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Showing content with the highest reputation on 09/13/2019 in all areas

  1. 4 points


    Workshop version a2 https://steamcommunity.com/sharedfiles/filedetails/?id=1807037033 In this update I tryed to adress the feedback from the last playtest which looked like this. Basicly I've cut one of the entrances to B (left bombsite) and added a wall at A (right bombsite). Here is a comparison. I also added basic detail to get some individual areas into the map. CT spawn T spawn Mid Bombsite A Bombsite B T route to A (sweatshop) T route to B (corridor with junk furniture) Radar I'm gonna schedule another playtest soon. If you have any kind of feedback please let me know. Have a nice day.
  2. 4 points

    Midnight [TF2]

    Been making Halloween maps for past few years. So here's another one made with a friend and whats not a date like friday 13th to release for? Please vote on workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1861668959 5 Control Points, showcased as Gallows each with their own name. Capturing one will free up a previously hanged soul. Capturing all five will magically move you and the opposing team to underworld, where you can also visit through well portals when clock hits midnight. At the end of the underworld, you must fight to survive. Against the other team, or against a common foe, untill gates open and you can escape... Here's some nice shots (more at workshop) and a preview video too. Thanks.
  3. 3 points

    System Shock 3

    They're showing stuff but at the same time not showing stuff. I like what I see, but I'm still on the fence until I see some actual gameplay and not fast in my face clips. I've beaten everyone around the head on here for years about how much I adore SS2 and I've waiting a long time for #3 - so if this sucks I'm leaving to live in a forest.
  4. 2 points

    [Wingman] Station

    Woop woop! for me its the first time a CS:GO map 'gets to use', so thats pretty cool! Morozov and I have thought about some major changes in layout and looks, but stuff got in between like the mapcore contest for an example, so we leave that for later and hope to gain some feedback on this map and hope you guys enjoy it! If you havent checked it out yet ingame or are to lazy, here is a review by SlickShotGames:
  5. 2 points

    The random model thread!

    Isn't the option you're looking for "U (unwrap menu) → Project from view", with the camera looking at the selected faces with the desired angle of projection ? Recorded a gif to show what I mean : https://i.imgur.com/GkhTSNX.mp4 Also btw, i'm following the excellent beginner tutorial BlenderGuru is currently making for Blender 2.8. I'm making a waffle, it's really nice to follow (Still missing materials and the rest of the scene basically )
  6. 2 points


    It's been a long time since my last post, mostly cause of playtest delays, but it finally happened on the 2nd. I've been working since on layout changes and small improvements. Still quite a bit to go before another playtest but I want to share since it's been so long. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163
  7. 1 point

    Counter-Strike: Global Offensive

    I don't think there's any issue here, just not what people have attempted recently. Grind has a few of the things you mention but it's much more arid. you'd be surprised how much is possible in source. P.s I wasn't meaning B side. Look at the area around T spawn. Tons of dirt and grime.
  8. 1 point

    Counter-Strike: Global Offensive

    what? not following
  9. 1 point

    Counter-Strike: Global Offensive

    5 Come on now
  10. 1 point

    Control (Remedy)

    Resumed playing it. God damn, that janitor is my favourite character so far
  11. 1 point

    [CS:GO][Wingman] Terraza

    You can now play the map, as well as 4 others, through Faceit's season 2 of wingman. This is awesome news because we can get some more feedback. I already made some last minute changes last night, but I'm looking to push out more updates throughout the duration of this season.
  12. 1 point

    Counter-Strike: Global Offensive

  13. 1 point

    de_santamarta [WIP]

    It is difficult to modify areas separately and see them together. You might find weird sightlines forming, and the map could also end up feeling like a bunch or separated areas. As you probably know, the classic process is to make the whole map and then make all the areas fun and balanced through personal observation and then playtesting. The reason this tends to work better than mapping in a modular fashion is that you can see how areas transition into each other more easily, and create a map that feels more natural. This method can certainly work, but is it worth the risk? Also, the concept looks cool, and I think you can pull off all the colors if they are not too strong.
  14. 1 point


    Your prop design image needs to be pushed up from last on the workshop... it is so sick: Where would one make the "chalk" effect sketches?
  15. 1 point
    Freesh Milk

    de_santamarta [WIP]

    Hey, cheers for the advice! Had thought this might come up! It would be super easy to over-colour the map and have it be too busy for sure! Im hoping to maybe just stick to yellow and green on the favela like buildings as they are similar enough. Time will tell I guess?
  16. 1 point
    Freesh Milk

    de_santamarta [WIP]

    An initial sketched/painted/photoshopped layout. A basic structure to work from during grey blocking.
  17. 1 point


    Guess what? This map ain't dead! I've decided to resume development on it since I've been wanting to do a dead mall theme for years, yet I never did it for some odd reason. Now I know it has a lot of flaws that need attention, but I'd just like to address the most important one: Lighting. Before, the map was very dark since I was only lighting it up with dark colored lights for ambience. But I've decided that I shouldn't let realism get in the way of a potential map. So I've turned the power on in the building! In real life this would have likely caused a fire 10 or so years after being abandoned, but this ain't real life, it's a game! After all, this map literally has flags that have been flying since 1966! Also, I've added some construction lights to a few areas, just to support the idea of the asbestos abatement that's going on. So hopefully with some of the lights on, it should have more Clarity, (Obviously not ALL the lights are on, some have burned out, have fallen out, or have been broken/stolen by looters) I'll be sure to address the layout soon as well
  18. 1 point

    The random model thread!

    Learning Blender in my spare time. Really cool piece of software with a bunch of weird quirks. Still, gonna hopefully make all my personal stuff in Blender from now on.
  19. 1 point

    Hitman 2

  20. 1 point

    [CS:GO] de_aldebaran [WIP]

    Ok guys, the final version is here (well somewhat final because soon i'll be leaving my country and i didn't had time to place more details). The map it's playable, optimized, it has a nav with callouts for a better orientation and last but not least, it has custom assets too, made by me.( only mapcore members have my permision to extract and use them if desired) Workshop link. Here are some pics:
  21. 1 point


    Zenith is finally published! Hope you guys like it. https://steamcommunity.com/sharedfiles/filedetails/?id=1855652898
  22. 1 point

    [WIP] Bombspot Bitcoin

    A little overview
  23. 1 point

    Wrath: Aeon of Ruin

  24. 1 point


    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!
  25. 1 point

    [WIP][DE] Antiquity

    Middle in current state. Currently I am experimenting with lighting color theme and brightness of level. Guys, how do you like sunset theme or is it better to go with mainstream daylight with crisp shadows?
  26. 1 point

    de_napoli WIP

    Some more changes to the map b site has some more height difference so its a dig site and 1 of the entrances has been blocked off with a wooden plank so some nice wallbangs can be done, i also started detailing the t site of the map
  27. 0 points

    Counter-Strike: Global Offensive

    @That50'sGuy Most of those maps are pretty dated graphically. Also, L4D2 uses fog and runs at a lower framerate as far as I remember. It looks good, but using noncompetitive compromises. @Vaya The arid and dry maps typically look great due to being liberated of reflective surfaces, rubble elements, and foliage (its the desert). The mappers are also a huge reason these maps look good, credit where it is due. I have a pretty good grasp of what Source is capable of, I have played some of its best and worst looking games and levels (ins2 and portal are tied in my eyes). It is especially bad at using normal maps without choking, and illusory pock marks on displacements wont cut it in my eyes. I think a good competitive game to look at is battalion, which really sells some of the maps with its ground materials.
  28. 0 points

    Counter-Strike: Global Offensive

    The Dust 2 has been glorified to the max, and the reference isn't even "dirty". To clarify my use of the word dirty, I mean overgrown vegetation out of map, a sewer water leak here and there, normal mapped mud with reflections. Pretty much everything that can make a dirty map look equally pleasing to the industrial/sterile maps without looking too clean to be true. Source has problems with most of these things. No jabs, just what I have noticed.
  29. 0 points

    Counter-Strike: Global Offensive

    Give me an example of a really dirty theme that is at the same standard of Nuke, for example.
  30. 0 points

    Counter-Strike: Global Offensive

    In source, clean modern, and minimal themes are often the best looking. Everything you see on the workshop is super clean nowadays, because grunge looks bad in source.
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