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Showing content with the highest reputation on 08/05/2020 in Posts

  1. catfood

    [CSGO] Engage

    Hello all! This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop. Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes. The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design. RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there. The result: ENGAGE WORKSHOP PAGE
    4 points
  2. Twinnie

    de_pithead WIP

    the level has now been blocked in and now i can go to the next step to detail everything
    4 points
  3. Hello everybody! I'm creating a map (based on the Maginot Line) for the Wingman's Contest - provided by Source Engine's Discord. I started the map 3 weeks ago and I'm on the detailing phase, slowly progreeding area by area, worried with the time left. I decided to follow this strategy: detail 75% of every area and after that (and gaining some time) I'd put some final touches + polishment + optimization. I wonder, should I keep doing it in a hurry or is it better to make it with no rush and patience (losing the deadline)? There's still a lot to do and I'd like to hear your opinions...
    2 points
  4. Interfearance

    [CSGO] Engage

    I would enjoy this map, but as soon as I saw the enemy's playermodels the effect was ruined and I was no longer immersed in the hyper realistic world of csgo. Soon after I noticed that you failed to replicate a vehicular assembly line that would function efficiently in real life. Additionally, there were several violations of workplace safety regulation that I spotted throughout the factory that made it difficult to aim because my whole body was convulsing. I understand that you care about "gameplay" and all that other soft crap but I would like if you recreated a real car factory with local workers and special forces (preferably a night mission). Good day
    2 points
  5. Radu

    Sauna 2000

    Kickstarter page:
    1 point
  6. blackdog

    de_pithead WIP

    Mmh I notice only now that my comment never posted, some weird went on the phone I guess. Sometimes wifi doesn't work [on the toilet XD]. I was wondering what brought so many changes of directions, isn't this like the third version of the map, and a second complete change in theme and layout? Good stuff nonetheless, but I think all previous iterations were promising.
    1 point
  7. Map's looking good so far. Also looks like a great map for deathmatch or arms race.
    1 point
  8. NikiOo

    The random model thread!

    Ash Tray inspired by Matchstick Men.
    1 point
  9. Its a "Wip, post your level screenshot thread" man... Maybe create your own thread or something. As for the grid snapping, try ctrl+b.
    1 point
  10. https://www.artstation.com/artwork/OoG0Ob ???
    1 point
  11. fewseb

    [CSGO] Engage

    I really liked the use of the animated props to show the car assembly line, I cant think of another map that has done big animated set pieces like that before. The map really drives home the feeling of a modern car manufacturing plant. I also really like how you put a lot of detail into the ceilings and upper levels, its very nicely detailed especially since most players wont look up. However I do agree the map starts to get confusing with its color coding choices. I also noticed the out of bounds area were bizarrely low detail, such here outside of ct spawn where the grass tiles way too often and most things seem to made out of basic blocks. I get that getting the map released was more important then spending time on area most players wont look at, but they do contrast harshly with the extreme level of detail in the playable areas. This is also an extreme nit pick but I found the choice of factions for the player models to be really odd. So this map is set in Germany, but the British SAS are the cts for the map, when there are German GSG-9 models in the game. I think the GSG-9 might even improve visibility a bit since they are a way darker shade of blue then the SAS who almost match the shade of blue used most commonly around the map. The Anarchists also seem to be a bit odd of a choice for the Ts, obviously they have great visibility on the map, but some young Americans trying to bomb a German car factory seems a bit odd. To me it seems that the Professionals faction would have been better suited for the theme, they seem to match the workshop story much better then the Anarchists. "As a last resort, the other manufacturers have contacted "experts" who will try to destroy the Mass Cars factory" Im not sure how well visibility would be using the Professionals do to them use a lot of white in their color pallet, but I do think it would be worth looking into. Overall though, its is definitely your best map yet and I like to see that you have continued to improve as an artist after all these years. Im excited to see your next project.
    1 point
  12. untor

    Swamp

    Hi Mapcore! We are make Swamp update! What's new? Performance! And new screens from map:
    1 point
  13. Yeah, I would scrap the overcast. Your theme doesn't really demand it and bringing in some warm sunlight through all those gaps in the ceiling could look really nice.
    1 point
  14. 1 point
  15. 1 point
  16. The ultimate symphony of heavy metal Maiden is always in a separate league
    1 point
  17. 'RZL

    Mapcore Discord Challenges

    Hey, most of you probably already know but for those who don't we have been running Mapcore Discord Challenges for the past two months with the next challenge for the third month just starting. Come join us on Discord (https://discord.gg/SHZHCYf) and visit the channels #challenge-chat and #challenge-submissions for details. Here is the August 2019 challenge: Challenge name: Retro Ride Description: Demake one of the three given iconic cars from the movie screen as a low poly model Restrictions: Must be a 3D model, Max 500 triangles, Max 128x128 texture limit Deadline: 2019-08-31 23:59 (GMT)
    1 point
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