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Showing content with the highest reputation on 02/12/2020 in all areas

  1. grapen

    Mustang (formerly Everest)

    Thank you everyone who has been giving us feedback so far ? We're currently acting on it. In the meantime I'm expanding on- and polishing the art.
    5 points
  2. If I knew it would be this upsetting I would have made 2-3 more maps - thought Graveyard was a pretty modest submission, although completely different, Every since the introduction of Flying Scoutsman I've been wanting to piggyback of those mechanics, I really want to test a defuse map in low gravity, would it be competitive? Who knows. Would it be fun? Who knows. Been a few super cool outside-the-box concepts that didn't make it all the way, like that space station and underwater map, I've really enjoyed the theme and premise of this competition, hopefully it wont be the last! Would be cool to have a dz contest
    4 points
  3. Roald

    Swamp

    3 points
  4. 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.
    2 points
  5. mr.P

    Graveyard

    thanks, will have these issues fixed
    2 points
  6. I share the points of all the above posts in reply, Oliver in particular expanded on what I meant in my post. You’re complaining as if the map had won the contest. The competition is still very much open. Its also been said the scores are gonna be shared so I say hold your horses before riding off against the windmills.
    2 points
  7. 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!
    1 point
  8. El_Exodus

    Graveyard

    When I played the map I had a few concerns The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks. The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places. Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do. I certainly have to play more so I can give more precise feedback. This is just the overall feeling I've got from that one game. The map's got a sick theme and I'd love to see it become the best it can be. You got this ?
    1 point
  9. Graveyard is wild but rough around the edges, clipping passes etc needed at least. I guess people were expecting 'very safe but polished' to win out against that? fuck it man, you do you eh? If the judges see value in what you're doing that's all that matters right now, you have a month to change the doubters minds
    1 point
  10. Cos that's exactly what makes a video game fun!
    1 point
  11. It will become a game soon, once they add more motivating challenges, with exciting and meaningful rewards and progression.
    1 point
  12. How the hell is polish based solely on visuals? Yes, it may cover visuals, but it clearly isn't solely based on visuals. It's based on sound, clipping, optimisation, and many more things.
    1 point
  13. Even if the ship has an overall gray texture, or is unfinished does not mean it has no visual presentation. In fact, the composition is so strong, the theme so unique that they can easily carry the map on the visual categories. I would assume this map scored very high on Theme and Visual Presentation (40-50 points), and also I wouldn't be surprised if the judges found the gameplay to be somewhat fun and the polish to be acceptable (maybe an average score of 13 for both those categories). Graveyard then probably scored between 66-76 points which for top 10 is likely I would say. Tynnyri, you should be really excited that a mapper didn't make another "mirage clone" but instead you choose to focus your attention on a splinter in someones project instead of the whole scope.
    1 point
  14. For those who haven't seen it yet
    1 point
  15. Thewhaleman

    Chlorine

    There might be more in the future, plan on sketching up some stuff for future updates on the map. I think there are a lot of visual improvements to be made. The general idea of the sketches are to understand how theme can effect the layout. Which is very important when you're in a collaborative effort with another person. I'm not very good with explaining my ideas with words, but I find drawing allows me to better understand the possibilities of the theme, and then start conversation about them to the people I am working with. Most of what I drew was not used, but influenced the future decision we made. We pretty much used them the same way you'd use reference photos. I should probably say I don't think sketches are always needed, but more ambitious the idea the more you should be trying to visualise ideas before hand. I just come from a more traditional art background so drawing feels like a decent way to express ideas. The workflow for assets was pretty straight forward. Models generally went 3dsmax > substance painter. The sculpts were a bit more complicated since most of them need to work with existing brush work. In those cases it went hammer rough blockouts > import to 3dsmax > new blockout > import to zbrush > import to 3dsmax for retopology/unwrap > painter for bakes and texture. Normal textures were substance designer for the most part, I also ended up leaning on heavily modded textures.com photo scans.
    1 point
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