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  1. Lizard

    County

    RELEASE Happy to announce that we just released County! This took us a while but we are super happy with the final results. Map is now ready to be played and enjoyed by others players. If you have any feedback, hit us here or in our DM's. Thanks to everyone who helped us trying to workout danger zone game mode and to everyone who provided us with their feedback! Workshop link Thanks!
    41 points
  2. Hey all. Sorry I've not been around very much recently! Had a lot going on IRL and with work. Hope you are all doing well! Been working on this scene for a while now but finally finished it up. You can check it out on Artstation. This has been a really fun project and I've learned a lot about UE4 and environment art in general. Really wanted to push myself to learn some new software. Speedtree is amazing! https://www.artstation.com/artwork/bK8EPn
    37 points
  3. Hey guys, Finally got around to make a short breakdown of the Source 2 scene I made a while ago. I made sure I took a few WIP screenshots as I worked on it, so I could do a thorough breakdown later on, so here you have it. This engine is really fun to work with, you can model nearly everything in editor, just like you could back in the BSP era, I really hope to see more engines (specifically Unity/Unreal) follow suit, as removing the need to use so many third party apps from your workflow really makes making maps a lot more fun. (Had to divide it into two parts, as ArtStation limits the amount of characters per post.) https://www.artstation.com/helderp/blog/vglP/porto-portugal-source-2-breakdown-part-1-2 https://www.artstation.com/helderp/blog/LZy1/porto-portugal-source-2-breakdown-part-2-2 Steam workshop download link: https://steamcommunity.com/sharedfiles/filedetails/?id=2176807868 Steam workshop Night Version download link: https://steamcommunity.com/sharedfiles/filedetails/?id=2211782075
    32 points
  4. The project that I've been working on from on and off. It started off in Unity but then I've moved it to Unreal. Its pretty close to completion, thinking of a night setting aswell
    25 points
  5. Vaya

    CS_Apollo

    we got into the new operation. Lots of grind with this project! museum maps? never again.
    23 points
  6. The Danger Zone experiment returns to the sun soaked hills of southern Italy. Between scenic towns and ancient ruins, fight to survive and be the last man standing. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2587298130 Made by: Hasselh0ff, KlixX, Seth, Quotingm Slimek, Andi, Squidski and T-R3x3r
    22 points
  7. csWaldo

    Furnace

    @esspho and I are teaming up for a new defuse map. Welcome to Norilsk, a soviet mining city in the arctic circle shaped by freezing temperatures, high pollution and 45 days of night in winter. Some of the mood and references we are going for: Concept art I made of how this could look in source: 3d concept for the layout, developed by esspho: https://3dwarehouse.sketchup.com/model/3d130ab7-062e-48e3-88f7-7d255d7aae88/defurnace-concept Concept overview with pathing: Greybox is in the works. Let us know what you think
    21 points
  8. Didn't know if I should necro my old thread for this one, but I have made some updates since it was part of the faceit hub rotation. Still throwing in some visual updates here and there. More screens at the workshop thread
    19 points
  9. Roald

    Boulder

    Boulder is a bomb defusal map based around the Meteora Monasteries in Greece https://www.trekhunt.com/blog/en/meteora-greece-monastery-map-itinerary-images-hotel/ Here is a album with some WIP pictures and a overview: https://imgur.com/a/y7RdFTg And the workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2325218920
    18 points
  10. Minos

    Mapcore Job Census

    I'm now a Principal Environment Artist at Lightspeed LA (updated the board to reflect it). Last time I started a new job was 10 years ago, this is very exciting!
    18 points
  11. i've been working on modeling a Volkswagen Combi T1 The plan isn't to make it a 3D model for a game engine or something like that, it's a model to 3D print. The challenge isn't much on the polycount or any sort of material, it's to make sure that each piece can be printed, is solid enough, can be assembled with the right tolerances ... It's a project I started with some friends before Covid but stopped a year ago, i'm going back on it to finish it. It's a miniature RC car (about 30cm long), controllable with a Xbox One gamepad. The goal is to make it fully open source. I haven't applied my modifiers on Blender and I hope to finish the project like that, to allow anyone interested to modify it with ease.
    18 points
  12. The title is a bit misleading. I have been mapping for a while, but after a two year hiatus I came back to it a little over a year ago when I wanted to make a neat little Wingman level for CSGO. I just want to share a few screenshots of projects that I started (and some finished) in the past year in order. Coverup I cooperated with Sir Thomas and 9yz as level designers, environment artists, and prop artists to finish and release my first level ever, which finally got it's release in August after a few months reacquainting myself with Hammer and learning how to model for the first time. I consider this project a failure, but learned a lot from it. Paradise This was my first success with mapping. I won 10th place in the Source Engine Discord mapping contest and modeled more and detailed more. I eventually took help to optimize it after I released my first version. I worked as the level designer, environment artist, and prop artist for this project. I received help from Sir Thomas and Peake to help optimize the VVIS on the level to increase the performance significantly. This level was also featured on the Mapcore Wingman Hubs on FACEIT over the winter. Following this project I was well on my way to learning how to model. I decided to help a bit on a Sourcemod aimed at recreating a Quake-style deathmatch game in Source. After running into engine limitations on the beefed up version of Source, I decided to repurpose those PBR-authored Quake assets into an aim map for CSGO. Between working Paradise and the Quake-style levels I started working on a wingman level with a number of people, including Sir Thomas, iTwins, ynel, Jayk, and Jonmcbane on an unfinished project that was nicknamed Paradise 2. I worked primarily as a set-dresser, prop artist, and material author, creating materials from photosources I took and PBR materials on Textures.com This was a stepping stone for what I am currently doing on my three unreleased/unannounced projects which I am excited to share when they are ready. (One of them I do share a lot about on my Twitter and will be posting a few of the assets below). My newest project, a Wingman level in Great Britain is well underway. I am primarily working as the prop artist, material author, and set-dresser for this project. I have improved and built on my techniques for generating PBR materials from photos I take and porting them into the CSGO Spec/Gloss shader workflow. That's all I have for now. I expect to be sharing more soon... and I hope nothing takes too long. I also want to say thank you to everyone whose helped me along the way and I'm excited for what's next!! Cheers, celery (formerly TheOnionChef) Here are the links to my ArtStation, Twitter, and workshop pages. https://www.artstation.com/willgranda https://twitter.com/celeryslice https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582 https://steamcommunity.com/sharedfiles/filedetails/?id=2371525727
    18 points
  13. atrocity

    de_distillery

    As I mentioned above, I thought it would be fun to post some early blockout shots, and then post some final shots and talk about some of the design choices behind them. If people enjoy this, I can post a few more. Bomb A Changes After multiple playtests I identified a few problems with how bombsite A was playing, and how players perceived the spaces they were flowing through. In the old version, players would come down around this bend here, and be presented with option of ducking into this building to take a more protected, but tightly choked route, or they could try and work their way through the street choke and into the bombsite. The street opening here didn't have large cover, so this required a smoke or you would be destroyed by snipers. The less obvious thing that was occurring here was that players felt they were not aware they were transitioning into a bombsite/contested zone. Because you were walking down streets to get here without any changes in spaces, players did not perceive the immediate threat that was waiting around this corner. After some thought, I realized I could create a better choke point , add better cover from snipers, and create a clear delineation of spaces by adding a tunnel with vehicle cover. This also fit well with the aesthetic of Edinburgh. This would however end up impacting the secondary route that players always took into the bombsite. More on that below. As I mentioned above, players would go through the structure's interior, and be spit out at the back of the bomb site. This had its pros and cons. However, the one thing it did allow was for Terrorists to rush this point at a much faster rate than the CT's had time to deal with. In an effort to allow CT's better timing to both bomb sites, some work went in to slowing down the terrorist by just a second or 2. This also allowed me to build a courtyard that would be a bit more memorable than just an interior hallway. This also made the approach into A more interesting, especially when I did an overhaul on the bombsite in later iterations. When I started this level, I had a few core ideas I wanted to execute on. One of these ideas was how I wanted to go about differentiating the bomb sites. I knew I wanted one bomb site to be an interior or more close quarters fight, and the other to be a bit more open and long range. Possibly open enough that it might even be a bit uncomfortable for Counter Strike. Originally Bomb A was down in this recessed patio space. While I thought it may be interesting to fight down into this space, or hunker down to cover this area, it only took a few playtests to show me I was wrong. First, this spot became a grenade pit. You could almost guarantee that you were going to get 1 or more nades thrown at you here. Second, the recess made a lot of the fights kinda gross. You were trying to fire over the railings, and the players who were on the street above, you could only see their heads. The space really wasn't playing out the way I wanted. I had the idea to raise it up instead of the recess, and this turned out to be a much better choice. This got rid of the strange angles, cleaned up the fire fights, and made the space a bit easier to navigate through.
    18 points
  14. celery

    Prime [Wingman]

    More to be shown soon. Here's a tiny sneak peek of the bombsite.
    17 points
  15. Tisky

    Life is strange sometimes

    Between 1990 and 1996 i lived in a house together with my family and it was the period of my life that i remember most fondly. We got a Super Nintendo while we lived there and after my mother and step-father broke up and we sold the house life kind of went spiraling downwards. By 2004 My grandmother and grandfather died of cancer, my father had commited suicide and my mother started abusing heavy drugs. All i ever really wanted was to find the same stability and family-life i had as a kid. My kids mother (we were together between 2004 and 2012) destroyed my hope for women but i got two amazing kids out of that relationship. I met a woman through internet after years of terrible dates and extremly low self-esteem. I remember thinking when i first saw her that "she is waaay out of my League". Fast forward and this weekend we moved into a house, on the same street i grew up on. I would never have dreamt of this in a million years and i get all teared up watching my daughters playing Sim City on the SNES mini. Sorry for the rant but i never thought a game i played as a kid could make me feel this way today.
    17 points
  16. Finally got around to detailing the front entrance, textures still need some work but I'm real happy w how it's turning out
    17 points
  17. Starting to work on the background terrain, before going for the playable one, I'm planning on making multiple small islands that gonna have some old millitary installations and underground bunkers kinda like FarCry 1,3
    17 points
  18. celery

    Prime [Wingman]

    Hi Mapcore. I'd like to introduce Prime, a new wingman level by me and 'RZL. Feedback on the layout is appreciated! Here is the overview and a look at the WIP level. Workshop link will be live soon, here it is: https://steamcommunity.com/sharedfiles/filedetails/?id=2445830406 Cheers, celery
    16 points
  19. T-Rexer

    Vineyard - Danger Zone

    We started working on a new map for Danger Zone a while ago and it is now in a state where it is playable, yet far from being finished. The map is set in Tuscany, Italy and is a departure from the usual toned down visual style of Danger Zone map to something more vivid and vibrant. We will try to make it quite colorful and unique compared to all other Danger Zone maps. The team working on the map consists of Squink, Squidski, Hasselhoff, Seth, Slimek, Quoting and T-R3x3r. Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2403831979
    16 points
  20. Update time! Finished the blockouts, and did a lighting pass. Now onto my favorite part: Texturing
    16 points
  21. So I might as well post about my current project here finally, since I've been doing so on the Discord for awhile now. Half-Life: Dark Matter is designed as if there was a fourth and final expansion to the original Half-Life from the perspective of a Black Operator named Kovac. I got the idea when I was replaying Half-Life for the 20th anniversary in 2018, I realised that although the Black Ops had appeared in a couple of mods, they certainly weren't done real justice, so I decided I would be the one to deliver it... Since then it's evolved a fair bit, and I have seven others in a team working with me now, including brand new code! There will lots of new areas and also crossovers with existing areas as well, and the story will not only be in keeping with Half-Life 1, but also Half-Life 2 and even Alyx where appropriate! This is my last ever Goldsource project*, upon completion I will be moving onto a newer and more modern game project, what that will be exactly is not known right now. Most of you guys know I've been working with Half-Life 1 for almost 22 years now, so I've got the experience and knowledge to pull this off, and the others have extensive skills in the field as well! Main page: https://www.moddb.com/mods/half-life-dark-matter An extensive FAQ which answers most questions: https://www.moddb.com/mods/half-life-dark-matter/features/frequently-asked-questions-20 Twitter: https://twitter.com/HLDarkMatter and we also have a Discord server! https://discord.gg/yX4CfrH Right now as we speak, Dark Matter has been nominated for the ModDB Mod Of The Year awards Top 100, in the Upcoming category! So if you guys want to vote for me, that would be awesome Just follow this link: https://www.moddb.com/groups/2020-mod-of-the-year-awards/top100#vote41984 and select Dark Matter on the bottom! If we win, there will be a new chapter reveal in advance of the media update next year! Anyway, it wouldn't be the WIP thread without some WIPs, so here's a bunch of screenshots, more on the page above obviously! I'll post more enviroments here as I make them! Enjoy. *I might still work on something smaller for fun, if an idea arrises
    16 points
  22. dz_Frostbite has been officially added to the game as part of Operation Broken Fang http://counter-strike.net/brokenfang
    16 points
  23. Roald

    Mapcore Job Census

    Not sure if I can already call myself a Level Designer, but I (Roald van der Scheur) did sign my contract to start working at Bongfish in Graz, Austria as a Junior Level Designer on 11 January 2021! I will be working with @poLemin
    16 points
  24. Here's a thread for the project I'm working on with CoreyLaddo (animator) and a suite of talented voice actors, it's a modification for Half-Life: Alyx named LEVITATION. We're planning on releasing the mod in 2022. You can expect a several hour-long, story-driven single-player experience in the Half-Life: Alyx universe (about 7.5 levels).
    15 points
  25. ZIPLINE Simple Titanfall / Apex Legends style VScript ziplines for CS:GO GIF of ziplines in action. Features: Simple usage, make a move_rope, name it with '_s' as a postfix, make another, name it the same but with '_e' as the postfix, you've got a zipline. Can choose if they work in both directions or only one ('_e' for both ways, '_ee' for one way). Ability to instantiate ziplines on the fly (if you know what you're vscripting, check main.nut). Can be configured (speed, height, func_button distance, jumping off / dropping manually). Ability to Jump off the zipline or Detach (Crouch) like in Titanfall/Apex. Quadratic movement for rope slacking (thanks ficool). Template zipline pole and arm models. Uses existing Danger Zone sounds. Very lite game string table impact. Anti player stuck. Example map Usage: Unzip to the location of your choice (CS:GO folder or Project folder) Insert the zipline_core.vmt instance in your map, set the Entity Name Fix Up to None Create a zipline with two move_rope, one named yourzipline_s, the other yourzipline_e or yourzipline_ee Turn off SmartEdit on the '_s' and add a KeyValue named health with a value corresponding to your curvature Test it in-game You can test new health curve values with this console command until it's right: script zip_setCurve("yourzipline", X) Assign the new health value Make more ziplines Pack your BSP How does it works? The VScript will find every move_rope corresponding to the start of a zipline ('_s' suffix) and will find its exit ('_e'), then will spawn func_buttons along that rope. It gets the direction of each starting move_rope, their curvature value, etc.. then stores them afterwards. Once a player press Use on a spawned func_button, that button will retrieve its zipline parameters and make the player move toward their desired direction (forward or backwards) in a loop until they press Jump / Crouch or arrive at their destination. Players that were on a zipline check if there's a player inside them until there isn't, if there is, they'll be pushed backwards on the zipline to get unstuck. Tips: Be careful where you put ziplines, players are 32 HU large and 72 HU high, if they're placed too low they'll get stuck inside the floor.. ziplines have a height offset too, then there's the curvature on top of that. You can change the speed and other settings in scripts/vscripts/zool/zipline/config.nut Issues: There's no animations for players on a zipline, they'll just float bellow them. No clue if hitboxes are correct while being teleported but they're likely fine. It's possible to miss the zipline if you're inside the func_button you're trying to press. Enjoy! Zipline.zip
    15 points
  26. Have been working at a snail's pace on this. Discarded 2 different layouts. 3rd time's a charm. Playtested it a few times (Thanks to tophattwaffle's discord) and now doing the first art pass. @squeezitand I have been working on this for 2 years now, on and off. Hoping to get it completed soon. Will update when we make a bit of more progress with the details.
    15 points
  27. Well, it's actually quite simple. Ideally, you want to minimize the filler areas and maximize areas of type alpha and omega. You do this by learning how to think in 3 dimensions and how to generate interesting areas, while working within the constraints of nature and human architecture. Here is the formula for what makes a good area: Goodness of narrative comes down to story-telling, which is a very expansive topic in and of itself so I will focus on goodness of color and goodness of shape. So we'll use a simplified formula for goodness of area, shown below: Formula (1) is the lego approach to area engineering, where you deal with large presets, since you're not yet experienced enough to work on area microarchitecture. Now I will show you the wizard approach. You won't read about this in LD text-books. Let H be the set of architectural components used by humans and let N denote the set of architectural components used by nature (God / evolution). Then we'll use Z to denote the available language of architectural expression. Z is the proper set of the union of H and N. Naturally, you cannot use the entire language of expression at your disposal so let's say the language you're going to use is some subset of Z, which we shall call L. Now in order to learn how to make a good area, you need a way to calculate the goodness quantifier of formula (5). Without that you won't have the much needed feedback-response cycle and you will not improve. So we need to measure koppaI from an already built level. To do this, you take all elements of L and distribute them in a 3-d vector space, based on their position of use in the level. If you want, you can use two separate vector spaces - one for the color subcomponent of every component, and one for its shape. But beware, the natural distribution of the reasonable color spectrum for most components is pretty tight. Next thing you do, you color code the scattered points based on the spatial locality of the components in the real world. In other words, components that appear together are assigned similar colors. Then you want to reduce the amount of overall entropy in the color distribution. One way to do this, without sacrificing variety is to have clusters of low entropy (which appear as splatters of uniform color) in distinct areas of your map, while the connecting areas should be kept low entropy (without many micro-clusters) so they can compensate for the contrasting transition between the larger areas. For reference, in the image above, a high entropy area would look something like (c), while the rest are relatively low entropy. Some easy ways to reduce color entropy in your level are: using a very limited color palette using painterly textures using photo textures taken from the same real world location Some easy ways to reduce shape entropy in your level are: using references not mixing architectural styles from different historical periods use large pieces for cover, remove small pieces that only add clutter reducing signs of human life (it is very difficult to prevent signs of human life from skyrocketing your entropy meter) hierarchical procedure (starting from a silhouette blockout and gradually filling in details) Keep in mind, entropy can also be too low. This can happen if you put too much effort into silhouette and visual harmony and don't use any references. You can end up compensating with bad entropy. Bad entropy is when details you add increase visual disharmony very rapidly. Ideally, you want your learning process to lead you to a place where your entropy is similar to the entropy in areas you find visually appealing in real life or virtual environments, and you also want the level of detail to approach the level of detail in those environments. In formula (6) I show an example optimization model for a realistic style area. You can use this to derive a model for fantastic or stylized areas. You want entropy and detail to move in parallel with one another. The ideal scenario would look something like this: Keep in mind that adding narrative elements such as signs of human life and natural decay can increase entropy quite alot. For further reading on sings of human life look into How buildings learn by Stewart Brand. If you get good at adding detail without massively increasing entropy, you will have more confidence to experiment with unique layouts. Then there is another formula, called the challenge complexity formula. Player enjoyment from playing a map tends to correlate inversely with frustration. Frustration comes from low correlation between expected challenge and actual challenge. One way to model challenge is as a scalar, representing net difficulty (7). Another way you can model challenge, shown above, is as a set of micro-games that the player will have to play during the match, determined by the context of each encounter. The phrase "micro-games played in wingman maps on official servers" can be replaced with micro-games anticipated by the user or micro-games user enjoys to play in counter-strike. For this analysis, I assume that enjoyment is maximal on wingman maps on official servers, presuming those maps are examples of prime level design. This is more true for defuse maps than it is for wingman. Micro-games constitute things like how you peek certain corners, how you play around with cover and position in certain contexts, how you use your utility, and all sorts of other actions you take to become more unpredictable and to put yourself in a favourable situation. The possible situations you may find yourself in are determined by the architecture of the level. You don't want to introduce too many unique ideas into your level, because it will reflect badly on the micro-games ratio coefficient. You can just plug those formulas into hammer and watch the magic happen!
    15 points
  28. -HP-

    Europa

    yo! It's going well albeit a bit slow since it's a part-time venture, I've got a tiny team of guys helping out here and there particularly player locomotion and programming. I am not interested in being one of those indies that posts GIF's every day to gather a following, I find social media very distracting so I'd rather spend my time working on this, then when it's done, it's done.... I'll probably hit the socials a bit harder once it's close to release. That said, we're working to get something released for early 2021, a fully playable slice of the game. I'll share some more as soon as I can. Btw, a little while ago, I released another small teaser, you can check it out here: But here's something just for mapcore!
    15 points
  29. Jim F Kennedy

    Battery

    G'day. I've been recently working on a classic 5v5 csgo map named Battery. This map takes place in and around an old WW2 bunker, converted into a gun running factory in Estonia during the early spring thaw. Bombsite B was the main focus for the map, (it was originally a wingman map) and went through about 23(?) iterations. What would be considered Middle, goes through an old dilapidated and collapsed WW2 bunker, it takes heavy inspiration from Nacht Der Untoten. Bombsite A used to have a "nuclear bomb" sitting in the middle of the site, however I removed it because I couldn't be bothered modelling it. Aiming for an early June release date, but considering the pace of things, probably even May. But feel free to have a walk around the map, it's always changing and is slowly reaching more towards being finished. https://steamcommunity.com/sharedfiles/filedetails/?id=2401850892
    14 points
  30. Two months ago I became a dad for the first time. Mom was amazing and I can't be more proud of her and baby is doing really well. Sleep was hard at first but we're finally getting some kind of routine going and I'm getting maybe 4-6 hours of sleep at night which isn't bad and since I'm working from home it's not really an issue, no danger of me falling asleep at the wheel driving into the office! We've also been in our house for a year now, decorated thoughout and had the garden completely redeveloped so we can spend time in it and our little one with have somewhere to play outside when he's older. To top it all off I just got promoted to Assistant Lead Level Designer at Rebellion. I would never had imagined I'd get to a leadership role when I joined the industry just under 10 years ago and young me would never have thought I'd even get into the industry! Fair to say I'm pretty happy with life at the moment... just wish I had a bit more time for some games
    14 points
  31. dux

    The random model thread!

    Dumbass continues to learn Blender.
    14 points
  32. atrocity

    de_distillery

    Well it's been a little over a year, but I am happy to announce that de_distillery has been completed. I originally made this thread to document the progress of the level as I built it, but I ended up getting lazy and just worked on the level without forum updates. If you are interested, the level can be downloaded from the workshop at this link. https://steamcommunity.com/sharedfiles/filedetails/?id=1843682152 Below are some shots of the level fully arted. I'm going to try and do a write up later tonight of where changes were made from the beginning to the finished version, and what I learned in the process. Props and Materials: @Jonny Phive Graffiti/Logo "The Unlikely Duo": Jason McCord (MonsterClip) Ambulance Model and Materials: BMS Brian
    14 points
  33. melc311

    [CS:GO] Limestone

    Hi folks. I've been slowly reworking the layout and remade bombsite A from the ground up to be more interesting game play wise. I'm planning to do another play test soon after I redo bombsite B. I updated the workshop map too. Give it a try and tell me what you think so far of the new A site.
    13 points
  34. Hey everyone! Think it's time I start sharing progress on my new personal project here with the Core I've been working on this environment for VR, at the same time recording my process to create a tutorial (which I'm aiming to release around March 2021). I occasionally open pre-orders for a very good discount. If you want to be notified when that happens, I invite you to sign up to my mailing list (I always message people in the list earlier than everyone else): https://www.thiagoklafke.com/mailinglist/subscribe/ Here's the latest WIP. I've been working on the back alley area and I'm finally happy with the compositions. This area posed an interesting challenge, and I learned quite a bit about what works in VR and what doesn't (tip: lots of random lines, stairs that go up and down cause instant motion sickness ). I redid this area twice, but now it feels amazing in VR. No motion sickness and navigation is much better, because I have different points of interests. I'm planning to do another Dev Log video soon focusing on what I've learned in VR, for now, enjoy some screenshots And here's a Dev Log where I show where I landed with the design blockout:
    13 points
  35. Lizard

    Hive

    Hello everyone! Hope you like honey! Because our new wingman map, Hive, has just gone live on the workshop. Set in a fictional research facility, the map pits teams in a fight over a new kind of bees that are said to produce the sweetest honey in the world. This has been a month long collaboration between me, @celery and @jakuza. We are happy with current quality of the map but there are still few things that we are trying to improve on. Some of the areas still need some smaller details, alpha sorting issues with glass brushes, lighting in some of the areas could be brighter. We are confident that those issues should be fixed in 2 weeks. Here are few screenshots from the map and I'm sure celery and jakuza will post some of their work from this project. Hope you guys like it! Workshop link Overview Bombsite T Spawn A Long Atrium Offices
    13 points
  36. Judges for Mapcore X Prodeus - General Vivi - Dragonfly - FMPONE - ICARUSLIV3S The Prodeus community would like to thank FMPONE and ICARUSLIV3S for helping us judge this competition. It was very difficult judging the entries this time around and we were glad they could join us on this noble quest! -------------------------------------------------------------------------------------------- The WINNERS of Mapcore X Prodeus 1st place: Bunnymauler [ Internal Disruption ] P-link: m-DlOgFtF8dy - $1,500.00 USD - One year of Humble Choice - Excalibur Gauntlets and Biker Gloves (skins) - Special winners role on the Prodeus Discord 2nd Place: Paws [ Altitude ] P-link: m-ht1EjFQZov - $500.00 USD - 1 month to Humble Choice - Biker Gloves (skin) - Special winners role on the Prodeus Discord 3rd Place: Iori Dyson [ Xtal Site 02 ] P-link: m-yM9kZZRh3g - 1 month to Humble Choice - Special winners role on the Prodeus Discord All of the winners will also be showcased on our Youtube channel, and because we had so many amazing entries, we’ll be showcasing parts of our Staff Picks too. We want to thank the wonderful folks over at Mapcore for hosting this sick competition, we couldn’t have done it without you! The future's looking bright, and we’re glad you could be along for the ride! Here is a bonus video by Kirk Collects going over the winners and his top picks! Also, be sure to retweet the winners! See you next time!
    13 points
  37. 13 points
  38. Squidski

    Orion Models

    I finally got around to packaging up all the models I made and/or modified (with perms) for cs_orion. The custom materials made for brushes/displacements are not included as I do not have the proper permission to distribute those. Some models aren't great so I'm providing them as-is. I won't fix anything but you are free to contact me on Discord (Squidski#9545) if you have any questions about how I did things or why. You are free to use these for all non-commercial purposes provided you give me credit in the description, for any commercial usages contact me. A final note, some things in the VMF are scaled up for better viewing, some things have multiple skins, and 90% of the things that are just solid white are tintable. Go crazy and make cool stuff. Google Drive download link: https://drive.google.com/file/d/1FrjGU40lf5Odq8lhtQZkkYBiu56issQj/view?usp=sharing If anyone downloaded before this message, I had forgot to include a model and have now updated the download link (at 1:44pm EST)
    13 points
  39. Hey guys. The Gap, an exploration game I'm working on, now finally has a Steam store page! Check it out and wishlist here: https://store.steampowered.com/app/1458300/The_Gap/ We also have a new trailer:
    13 points
  40. Frostbite Update 4-7 We have continued to remake pretty much the entire map and this time we took on the ski lift buildings :D. The old and blocky buildings were replaced with completely new ones that not only look much better but should also offer more unique gameplay possibilities. Patch notes: [General] - Remade ski lift buildings for improved gameplay and visuals [Ski Slopes] - Adjusted ski flags and color coded each slope [Town] - Remade the centerpiece statue [Radio] - Fixed railing collision and clipping [Misc] - Moved porta potty to Construction - Adjusted handrails (thanks poLemin) - Fixed visual errors in certain buildings - Various changes to prop fade distances throughout the map - Fixed rare cases of floating grass - Fixed various terrain issues - Fixed certain texture blends - Fixed visual inconsistencies - Glass on top of the middle ski lift building no longer sounds like concrete - Fixed missing brush face on a house porch. Pictures of the new lifts:
    13 points
  41. Getting close to finishing the project. Mostly fixing the performance right now. here's some recent screenshots
    12 points
  42. ZooL

    [CS:GO] Enhanced CS:GO FGD

    Enhanced CS:GO FGD I've made a bunch of enhancements, fixes and additions to the CS:GO FGD (The config file Hammer reads to know what entities do) Link to the GitHub page This is a small project I'm working on when I notice something wrong, missing or misleading while mapping, hopefully it should make your life easier. It's more targeted at people making fun maps or gamemodes as it mostly fixes obscure entities that wouldn't used in a competitive environment. Enjoy!
    12 points
  43. I've always felt very strongly about , but my misplaced overemphasis hereof had honestly come to harm my work quite severely. Those of you who've only looked at the screenshots likely wouldn't have noticed, but I'm sure the few who actually downloaded the map will have been surprised by just how fucking low the texel density on many objects was - now working to fix this where needed & possible to try and bring the visuals into the current decade
    12 points
  44. csWaldo

    Furnace

    @esspho has been working on changes from our first Mapcore playtest including a new design for outside A (thanks @Roald for the suggestions!) while I've been working on and off on bombsite B's main attraction. Should be ready for another playtest soon!
    12 points
  45. From is his site: COUNTERSTRIKE FOREVER Every year I aim to do at least one project for personal development and this year getting to know my way around Unreal was on the menu. I started out with a nice snowy landscape but it somehow? turned into a reminiscent movie about the good old Counterstrike level-design days. Gogogo! PROJECT DETAILS 100% made by 3D-Mike https://player.vimeo.com/video/496983929
    12 points
  46. Sigma

    Mapcore Job Census

    I know I am no longer active here, but I just wanted to report in that I have accepted my first full time position with Lost Boys Interactive as a VFX Artist. So even if you're struggling and its been years, know that it can still happen when you least expect it.
    12 points
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