapes and paths into the layout. The layout's main concept is having 2 mid like areas. One main mid and another alt mid or long A that will serve as a rout to A but also will allow T's to execute some interesting strategies as it also connects to mid window and can be used to rotate over to B. Before I start I made a couple Photoshop idea boards for the map so I will post them here. I will also post the main picture that sparked the idea for the map, its a little futuristic but don't worry it will be toned down for cs
  2. 5 points

    de_peak [WIP]

    Hello. I am working on this map right now. Concept is an observatory at mountain. I inspired by Sphinx Observatory on Switzerland. The first plan was to have a wingman map. But right now, I am going to add a B bombsite to take part to Exotic Places CS:GO Mapping Contest 2019. What do you think about it? https://steamcommunity.com/sharedfiles/filedetails/?id=1853660993
  3. 3 points


    Major update: Workshop Version I consider this the alpha version of the map, with most surfaces textured (a few props withstanding), albeit at an early stage. Alot of the geometry still needs refinement but represents the overall ideas. Any feedback is valuable at this stage, and I'll submit for another play test soon. Thanks!
  4. 2 points

    de_peak [WIP]

    Hm I was also going with an observatory, though with a different environment. Good luck mate.
  5. 2 points

    Control (Remedy)

    I unlocked all of Jesse's powers, once you have all of the game's toolkit at your disposal, the combat becomes so damn fun! Juggling your throw power to break shields, then using a gun to hurt the enemy, possess him so he fights for you, proceed to fly around and shoot down the rest of the enemies and finish the last one with a stomp from above is really satisfying. Now that I'm approaching the mid of the game, the writing gets even weirder, and not always necessarily in a good way. Funny enough, I find the main protagonist Jesse, incredibly stale and boring. The constant stoic stance she externally puts out contrasts with her vulnerable internal monologues and narrations, a lot, which sounds pretty good on paper but it makes her character very hard to follow at times. A lot of things just happen around her, and she accepts it without question or much fuss, for instance being made director of the Bureau in the beginning of the story. Same can be said about most characters, for such a good story, Control's characters are very one dimensional. It borders on parody of what they're trying to be, but I question if that was written and directed on purpose or not. Going back to the overall story though, it's really good. It tries to be this blend between twin peaks and x-files. The level design is really good, just enough direction that you mostly always know where you are, and the feeling of being lost is still there. Loving the metroidvania still design / map, was a really nice surprise that makes the game feel bigger than it is, but it certainly works. The graphics and physics is is definitely what carries this game for me, and what makes me come back. You can deffo see Tadao Ando's influences everywhere, and this engine lends itself perfectly to that architectural style. Love the brutalistic nature of the architecture, and the big gradients in the lighting. Some of the environments are so damn good, environments mild spoilers ahead:
  6. 2 points


    Long time since I posted here, but Ive been busy playing around with materials and props that I know I need no matter any layout changes, as well as trying to refine some of the spaces that feel "safe" without over-committing. Ive had one play test (props to the Source Engine Discord Server!) that was a pretty cool experience with lots of informative and constructive feedback. However I will definitely need another play test soonish with the new changes even if they are relatively subtle: blocked some nasty sight lines on long A and added a small cover made pit at A less deep and lowered heaven position (definitely focused too much in aesthetics there) moved Tspawn back a few inches to give CT more time to get to mid expanded box at B and reduced sight lines expanded wall at B to make it harder for T to get to site. moved the bridge at B closer to make it easier for CT to cover position. lots of small stuff! Changes are not online yet as i only have the old grey box but here's a few teasers until i get it ready with new radar etc.
  7. 1 point
    AK Addict


    Hello everyone! This is my second csgo map that I'm working on, playable version and radar will be later as I'm still experimenting with the layout. Here are some parts of the map that look more or less finished.. --------------------------------------------------------------------------------------------------------------- Release version: Workshop link
  8. 1 point


    Neighbors Bomb Defusal Domestic terrorists storm a northern Virginia community to locate the home of a notorious hacker and destroy his trove of stolen data. Objective A - Destroy the hacker’s PC Objective B - Destroy the backup drives in the hacker’s car This project began as an exercise in capturing a real life location and re-imagining it in a way that's conducive to CSGO gameplay. You might call this the "Canals approach." Creating was a great learning experience and I'm pretty happy with where I landed given the inherent constraints of the location I was trying to capture--particularly the fact that it was a fairly open environment. The biggest challenge was figuring out ways to reduce sight lines in ways that made sense thematically. The result is a map that strongly resembles the source inspiration but with plenty of necessary departures for improved gameplay. It's also my first completed map and entry to the CSGO workshop. Looking for feedback on layout, gameplay and visuals. And please let me know if you find any bugs. Hope you enjoy! Special thanks to Yanzl for various assets. Workshop Link
  9. 1 point

    [WIP] Touristas (now) de_xenos

    I know this was like a week ago, but if this ever happens again try going into csgo bin and launching "sdklauncher" and "hammer". These are also the way to launch the sdk if you have free to play in an alt account.
  10. 1 point

    [ WIP ] de_lotus

    This is the first map I made to have a stand in the contest, name of the map is "Lotus" and it took place in an old war tunnel in Vietnam. I'm updating some screenshot, so you guys can look at that... paint draw to figured out the map. Have fun!
  11. 1 point

    Mapcore Job Census

    I'm a bit of a lurker rather than a poster now days. But I was promoted to Associate Level Designer recently! (could my nickname on it also be changed to Kafe please )
  12. 1 point

    What have you watched recently?

    I'm re-watching Charlie Chaplin movies starting with "The Kid" (1921) and "City Lights" (1931) Nothing beats childhood favorites
  13. 1 point


  14. 1 point

    Doom Eternal

    As a player I'm usually sensitive to and critical of input delay, I tend to get frustrated with the new Smash because of that for instance (might also be because I suck though ) So I did see a little bit of delay, it was noticeable with the aiming in particular, but to be fair it was very small. I'm guessing since this was on the PAX expo floor with the big presentation and everything they must have had a crazy good setup/broadband, so this was likely a better-than-average scenario... Tbh the only games I'd see myself play on that at home would be those with anim-driven controls that already feel less responsive and aren't affected as much by delay (Assassins creed, Witcher, God of war etc), and maybe turn-based games like Civ since you can take all the time you need.
  15. 1 point


    I also completely forgot to mention the new update in which I added a completely new area behind A, removed an unnecessary connector and finally gave some more attention to B. I should have already upload an even newer version which actually already has some little things fixed and adjusted to hopefully further improve gameplay. The next thing I want to do with this map is schedule a 5v5 playtest to get some feedback and tweak my layout!
  16. 1 point

    [WIP] de_Inkali

    i big tip: first finish the layout before detailing so use DEV textures, they are called reflectivity so when you think you have a good layout go ahead and let peaple play on it so you can get some feedback and improve the layout you can block some stuff out with the dev textures for example a house but dont focus fully on detailing
  17. 1 point

    [WIP] de_Inkali

    Have never done a map before, so let´s see where this ends.. Map: De_Inkali Place/texture: Inca tempel + construction site Layout inspiration: Aztec and Overpass. Layout arrangement: A map there CT can push up really far (like overpass), but have a hard time to hold it from there. If you loses ground elsewhere, you have to move back. Props/texture: I don´t know how to do props, so I will use old Aztec props and texture. I will make my own when i´m sure about the layout. Things I want to exist in the level: Aztec bridge (with water under, so if you fall.. You die) Aztec ball court (Mesoamerican ballgame) And much much more. Goal: Top 5 First sneek peek off mid.
  18. 1 point

    [WIP] de_hillside

    Teaser Picture!!!!! FINALLY!
  19. 1 point


    Thats a really good move! It will allow you to focus on the geometry only and you know, grayboxes can be very beautiful! No need to worry about nodraws, alligning texture faces and having no worries about consistency in colors. Its super nice.
  20. 1 point

    de_napoli WIP

    I would say that sticking to reference is not always the right gameplay choice, but I wouldn’t take action unless you get feedback from play testers, after al I only seen the screens not played it; atm it might jump out to attention because walls are all white, maybe when you have textures there it will be fine.
  21. 1 point

    de_napoli WIP

    I’m liking the detail of many buildings in the last shots. I find the ground texture a bit overpowering tho, I know it’s realistic but seems too dense and dark in a way that could disturb gameplay.
  22. 1 point

    Site Changes and Feedback

    Any chance that a diff tool like TwentyTwenty could be added to the site? It would be really nice way to show off the changes to your levels while you are working on them. The CS GO Team uses the same plugin when releasing a blog post about new maps, like Inferno or Dust II.
  23. 1 point


    This is how the map is looking right now Radar doesn't show it too well, but the CT's have a tunnel that connectors to the larger bombsite.
  24. 1 point


    Blossom is now available on the workshop! I put it there since I applied for playtesting and it needed to be uploaded That means the rest of you guys can check it out now too! Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=1844405666 And here's a view at B-Site as well
  25. 1 point


    A little peak at the pagoda which B-Site is set in Still a W.I.P. as the cover ain't there yet. But I'll add that in as soon as I can!
  26. 1 point
    This is a very big update. It includes a new death mechanic as well as support for the multiplayer level editor. The new death mechanic has a huge overall effect on how the game plays. It makes things a hell of a lot more streamlined and you have a chance to recover before you get the black screen of death. The multiplayer level editor will eventually be available for download on the steam page but for now its located on my google drive. You can download it from here. https://drive.google.com/file/d/1RtxJM5JVWTU8mzj-CK3YiLaXN1sNekbI/view?usp=sharing Anyone here who is interested in level design as an art is invited to check out this level editor. I will be updating it a lot in the coming weeks.
  27. 1 point

    [WIP] Touristas (now) de_xenos

    Hey! some image grabs today The first three images are of mid, It runs through the entire map and is also the lowest point in the map. I wanted to have this be an important area to control while also being a dangerous place to be. It is separated into segments by 3 tunnels. 1st image is terrorist side and the following two images approach ct side. Image below is CT spawn with three distinct directions to choose. left is toward cable car (a) mid is mid Right is gazebo (B) Below is bombsite (A) cable car. This view shows the one way drop to the site along the coast. The bomb can only be planted toward the top by the cable car motor. Ct entrance to cable car (a) with raised platform T entrance to site (B) gazebo. Bridge connects to upper mid. You can use the windowsills to reach an alternate route. trying to clip everything and adjust some sight lines... then find time for that play-test!
  28. 1 point

    [WIP] Touristas (now) de_xenos

    Have been pushing off posts due to laziness... Still pushing hard over here! Here are some signs thrown together ready to move into photoshop! Hope to get some mapcore playtests soon... just need find a weekend im free.
  29. 1 point

    [CS:GO][WIP] Trailerpark

    Few more pics - included hammer shot to show stuff behind trailers since it was a cordon compile. RaVaGe - mountains will receive more work - right now, focusing on the main map, then the 3d sky. Thanks for feedback all!
  30. 1 point

    [CS:GO][WIP] Trailerpark

    Man, you put a lot of effort into this map and it looks more beautiful than the official CS:GO maps. Nice work man
  31. 1 point

    [CS:GO][WIP] Trailerpark

    More WIP images. A beach area and another vehicle. The beach is the CT spawn, and the new vehicle area is the T spawn. Much of the detail from these parts will be coming from the 3dsky, which is still under construction.
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