Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 02/10/2020 in all areas

  1. Mapcore is proud to present the Top 10 Finalists of our Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT! Each Top 10 Finalist Entry now has One Month to continue updating their level. ++ Top 10 Finalists, listed in Alphabetical Order: Anubis by Roald, Jakuza, jd40 ++ Basalt by Yanzl, 'RZL, Oliver ++ Chlorine by Lizard, TheWhaleMan ++ Graveyard by invalid nick ++ Ivory by Quadratic, QuotingMC ++ Jingshen by El Exodus, Freyja, Lefty ++ Mustang by Squad, Grapen ++ Mutiny by TanookiSuit3, JimWood, Huvaligen ++ Mocha by Bevster, tr0nic ++ Swamp by morozov, Bubkez ++ Victoria by synkope Honorable Mentions, in alphabetical order: In the (hopefully very) unlikely event any Top 10 Finalist is disqualified for failure to abide by our Contest Rules, these are the maps that may receive a second look. Bregov Cappadocia Feast Gongji Oasis Rampart Safi Zenith Congratulations to the Top 10 Finalists above! The final round of judging will commence on March 10th, 2020. Read more in our official Rules post.
    19 points
  2. After a thorough review of the Data, we've got one correction to make: Mocha has been added top the Top 10. Thanks to Puddy for double checking. I take full responsibility for this one, it's my mistake. As for scores, each judge has the full greenlight to release their own scores after the Contest. We feel that is a good balance between transparency and people bickering about the results.
    7 points
  3. Squidski

    de_gongji assets

    Hey all, since we didn't get top 10 in the contest, probably gonna call it quits for this map for now. So we're gonna release all the assets. I've included a txt file with this stuff, however in short: 1. Use these assets at your own risk (some are bad and were made early on when I/we were still learning) 2. When using, give credit to the de_gongji team 3. Please don't use this stuff for commercial purposes. If you would like to, then contact me directly. https://drive.google.com/file/d/12ZxgaeVz2Jd0SQ7GxyI9p-LpT3JObze9/view?usp=sharing This link died and I have no idea why? To grab the assets now, just decompile this and extract them: https://drive.google.com/file/d/16lojIbzMI-Htf8nbpAXiZzlQW73TDssh/view?usp=sharing I hope you guys can make some cool stuff!
    7 points
  4. Congratiolations to everyone! I hope we can get some form of feedback from the judges, maybe something you would like to see at the second judgement. Also I hope to see the scores of the judges at the final judgement to get a sence of how the maps have been rated including some feedback. Here is a workshop collection with the top 10 candidates: https://steamcommunity.com/sharedfiles/filedetails/?id=1994263762
    5 points
  5. untor

    Swamp

    10 days have passed, we had feedback, thank you all. What will be in the next update? - Many fixes for overlaps, gapes, and more. - Update timing for CT Side, and changes spawn position. - Add some new details for navigation voice tag. - Replace old displacement waterplant blending to prop overlay - New boat for T side and A bombsite (yes, re-model from canals boat)
    4 points
  6. Congrats to everyone who finished their map and participated! There really could have been 15 finalist. A few maps that didn't make it could easy stand beside the 10.
    2 points
  7. spa

    anchor

    Just want to say that early on in the competition this was one of my favs. Extremely nice greybox with lots of great concepts. Really loved the "invading terrace" when, I think, spawning at T going left to B site. However im very surprised at the grungy execution your going with, I would expect a more sharp "mirrors edge" clean style for this one, as i think that would have suited it well.
    2 points
  8. Bascially every thread tynnyri is in in a nutshell (this is a joke, i do not encourage rude behavior and i have nothing against anyone. yes i do have that much free time to make memes that only 5 people will get )
    2 points
  9. Very happy to see Jingshen on the list Congrats to all the other finalists! Now onto polishing
    2 points
  10. Does anyone know if it's possible to see the point score of their own map?
    2 points
  11. NikiOo

    [CS:GO] Gust II

    Here's a quick update with some changes... I've added a second pathway for Ts to go towards B, which connects to the other side of the main one, so they don't have to expose themselves to the long sightline through the two bomb sites if they don't want to: The height difference in bombsite A has been decreased to 320 (as much as nuke upper rafters on A). Also one of the entries from CT spawn has been raised to give the CTs a higher vantage point towards upper T entrance, and at the same time provide more cover in the site for afterplant: I've also added a flying sign in both spawns spelling "Breakable Ice!" to indicate to players that the ice is breakable. There is also a floating block of ice beneath the sign, but it is...well broken: Don't mind the darkness, this is another one of the unique features of the map. Both teams have equal access to it so it's fair. If you've noticed the new crate I've added in the screenshot above then congratulations! You really are quite perceptive. You are set to succeed in this map. Not everyone is. This map is not for the faint-hearted. Some people expressed disconcern with the bombsites being so close: I don't think there's anything fundamentally wrong with that. It just isn't seen very often. I believe that if done correctly, it can make for an interesting fast-paced map with a lot of flanking and wide range of possible strategies. Another big change is the closing of the T entrance to middle, which was previously open to CT spawn: I realized that I couldn't make it work the way I wanted it to as it was before, so I just closed it off. I also added a crate so it can remind people of playing Cashe's A main as a T, which will inevitably make them feel comfortable and 'safe'. This is very much necessary since the rest of the map is ridiculously stupid. I am planning on having cracks in the ice floor in T spawn (like the ones in de_survivor) where you can fall and die if you are not perceptive enough (but you found that crate in the dark screenshot so you don't have to worry about that). Now onto B site... Did I say quick update? Forget it. I just like to write, okay! Here's the new B site: I didn't really like the T entrance to B the way it was before so I completely reworked the angles. This time around I've flattened the ground across the entire bomb site so players can feel safe and secure and confident that they won't have to move their lazy arm vertically. Or at least they can rest the muscles required for vertical aiming so they'll be more prepared for the extreme height variations around A. See this is what I call good map design. You need to have balance. If you are taking risks with one area of the map, you need to make the other one play like a generic aim map. You can't suddenly introduce height variation in all areas of your map. That would be like taking a dog out of it's natural habitat and putting it out in the streets expecting it won't get lime disease. Or like taking a hunter gatherer and sitting him down on a computer to make CS:GO maps while you deliver him the same food he'd otherwise go hunting for, and expect him not to get fat. Of course he will get fat. The CS:GO player's wrist is the product of decades of evolution through random mutation and natural selection. You need to respect that process of evolution and treat your patients with caution. Speaking of caution, I've elevated the pathway to the ladder and given it a nice tall wall to protect it from CT sightline from B site: The map is gonna be set in a glacier by the way, next to some rock hills perhaps. I'll update the workshop link tomorrow.
    2 points
  12. synkope

    Victoria

    Thanks for the honest review! I agree that the center is a problem, I also agree that at certain points fps sags very much (I don’t know why), I know that the buildings are too similar (but I wanted to fix it by adding a unique background, like a bridge and a waterfall, I’m not sure that navigation is really difficult). I'm also unhappy with the waterfall it could be done better, much like Basalt did, I think I will decompile this map and see how the waterfall is made there BUT there is a big problem: if you use the $translucent parameter, then the waterfall lights up when the bomb explodes, it looks very bad, so I probably still have to use the $alphatest parameter I am not a professional in level design and art, so a lot of things look average.
    2 points
  13. Slimek

    Bregov

    Bomb defusal map set in a coastal town in Bulgaria made by me and @KlixX. Reference: Layout history: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1721338314
    1 point
  14. Roald

    anchor

    Yeah I agree on Spa and you know, the layout is pretty solid, I had fun playing it! Please keep on going with this map, it has potentiol
    1 point
  15. yes, I scoring list would be fine - and transparent
    1 point
  16. Well done to the finalists. Very shocked at Graveyard and Victoria though, but that may be my bitterness leaking lmao.
    1 point
  17. Wintrius

    Bregov

    I really like the style you two were heading for with this map, but I found that the visuals were rather under-detailed and too clean. Still, that's nothing a bit of extra time can't fix. Although you may not have made the top 10, there's a good amount of potential to be explored with this map.
    1 point
  18. Yeah, any feedback would be great to help with future projects.
    1 point
  19. @El_Exodus Well deserved, the map looks really sick
    1 point
  20. 1 point
  21. Thisted

    anchor

    Hi, playtested once so wanted to give a bit of feedback. B was okay, Timing for Ts was too quick however but could be mollied off easily for CTs. A I don't like at all as T when you get out of the tight choke you're exposed to a huge open area with a ton of cover for CTs. No chance to clear most of it and if you do they could still be hiding on site. I would move where A site is and/or a major rework. Mid is probably my least favorite part. You're exposed to a ton of angles again where you can't clear any of them one by one without being exposed to a lot of other ones, this goes for both sides. CT B peek to mid feels unnatural and you're just suddenly out peeking everything. All the tiles shouldnt have clipping on them, getting stuck on them sucks. Cool theme but I don't think the map is quite there yet.
    1 point
  22. When i finally started getting into Hammer again, having fun, i met a woman. Funny how everytime i start mapping i meet someone that keeps me occupied so i dont map. But, i think she is great so, i am very happy
    1 point
  23. Interfearance

    Rampart

    Reminds me of the cod ww2 zombies map... really cool edit: its called darkest shore
    1 point
  24. spa

    Rampart

    The concept is that they were experimenting with creating super soldiers.
    1 point
  25. Radu

    What are you playing now?

    Took a break from csgo and went back to this old gem for a bit
    1 point
  26. Vaya

    Victoria

    playtested this one - There's a glitch down mid that causes mega low fps when you scope in, you also haven't packed some sort of waterfall soundfile so that spams console ever 3 seconds. layoutwise I think you have too many paths and mid gives far too much control- Ts can hold mid while taking a site and get more info than you would on any other map. Art is decent but not amazing - all buildings look very similar which makes player navigation harder and the waterfall looks quite ugly.
    1 point
  27. 1 point
  28. I've been making a Danger Zone map in CSGO and my friends have asked me to stop pestering them with it. Take a look!
    1 point
  29. Everyone: You can't do blockouts in Goldsource engine, that's like against the law or something..! Me:
    1 point
  30. 1 point
  31. 1 point
  32. D3adlode

    Kingpin: Reloaded

    Sorry to disappoint you, but I shaved most of my hair off about two years ago, buzzcut baby! On topic.. Kingpin: Reloaded looks like absolute shit, you can already play the original on Windows 10, and in 4K with some community updates... don't waste your dollars bros!!!
    1 point
  33. poLemin

    Feast

    Uploaded some fun comparison sliders to my website - Check out the progress done between the last playtested version and the final result: http://www.paulstangl.com/feast/
    1 point
  34. Thewhaleman

    Chlorine

    Early concepts for Chlorine for those who are interested.
    1 point
  35. 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.
    1 point
  36. Working on a new environment
    1 point
  37. M4 ported from HL1 HD pack and the animations were carried over. This weapon will be completely recreated, along with this hallway, everything you see is a proof of concept for my mod Max Underground.
    1 point
  38. ElectroSheep

    Hideout [WIP]

    No, don't do that, it's a waste of memory. The better solution is, instead of doing a big brush for the roof, to make more precise brushes that will follow the walls of your buildings
    1 point
  39. Hi all, So I had created my first level some time last year. After quite a lot of positive feedback and an appeite, I decided to create a second one as a Level Design exercise to get a better understanding of Unreal, Level Design and Metroid's Level Design, which is something I very much appreciate. This is just a small portfolio project, it's not going to be released or anything like that. I'll be moving onto new projects now. The assets aren't mine and everything is done in Blueprints. Some things aren't as clean as I had hoped and some things look placeholder. I'm not an artist, nor did I want to spend my time learning something that I'll probably never use again. This was an exercise to better my understanding of all things related to Level Design. I'm quite pleased with how it turned out, it could be better but I've spent too long on it and I'm tired. Cheers! My first level can be found here: https://www.youtube.com/watch?v=H2JLSw2T5LU
    1 point
  40. New project (very early WIP)
    1 point
  41. Been playing around with some forests in Unreal, did this during a afternoon a few weeks back, The vista is missing a secondary layer of high mountains, probably snow capped, Same world with different fog settings, not super happy with it, nor am I disappointed it will look better as a deciduous forest instead of conifer, Thought I'd post something since it's probably been a year or so since I did WIP
    1 point
  42. Can't play 'Night Mode' gamemode in the new COD game because i can't afford it, so i created one in CSGO instead. Map: This map is supposed to be a deathmatch map. but, i added a bombsite. The title pretty much sums up the map. In this small map, Footstep is the key. So, if someone is running around, they will have a high chance of being spotted. Nightvision: The map is too dark. You will need a Night Vision Goggles. Sadly, with this limited vision, you cannot take it off. if you could, it'll be dark anyway, so it'll be pointless. Player View Screenshots: https://imgur.com/a/9mUbuGm Map Screenshots (including minimap): https://imgur.com/a/93h2fn8 Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1941174961 Behind the scene:
    1 point
  43. Hello everybody. This is my map in RF series maps. Real phototextures and prototypes. Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=1938912850
    1 point
  44. Going to Japan for a few weeks! 2 of those weeks I don't really have much of a plan. The best kind of vacation.
    1 point
  45. Wish I can finish this one (walk simulator in CSGO)
    1 point
×
×
  • Create New...