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Showing content with the highest reputation on 07/11/2020 in all areas

  1. 4 points

    [CS:GO] Cusco

    I've been working slowly but surely to get Cusco in a good place for playtesting. It has been case after case of "oh, let me just fix this first," but now I think I'm happy enough to get this rolling! I've added a lot more architecture and placeholder detail throughout the map, partly to give the greybox some more character, but more importantly to start bringing the vision together. I've made many greyboxes in the past that had interesting ideas, but where so abstract in their conception I could not figure out how to bring it all together. With Cusco, it's been a very delicate dance between function and form all throughout development. There are still some things to work out, but for the most part, I think I was able to give each area of the map a coherent and distinct identity. CT SPAWN - Based on the Plaza de Armas, one of the most popular areas in the historic district in Cusco. It's a very open area with lots of pretty looking buildings. Seemed like the perfect eye candy for a spawn area. I've only worked on the playable area, but looking in the opposite direction will reveal an open view of the plaza. The added arches allowed me to add a thick pillar for much needed cover during rotations through CT spawn. A SITE - A Site is based around a hotel, which terrorists will attempt to destroy by blowing up a propane truck outside. I widened the windows above the doors for more grenade options during takes and retakes. Also added some vendor carts around the site for some addition cover. I added a little nook in the middle of the plant zone for a safer plant position. Moved some things around inside of the hotel lobby for readability. Also added a piano for partial cover. T Spawn - T spawn is based on the Santa Ana Arch. The route to B takes players through a cathedral based on the Basilica Catedral del Cusco. The route to A leads up a residential road based on architecture around the Santa Ana Arch. I spent a long time on google maps looking at various types of building designs that would work with the map's geometry. I focused on making things cohesive but also distinctive so players always know what part of the map they are in. Y - I opened up the lower part of the Y-juncture for a few reasons. It allows Ts to move more freely and clear angles more methodically on the approach. It also gives CTs an opportunity to push out and hold a new angle towards the upper area for more aggressive plays. The building the CTs play inside of is shaping up to be an apartment complex under construction. A MAIN - This staging area has turned into a warehouse. There are lots of construction material warehouses throughout the real city of Cusco. This area seemed like the right fit. Players can use the large windows above to throw grenades into the site. I reduced the height of the stairs leading from the warehouse by half and added sloped terrain behind it to make the incline more gradual. I also pushed it farther back to enable more medium to long range gun play along this route. B SITE - This site takes place outside the cathedral. Terrorists are trying to blow up a crypt that was built on the site of an Incan temple that was destroyed by the Spanish long ago. I redesigned the main CT entrance to nerf some sniper positions towards balcony that I felt were too deep and hard to predict. Added a crate against the wall so CTs pushing through smoke are rewarded with a more advantageous position. The view from balcony towards the CT main entrance is simpler and easier to read. The crate I added was placed so that it cannot give snipers cover from players on the balcony. MID - Layout for mid has remained mostly the same, just with some added architecture. Windows high up on the cathedral allow for lots of grenade play between mid and the staging area inside the cathedral for B site. One of my favorite features of the map. There are also windows overlooking the CT side of Mid as well as B site proper. UPDATED RADAR Check out the latest version on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2098558153 I'll be scheduling a playtest shortly.
  2. 3 points

    [CS:GO Wingman] Scarlet

    Heyo, I'm making a Wingman map for the Source Engine Discord Wingman Level Design Contest 2020. Finally getting somewhere in the greybox stage, so I've decided to post it here. The theme is a western-european abbey. You can find it on the workshop here. Radar: Ingame Screenshots:
  3. 3 points


    Hello! Some time after the end of the competition, I wanted to do a remake of the Victoria map. For a while I really did this, but I realized that I was too tired of Victoria and decided to make a new map with a waterfall based on the experience (that's why the new map looks a bit like Victoria). I decided to make a map for Wingman mode. Victoria had big problems with the background and the waterfall, they looked very ugly and boring, so I really wanted to fix it and spent a lot more time on these things than before. It seems to me partly I did it, and in this regard, the map looks much better than Victoria (although it’s still not perfect). Separately, I would like to say a word about the waterfall. This time, I decided to use the $alphatest parameter for textures, which caused a bug when a model of a waterfall overlays over the effects of a bomb explosion. I did not find ways to fix this, but I tried to partially hide this defect with opaque railings in the bombside area. Well... not as terrible as it could be Here are a couple of screenshots of the map (it is called Darina): Workshop Link
  4. 2 points

    Darina (Wingman)

    Hello! Some time ago I made a Victoria map for a competition of exotic maps, and to be honest, it is far from ideal and I received some useful criticism. I was dissatisfied with my map and was sure that I could make it better. The original idea was to completely rethink the Victoria map, but during the development I realized that now I don’t have enough power to start doing something as big, but better. I decided to change the scenery of the map a bit and move it from Africa to Canada, and I decided to develop a map for Wingman mode. In the end, I did the job in about two months. And now you can see what I did. History (about the same as the Victoria map) Terrorists are trying to destroy containers with harmful chemicals in order to cause great harm to the environmental situation in the area of the waterfall and make these places less attractive for tourists, which will lead to a huge environmental and economic disaster. Map structure The map has three main approaches to the plant, this is through the park, the interior of the complex and scaffolding (the fun fact is that they were added at the very last moment). Comparison of Darina map with Victoria map Of course, you can call it self-repetition, but you need to take into account that at first I did a remake of Victoria, and only then I changed the operating time a little under the new map. BUT yes, in some places I really brazenly copied Victoria. Here I will show you a couple of interesting screenshots. Niagara Falls and map references The map was inspired by Niagara Falls and its surroundings, but this time I decided to call the map not the original name, but my own, which is of particular importance to me, since this is the name of a person who means a lot to me. Here are a couple of screenshots and photos of similar places. Map screenshots and mini-map Workshop Link Thanks for reading!
  5. 2 points

    Shadow Warrior 3

  6. 2 points

    Far Cry 6

    Giancarlo Esposito has me interested in this franchise for the first time since... Far Cry 1 His work on Breaking Bad elevated an already very good show into the fucking stratosphere
  7. 2 points

    Titanfall 2

    Finished this last night. I loved it. It was short, but that just meant they could really focus on perfecting each level, it was great! I loved how sometimes you'd be fighting alongside BT, then you'd be alone switching between timelines, then back in BT for some kick ass mech combat, then you'd be flung across the map to wall run and do some nice environment puzzles. Nothing felt padded or stretched out to get the play time up. They were just like "Here, look how cool this is, now check this awesome set piece out, oh shit let's go fight in that mech over there" The art was stunning in places I found it hard to believe it was a Source engine game. BT was wonderfully written, I really enjoyed his replies to your comments. Story was fine, but I didn't really care I was having too much fun with the gameplay. Now I can join everyone else who's upset there doesn't seem to be any Titanfall 3 on the way.
  8. 2 points

    The random model thread!

    New concept design, the 9mm NEWELL
  9. 1 point

    Shadow Warrior 3

    Slicing with the Katana is SOO satisfying!
  10. 1 point

    Serious Sam 4

  11. 1 point

    Far Cry 6

    "Gus" as the main villain has me curious. I hope they've given him a worthy script. Please make it a more focused experience. Open worlds are great but I don't have time to commit over 50hrs on a game anymore. 25hrs is already pushing it. Quality > quantity
  12. 1 point

    Titanfall 2

    I think even to a fault, in a certain way, I was left with a definite feeling of wanting more of the pilot combat… what I mean is that the game flows so much that I didn’t feel I could internalise and enjoy properly the scenarios. But otherwise to me this looks like a master in level design, especially for what you can do in Source –I wonder how much they changed the renderer to make it perform like this– the factory creating the combat scenarios is totally bonkers and can’t shake the thought it informed the Dishonored DLC
  13. 1 point


    The VR version is wonderful. Every time some of my friends have tried it they’ve nearly thrown themselves on the ground max payne style during shootouts. I hope this releases on VR too.
  14. 1 point

    Mapcore Introductions Thread

    Hi, my name is sn0wsh00. I'm not a particularly active mapper, but I've still created a few CS:GO maps, which you can see here. I've discovered this website while playing a bunch of custom CS:GO maps, noticing that this website seems to be popular with the CS:GO crowd. I decided to create an account here given that I had been toiling away for weeks on an obstacle course map with round-to-round variations without anything to show for up to that point. Mapcore seems like a great place to share your WIP maps to the public.
  15. 1 point

    Corona Virus

    The problem is, that the virus does irreparable damage to your body even if symptoms are mild. In general every disease does damage to your body. Even if it's just a cold or the flu or whatever. Sometimes the damage can mostly be regenerated, but often by scar tissue. Also the regeneration potential of the human body is limited. That's why old people die (for example of SARS-Cov-2). The problem with the "Coronavirus" is that the prevalence of severe symptoms and the damage done to your body is significantly higher than it's the case for Influenza or other common diseases. It's not all good if you just survive the infection. So the amount of infections should be kept as low as possible. We don't know if there will ever be a vaccine or effective treatment. In my opinion they should have done a super strict lock down Wuhan style for a month in every region with infected people all over the world. Then this Covid thing would not be a problem anymore. But that's probably impossible because short-sighted people insist on their freedom. So we will still talk about Corona in 2021 and probably 2022.
  16. 1 point

    Far Cry 6

    I just hope the take out the RPG mechanics that they glued on to most of their library after ACO. I just want a Far Cry game not a looter shooter (looking at you Far Cry New Dawn).
  17. 1 point

    What have you watched recently?

    I used to ages ago, but it's hard to watch here in the west coast, the times suck!
  18. 1 point

    Corona Virus

    First I want to say that I believe you are misinterpreting the OP's comment (correct me if I'm wrong OP). Saying that you disagree with Sweden fully opening doesn't implicitly also say you believe the opposite extreme : that the solution is to fully shut down. The issue is they are acting like the virus doesn't exist and with that ignoring the medical expert community wrt to wearing masks, taking extra precautions if you run a business with a high risk such as a restaurant or amusement park etc etc. EDIT: This is what I've heard from talking to some people in Sweden in the last couple weeks, Swedes, feel free to chime in Second counter-argument is that not taking precautions can potentially be worse economically than taking the advice of the medical community if too many people get sick then collapse the healthcare sector or can't work. In the case of scandanavia the results so far are that Sweden has seen no economic advantage for being open over its neighbors who have taken a more stern approach. Ultimately with to the amount of discourse and varying opinions no one knows the answer. Although it's starting to look like there's a possibility we'll be able to compare the results of ignoring the medical communities advice vs taking precautions in the near future if things keeps spreading like they are now in some of the southern states in the US.
  19. 1 point
  20. 1 point

    Freya [Wingman]

    @Radu @Lizard I decided to keep the snowfall at all costs now and trying to balance between the two approaches. So still keeping just a bit the warmness of snow, yet having this contrast of colder unlit vertical surfaces and warm streetlights, therefore reducing the strain. Nice ref pic though too warm env for my map imo, but the lights seem cool, might play around more with those street lights (and maybe a bit different type of indoor light sources too). So I landed here so far as Ive shown in my last post and will try to tweak around that Thanks a lot for the support so far guys, cool stuff !
  21. 1 point
    Current version of de_calamari https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 Image directly below is a WIP version that's not full detailed yet.
  22. 1 point

    The random model thread!

  23. 1 point

    The random model thread!

  24. 1 point

    The random model thread!

    I recently started learning how to model faces in Zbrush. I've always been afraid of organic modeling but it turns out it's not that hard. P.S. looks better when you squint.
  25. 1 point

    Rotation and building off the grid

  26. 1 point

    Mapcore Introductions Thread

    Hey guys! My name is Tune and I'm from USA. I often went by a few online aliases like "Prototstar", "Naamtune", and most recently, "CannedTuna". I started my venture in to game modding and dev back in the early 2000s, beginning with the fun map editor for Age of Empires, designing fun story-based missions for my younger sisters to play with. Around mid-2000s I ventured in to level design for Half Life Sven Coop mod, making linear levels for my friends and I to gun blaze through on the weekends. As time went on I migrated over to Source Engine, acquiring new skillset in designing texture along the way. For Source, I was designing maps such as a recreation of COD Modern Warfare's multiplayer map, Vacant, for CSS. As I was getting more confident in my skills I began to volunteer to work for different modding teams. Some of those mods I've worked on were Operation Black Mesa and World War 1 Source as level designer and environmental artist. Outside of releasing levels, I had also published several free texture assets on FPSBanana for Goldsrc and Source. After graduating from highschool in 2011, I disappeared off the radar for a long period of time. I found a career working in IT for aerospace manufacturing company, spearheading numerous business projects, overseeing the west coast infrastructure, and helping out with business acquisitions. During this time I was monitoring the game dev scene and saw the industry booming rapidly and tech was progressing quite fast that it felt overwhelming to keep up with. Nonetheless, this hiatus period was a time period where I began to stabilize myself emotionally and financially. Last year was a slow venture back in to game development. I began creating custom assets for Cities Skylines after being fed up with lack of decent industrial buildings. This involved learning an unfamiliar workflow and new tools like Maya and Substance along the way. Recently I was brought into a new studio as one of the business partner to help with a development of an untitled indie game, to assist with forming the studio backend, and oversee the studio operation. So hello, everyone!
  27. 0 points
    wow guys really? no likes for my post?
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