Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 02/02/2020 in all areas

  1. 17 points
    Bevster

    Mocha

    Art by me, original layout by @tr0nic. The map is inspired by South American colonial era architecture and regional coffee production. Workshop link.
  2. 9 points
    JorisCeoen

    Daigo

    WORKSHOP LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1881843696 I present to you: de_daigo (beta-release) by @JorisCeoen (level design, artwork) and @shawnolson (technical assistance and Wall Worm Model Tools) Daigo is a competitive 5v5 defusal map, set in Japan featuring a large castle. It is geared towards all kinds of playstyles (short and longrange) and features some verticality on A-Site. The map is in dire need of multiple new passes, such as overall optimization, clipping, lighting and material-model management, and improved artwork. I'm aware that there will be numerous nodraw gaps throughout the map (and dev-textures), and that there's currently no 3D skybox to give more depth to the map. The development and design of the layout and artwork is entirely made by me. All technical assistance with the creation of custom content and level design tools was managed and coached by Shawn Olson, creator of the Wall Worm Model Tools. This mean that the entire map was designed from scratch in 3DS Max. Hammer was never, ever used to create anything related to the art- or brushwork. It's all still a heavy-WIP, but the map will be improved over time, with more custom content (that will be better managed versus the mb's in filesize). Hope you enjoy the project for how it currently stands. Without Shawn, this project would never have come to its current status, which is least to say fully functional and playable. We will update this post in the future as more progress is being made
  3. 8 points
    esspho

    anchor

    Well, I'm not overly proud to enter the map in this rather rough state but I'm doing it anyway. It was fun working on Anchor so far and I'll be happy to bring it more to life in future updates. Workshop Link (may need a little time for steam approval): https://steamcommunity.com/sharedfiles/filedetails/?id=1807037033 Congrats to all that made it to the finish line. I'm excited to try out all of your awesome maps.
  4. 6 points
    Radix

    Swamp

    I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout). So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated. I think you did a good job here.
  5. 5 points
    MadsenFK

    Mocha

    The CT's really did pull up in a one-wheel vehicle damn
  6. 4 points
    Frone

    [WIP] de_apelsin

    Apelsin
  7. 3 points
    Frone

    [WIP] de_apelsin

    Apelsin is facility specialized in water production, located somewhere in desert. Workshop de_apelsin
  8. 2 points
    daniel00266

    [WIP] de_Minesite

    I managed to make a wingman map out of it. If anyone is interested here's the link to steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1986649121
  9. 2 points
    synkope

    Victoria

    I don’t know if I succeeded, but I added a competitive mode.
  10. 2 points
    Radu

    Mocha

    Better
  11. 2 points
    ConsuminHelium

    de_estate

  12. 2 points
    synkope

    Victoria

    Yeah. I was inspired by the biome map
  13. 2 points
    fast47

    Shunker (Hostage)

    cs_shunker - Workshop link (might not be approved yet) This is our submission to the contest. We, @ExtraCheesyPie and I, decided to make a hostage map, because they are way cooler than defuse maps, set in a museum connected to a anti-air tower from WW2. Unfortunately we weren't able to fully detail/polish the visuals in time, but the missing detail shouldn't have any impact on the core gameplay. This first version is missing even more detail, because I was to tired/stupid to figure out how to use propper properly and thus we had to hide some detail brushes in order to stay below the brush limit. You can find a full album of screenshots here. Radar Inside the anti-air tower The exterior of the museum Feel free to check it out!
  14. 2 points
    WAve

    Swamp

    I really love the fact that you've had the guts to try out something totally new with the Swampy water. We've never really seen environmental hazards in CS:GO before - at least not in a competitive map. I really look forward to seeing how it plays out in a 5v5 setting.
  15. 2 points
    Wintrius

    Anubis

    This has got to be my favorite submission. Although all the other maps in the competition look great, the visuals typically vary between superb and rushed. Anubis, on the other hand, does not look rushed in a single area. If one were to tell me Valve made this map, I would believe it. The layout is interesting, and the visuals are an easy A+. This map is only rivaled by Valve's own remakes. You guys deserve first place!
  16. 2 points
    grapen

    Mustang (formerly Everest)

    Updated the first post of the thread. The map has been released: https://steamcommunity.com/sharedfiles/filedetails/?id=1980781825 We'll continue polishing the map, so stay tuned for more updates.
  17. 2 points
    Congrats on finishing everyone! Good luck to all of your submissions!
  18. 2 points
    updated the workshop collection, if your map is missing (or having an old/abandon version in the collection) just PM me! https://steamcommunity.com/sharedfiles/filedetails/?id=1950169391
  19. 2 points
    neptune

    Cappadocia

    UPDATE NOTE Corner trim's bad lighting issue fixed. Some balloons animation frame jumps issue fixed. Map's color correction rebuilded. All map clipped( If you found any need clipping points please feedback to me) Some prop textures rebuilded Some props lighting fixed(Ty Zool) Some expensive props polycount reduced. Some props visual quality boosted. Some areas optimized. Props fade out rebuild Added new props Radar updated.
  20. 1 point
    JimWood

    Mutiny

    Ahoy! Mutiny is a defusal map created by TanookiSuit3, Huvaligen and myself. Pirates have swarmed the island to find and retrieve some long lost treasure. The map is situated in an old pirate town, with a huge tomb close by. Here's some links to before/after image sliders for T Spawn: Before/After - T Spawn Before/After - T to Mid Some more images:
  21. 1 point
    Ringel

    Norte | 3 Bombsites Map

    I'm in! de_norte made with love. Norte means north wind. Steam Workshop Link: de_norte Important gameplay infos: - This map has three Bomsites! // Oooh really? - Yeah! But why? To make the game more diverse, dynamic and interesting. It keeps the game fresh! - I picked the two best visible playermodels. For T's pheonix and ct's jumpsuit. Yes, jumpsuit. Valve please create competitive ready playermodels. Thanks! - A few rocks and floors -at important places- are clipped with grenade clips to provide better grenade bounces. This may look unrealistic in a few cases, but hey in csgo is it possible to let molotovs bounce of walls and they do it like they would be perfectly round objects. So, I just made something that fits very well into the world of csgo. The only sound I added to the map is the birdsound. Because in competitive matches you don't want to be annoyed or distracked by any sounds. All you want to hear are other players. Edit { And those constant sounds you hear too often inside csgo are not apropriated. They may not annoy everyone by its sound directly but indirectly. They produce some kind of stress you may not recognize or it seems you get used to it. But over time this can lower your performance and make you more likely to get frustrated. The game itself is demanding on several levels (physically and mentally) and can make you frustrated alot. Thats why a map should try to keep the frustration potential and the stress it produces as low as possible. And you can achieve that by not using constant sounds. Off course there are a lot more thing you should consider like avoiding placing stuff on the ground you can get stuck by or pop up while walking on them. = By providing a smooth movement flow. Or providing a positive athmosphere with a good mood by using sufficiently lights and bright and "friendly" pleasant colours. And much more. } (Almost) Every prop was thoughtfully placed. It may don't look like it but it was hard sometimes to place the rocks correctly. I started developing this map at the 9th of January 2020. I made it within 23 days! I worked on 20 of those days. Spend hours: between 220 - 277.2222 (I guess I worked in average something between ~ 11 and 13.86111 hours a day) I could make it that fast because I was focused. My experience with Hammer was also crucial, I develop csgo maps since 2013 and I developed an own development process. Oh, and the days were crunchy. Except sundays, because I don't work at sundays. The whole project was kind of crazy. I knew I had 23 days to make the whole map. I never believed someone could make such a great map within such a short time. I finished cs_wetland three days before this project and I made it within 11 crunchy days. It was really hard, I almost gave up after halftime. All I did was mapping. I did not know how the map would look like the whole time. I developed it one by one. With de_norte it was similar. Except I never wanted to give up. I focused on what I knew. As soon as I thought about the whole project and what to do I was overwhelmed. This happened only one time. Because I knew if I keep doing the small things I know I will finish this in time. It felt like I was guided the whole time. And I was. I let myself guided by the love I have. Every time before I finished the small parts I knew I had new ideas for other parts. Often what I knew was very litte. As I started I only knew I wanted to make a map with rocks and water and it should have three bombsites. The house at bomsite A with the round towers. All I knew was I wanted to create a house with those rounded windows. So I searched for the window, placed it into the sky and started to create the house. So, don't look at what you don't know, focus on what you know. Let yourself guide through the unknown, trust in love and believe. Then you make it! And now, I need a week of sleep. I hope I will never crunch a whole month again. Oh, and in addition I also had nothing to eat for 2 days and very litte for a whole week. The whole project was everything else than good for my body. But I was proud (only for a day) for the first time in my live of something I made. ^^ I went all in with de_norte. There were no reference images used and I was not inspired by something, but it looks like a place I would like to visit. Yes thats right, I made de_norte out of nothing with pure imagination and love! I hope you like it that I bring fresh wind into csgo. I hope I can continue to do so and you enjoy playing my maps! You got it? ..no? -> fresh wind <- ..no? Open the Spoiler and you get it!
  22. 1 point
    grapen

    Mustang (formerly Everest)

    A map set in the Mustang region of Nepal (formerly the Kingdom of Mustang). Made by grapen and Squad. https://steamcommunity.com/sharedfiles/filedetails/?id=1980781825
  23. 1 point
    BubkeZ

    Swamp

    Thanks Radix!
  24. 1 point
    El_Hood

    Control

    Now that is a good question, actually. I thought about it for some time and Computer-assisted Orientation Navigation Tracking Radar-based Orbital Launch -System was the best I could come up with.
  25. 1 point
    Radu

    Control

    What does C.O.N.T.R.O.L. stand for?
  26. 1 point
    Brakuren

    Salvida

    De_Salvida takes place in a SEZ in Mexico, will the under paided workers be able to bomb the factory? Find out! https://steamcommunity.com/sharedfiles/filedetails/?id=1917161720
  27. 1 point
    SirSnail

    de_Apartments

    Looks like the bombsites are too close to T Spawn, while it might be an interesting thing to test in gameplay it doesn't do well competitively. I'd also suggest changing the lines of sight down middle and the main bombsite entrances, they're too simple and while they serve their purpose they don't add anything else. Keep twisting and changing everything until you have many different areas that compliment each other. Also take a look at the other maps here in the forums to get a good idea on how everyone makes their layouts work, mapping is a lot of fun but a ton of brain work. Looking forward to updates!
  28. 1 point
    YourDadHasADeepVoice

    [WIP] cs_Fever

    Not at all perfect but as good as I can get it atm. https://steamcommunity.com/sharedfiles/filedetails/?id=1640173218
  29. 1 point
    fewseb

    de_grotto [WIP]

    Alright all I have for now is the entry link, screenshots and other things will come in a few days. (it may take a while for the latest version to approve https://steamcommunity.com/sharedfiles/filedetails/?id=1985282354 im aware of the dark props and other bugs, I just had to get this version out for the entry.
  30. 1 point
    El_Hood

    Control

    Thank you for you honest critique Wintrius! I totally get your concerns about the layout. When I started this project I kinda wanted to do something different than most maps and try to build a whole map underground. It was more of an experiment, of how it would work, or if it would work at all. I tired to create as much verticality as I could. Like how the B-Bombsite and its staging area are connected over multiple levels, to enable full executes by the attackers. Other places like A-Long and Middle have fairly high roofs to allow utility usage within these sections. However your argument is completely valid and I will certainly keep working on the layout. Regarding the choice of colors: I consider blue the main color of the map. Actually there aren't that many red things on the map to be honest. Only containers and the doors in the "industrial section" (A-Site and Mid). None of my friends questioned the choice of color and I myself thought the contrast wasn't that bad. But in the end everybody has their own taste. Once again thank you for your time!
  31. 1 point
    ExtraCheesyPie

    Shunker (Hostage)

    Map update/bump. We've 'officially' released the map but its also a little unfinished in a few regards, in addition to a few catastrophic bugs we had to fix at the last minute. We will be exercising our right to update the map on this one. At the very least it's a vital lesson in time management. Hope you guys enjoy what we have done, because we'll still be slaving away at it.
  32. 1 point
    Wintrius

    Control

    Two rather large criticisms: The layout is just corridors and therefore is not as interesting as it could be. If I were you, I'd stick to either red or blue with the main colors. The contrast, at least to me, looks a bit odd.
  33. 1 point
    BubkeZ

    Swamp

    Cheers mate! We wanted to create something new and unique so that a player does not experience déjà-vu which unfortunately is often common on new maps.
  34. 1 point
    aK!

    Control

    Interesting concept
  35. 1 point
    BubkeZ

    Swamp

    Thanks for the feedback! Yes absolutely, of course you can get there faster if you jump in water, that's how CS:GO works as you know, applies both on land and in water and something that we are fully aware of. To use walk is also an option to use as you then make no sound whatsoever in water, many variants are available.
  36. 1 point
    grapen

    Mustang (formerly Everest)

    Thanks! They're on the to-do
  37. 1 point
    NikiOo

    Mustang (formerly Everest)

    Really awesome art! My only pet peeve is that some of the interiors look a bit empty, especially the indoors area in the back of A. The layout looked a bit redundant from the radar image, but now that I ran around it, it's actually quite nice. I'm intrigued to see how mid is gonna play, especially with that see-through, not-go-through room. Besides that, I really like the bombsites, a lot of interesting angles everyone, especially with all the elevated areas around B. I also have to give props for not clipping the cliffs. Great choice there, I'm sure you've spared a lot of players the annoyance of bumping into invisible walls, by providing them the liberty of plunging to their death, should they decide that life isn't worth living anymore. And those trees are
  38. 1 point
    Wintrius

    Mustang (formerly Everest)

    This map actually put a smile on my face. I really love the visual style, and the layout might be the best one here. My only problems with the map are small nit-picks. This prop looks very out-of-place, and I'd suggest replacing it entirely. Putting a ramp here may also be interesting. Changing the bricks on this prop to gray and adjusting the color a bit would look a lot more fitting. A custom graffiti here would be very fitting. These rooms would look better with some new wall textures and details. Some custom paintings or furniture could also go a long way. Anyway, this is surely one of the greatest entries. You won't even need me to wish you luck, because you've already secured the top three with this map.
  39. 1 point
    Vanx

    Mustang (formerly Everest)

    Wow, impressing work. Small feedback: You can fall from the cliffs, still not clipped, but U might already know that
  40. 1 point
    Talkette

    Mustang (formerly Everest)

    I love the visual style of the map, I wish you luck and I came with feedback! I found a Bomb stuck Spot in middle.
  41. 1 point
    Sick_TwinN

    Mustang (formerly Everest)

    the map is awesome but all the roofs are clipped wrong xD first there are a couple of zones underneath the map that dont kill you
  42. 1 point
    zombi

    Bregov

    Looks nice. Good job!
  43. 1 point
    Joachim

    Costiera

    Hi all! This is my entry, a map set in a town on the coast of Italy. I made the layout in June last year, then I shelved it for months. I picked it back up in November, and finally decided on the theme mid-December after stumbling upon some pictures from Vernazza and Atrani. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1977692107 Overview: Screenshot:
  44. 1 point
    ExtraCheesyPie

    Shunker (Hostage)

    Surprise, this project isn't quite dead yet (at least amongst the graveyard of single post threads)! I might as well share some screenshots of what Bristn/OP and I have been working on. Any thoughts would be appreciated. Obviously still heavy WIP https://imgur.com/a/uFhJb2y
  45. 1 point
    Update: - New Carpet: I think this one looks much better. Added some wear and dirt. - New wall piece: SyncFlow300 - Changed the lighting to nightime
×
×
  • Create New...