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Showing content with the highest reputation on 02/22/2020 in all areas

  1. 3 points

    Random Photo Thread

    Sahara dust also locally known as "Calima".
  2. 2 points
  3. 1 point

    [CS:GO] Bakery

    So yeah I was playtesting @El_Exodus 's map and I liked it a lot. So one night I couldn't sleep and I was thinking about his map so I gave him feedback, but an idea I had about mid was stuck in my mind. So I went and did it in photoshop : Then I was like "lol mapping is fun" so I used my designing skills to make this (as you can see I had to use my graphic tablet to make this polished layout) (as you can also see I didn't have enough ideas to make B right away) : Then I installed hammer and I made the map very thank you to TapHetWafulHere : Mid (with inspired Exodus connector on the left) A : me are french and we like B : My friends and I bread so I made it bread themed. Radar : Presentation video : Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1929067900 This map is not optimized at all. If you have feedback about layout I would love to hear it.
  4. 1 point

    [CS GO] Pithead (WIP)

    Welcome to Pithead. A wingman map set place at a small town around a goldmine in the mountains of Alaska. This is a collaboration with @Sick_TwinN. Below here you can find our moodboard and layout overview (the layout will change in the iterations). There is no workshop link yet.
  5. 1 point
    While working on my new main project (pics posted earlier in WIP in WIP thread), I decided to have a small side project in parallel. Unlike my previous project (A New Hope) which was massive in size and scope, more like an open world game/DLC with 4-6 hours of main quests and side quests gameplay, this side project is more linear, much smaller in scope, and the story/action is contained in one smaller region. This will be more or less a total conversion of Dying Light: no connection to the story or gameworld, no virus, no zombies, no infected, no derelict city. The player, a special police unit member, will have a rifle, a sidearm and a knife, and will be dispatched to the industrial zone in the city where cartel thugs have entrenched themselves in a warehouse with their drug stash and possible hostages. This is basically single player Counter-Strike (and potential COOP play): the player will raid the warehouse, eliminate the heavily-armed cartel members, secure the stash and free the hostages. I'm aiming to have a short but sweet campaign that could be done in 10-30 min playtime without being taxing on players' time. I wanted a small side project to work on and release soon in case the main project grew in size like the previous one; and since I haven't played CS or worked on CS projects in over 3 years, recreating one of the pillars and most iconic maps of CS was the perfect fit. The "warehouse 72" in the title is a nod the GoldSrc version of assault. The screenshots are early WIP and the result of roughly 7 hours of work (main screen from the CSGO version is included for comparison purpose): CSGO screenshot WIP screenshots
  6. 1 point

    [CS:GO] Helvetia

    Hello People, I revived my map I've started about two years ago. I started over from scratch, because since the first map I've learned a lot about optimization and general design. I mainly created this thread because I will submit the map for play testing. Currently I'm mostly focusing on the Layout, Balance, Timing, etc. but I'm open for any feedback. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1999293827 Minimap:
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    Awesome man, everything looks great (the light_env could be just slightly orange to fit better the sky though).
  9. 1 point


    Link of Warowl playing this map: https://www.twitch.tv/videos/554108376?t=01h02m11s
  10. 1 point


    @Ringel you should apply as QC at closet Ubisoft to you. You seem to be a natural for bug finding. Then you can work your way up to level design.
  11. 1 point


    https://steamcommunity.com/sharedfiles/filedetails/?id=1206809088 updated based on feedback from professionals :)
  12. 1 point
    I've made a script to easily swap playermodels through the list of all the current models available in the game. Simply add bots, exec the cfg and you're all set! Features: You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton. Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts. Issues: The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally. Installation and usage: Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut" >> DOWNLOAD <<
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    Thanks for the tip! I'll be sure to avoid combining Transparency and Alpha from now on. Here's how it turned out!
  15. 1 point
    Go with places you've dreamed about in your sleep. I've dreamed of plenty of locations that don't exist in real life but would be excellent themes for a layout. Or maybe you could try and base it off of somewhere you've seen that looked particularly cool in your opinion. I mean, factories and abandoned places are cool to me, but whatever floats your boat will likely work! Perhaps you could do what I do and have a text file full of themes. And just write down literally any ideas that pop in your head no matter how crazy they seem or how big or small they are. If a map set in a massive medieval castle and a map set in a tiny library were both accepted into CS:GO, then anything could work! If you still can't think of anything, I've attached my personal list of theme ideas. (I swear I ain't trying to flex, just trying to help a pal out) Happy mapping! Map Ideas.txt
  16. 1 point

    A L4D2 mapping contest

    I know we mostly do CS:GO stuff here. But I thought I'd share this because it's also source. I also hope its ok if I share another community's contest. But I hope to think that we are all level designers and have fun competing and meeting new people, so it probably isn't bad to share. Mods let me know if it's not appropriate and I can take down. But it seems like Map Labs is going to host a L4D2 mapping contest in November. It could be cool to see the talent here try to make some nice 4-player coop maps instead of multiplayer PvP maps. Could be different level design muscles to stretch, but still familiar enough because its a first person shooter in source. :) https://twitter.com/MapLabsComps
  17. 1 point

    WIP in WIP, post your level screenshots!

    Looks very cool, but the proportions look a bit off? The walls look squished vertically, or the rotunda is too narrow, hard to tell from screenshots. This type of architecture adheres to very specific ratios to be harmonic. It would be a good idea to research some of proportion rules to make sure you are in the ballpark at least
  18. 1 point

    [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.
  19. 1 point

    WIP in WIP, post your level screenshots!

    Everyone: You can't do blockouts in Goldsource engine, that's like against the law or something..! Me:
  20. 1 point


    Due to a critical error, func_buyzone and func_bomb_target do not work on the map. I fixed it and am already compiling the map in its final form. here are some screenshots and radar:
  21. 1 point
    Working on a new environment
  22. 1 point
    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
  23. 1 point

    WIP in WIP, post your level screenshots!

    Slowly adding stuff to my map. Very sloooow...
  24. 1 point

    WIP in WIP, post your level screenshots!

    New project (very early WIP)
  25. 1 point

    WIP in WIP, post your level screenshots!

    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
  26. 1 point

    WIP in WIP, post your level screenshots!

    Very early footage. I only worked on this map for three days. I found one way to improve the visability of the playermodels. I simply added fog to the map, check it out: Scene one: without fog ; with fog Scene two: without fog ; with fog The fog doesn't have to be this strong to improve the visability. The map takes place in a foggy nature camping / canoe region. A new challenge because I try to make a three bombsite map that works fine and is fun to play. Don't trust the minimap.
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  28. 1 point
    I just ship the new update for one of my maps, and i was wonder how the map looked when i started to make it. So I decided to make this WIP video.
  29. 1 point
    this is a map cs_apartment. so far i made 2 rooms
  30. 1 point

    Random Photo Thread

    Photos taken this Christmas morning (untouched) this one is made somewhere in november, it was a cloudy day and i could see the sun just for a moment
  31. 1 point

    WIP in WIP, post your level screenshots!

    Old project of mine that I'm thinking of resuming and expanding (into playable map?)
  32. 1 point

    The random model thread!

    Learning to make simple model, hammer inside hammer.
  33. 1 point
    MRT station, very early build but i already texture it
  34. 1 point

    [cs:go] de_cleanup - wingman

    I teamed up with @Squinky and together we made some progress on this one. The map is still WIP and missing some parts here and there but it has improved quite a bit since the last update. WORKSHOP Any feedback is highly appreciated.
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  36. 1 point

    The random model thread!

    Spent sunday relaxing and pushing polys
  37. 1 point

    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 )
  38. 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:
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