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Showing content with the highest reputation since 06/08/2020 in Posts

  1. 29 points
    Lizard

    County

    Hello everyone ! I think it is a good time to post some screenshots from my newest csgo project that I'm working on with @jakuza. He already made some models and materials that I used in the listed locations. More to come in next passes, County is a map that features everything that comes to mind when typical european thinks about rural part of the USA. It is a danger zone map that features variety of locations you would normally see in rural cities. What I tried to do was to tie these location with some story as well as their placement on the map. I really wanted to avoid 'random structures scattered across the map' feeling some of the community made maps have. First art pass is mostly done in most of the locations. In upcoming weeks I will focus on Motel and Quarry locations which are not shown here in this post. List of locations with a lot of creenshots (a lot of screenshots actually) Church: Police station: Sawmill: Farm: \ Trailerpark: Haunted house: Creek: More to come!
  2. 17 points
    jakuza

    Anubis Assets

    Hey everyone, Here are all the assets from Anubis + a zoo file. Unfortunately some of the models aren't complete or really useful. I meant to clean everything up a bit before doing this, but I haven't gotten around to it and I figure it's better to just put it up now than keep delaying. Hopefully I find the time to come back and fix some of these up later on. Anyways, here ya go: https://www.dropbox.com/s/ryx5i5ssab1d569/anubis_source.zip?dl=0 Also, please let me know if something in the zoo is missing from the files and I'll upload it asap.
  3. 14 points
    Radu

    County

    Don't mind me, just adapting my favorite meme to this particular conversation.
  4. 13 points
    RaVaGe

    RaVaGe's real life WIP

  5. 12 points
    Roald

    [Wingman] Paro

    Since this is more likely to become a serieus project, why not share some about it on the forums I am working on a litle wingman hostage map which is based on the Tiger's Nest Temple located in the Paro region in Bhutan. My orignal idea was to have it be a VIP escort kind of map, but afther a few playtests I decided to keep it more like the original hostage mode, but just have two hostage rescue instead which are located on the Terrorist side of the map. edit: changed mapname, idk if the original name causing problems
  6. 10 points
    knj

    Cyberpunk 2077

    OMG gys, Im sorry for not being here for you Some one asked how we are doing? well not bad srsly, kinda still a lot of work, tho @Minos for taging me so I could jump in here Im super happy you guys like the screenshots - a lot of hard work went into it, and I gotta say those are not bullshots - if you have decent machine this is exactly how the game looks in my editor Just be paitient, its almots there ;)
  7. 10 points
    ics

    Erebus [TF2]

    Recently I spend a year to create a map Ambush. I figured why stop there. So I spent additional 2,5 months doing Erebus, a haunted version of Ambush for Halloween 2020. Now at Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2140326607
  8. 10 points
    poLemin

    Guard [Wingman]

    Hey guys! Just wanted to drop by and present the first iteration of my new Wingman map Guard. The map is loosely based on the waterfront along Charles bridge in Prague. Since I mostly used stock models for my last map Feast, I am planning on doing some more modeling again and create a nice set of custom models for this map. For now, I don't have much more to say, and just leave you with a bunch of screenshots and a workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2114573427 Cheers!
  9. 10 points
    jakuza

    Anubis Assets

    Right, I forgot to put a screenshot in. @Roald thanks brotha
  10. 10 points
    Animal1ty

    [CS:GO] de_fiorina (final release)

    Hi everyone! My new map for CS:GO I worked on it intermittently for about 5 years. The first steps were taken in 2015, then in 2016, when about 20% of the map was ready. I decided to finish it for the contest on MAPCORE (2017), however, I was late. After I abandoned it and at the end of 2019 I decided to finish my work. Here is the result. This map includes a large number of non-standard materials - models, textures, sounds. Most of the textures were taken from the textures.com, made by me, some of the models were made by me, some were taken from the workshop. There are a very large number of them and I want to thank all the authors of these models. The map turned out to be too large (1.23 GB). So I uploaded it to google drive. Download links: Google: https://drive.google.com/drive/folders/1zY50nesJofp4Qg1VMggtFdJX-l30dc6t?usp=sharing Yandex: https://yadi.sk/d/LH0o76ZZinZZJA If you like my work, you can support me through paypal. https://www.paypal.me/Animal1ty Thank you all very much!
  11. 9 points
    I was a judge in a map contest for Forgehub.com along with three others, not nearly as high a prize pool mapcore has but the barrier to entree was also alot lower due to the tool being installed with the game (halo 5) so that made up for it. Anyways, we made all of our scores across all categories public, as well as a short summery of our thoughts on each. All the judges agreed to be transparent before hand and on top of that, if anybody wanted to know more they could ask any one of us and we would walk and talk with them on their map. Why is this valuable? 2 main reasons, accountability and growth. Being a "judge" implies that you have some merit in the eyes of your peers to look at another map and determine it's quality. Scores are NOT arbitrary but instead are reflections of an individuals thoughts and conclusions. Conclusions which could very well be fallacious, and could be objectively identified as such if they are held accountable for those scores by giving reasons. The words that come out of your mouth are similar to mathematical statements, they can be tested. However because we are all flawed humans and because we are not all on equal footing when it comes to education on critical thinking or the laws of logic, yes you will get different scores and conclutions, but some will most definitely be more justified than others. I rated this map x/x because i feels too hard to contest x bomb site or x lane Vs I rated this map x/x because the enemy team has too many corners to hide in as I round this corner which forces me to make too broad an assumption which leaves me at WORST immobilized by the risk that comes with going through or at BEST getting lucky by guessing the correct corner. Leaving encounters up to luck undermines the competitive nature of the game and is therefore inferior ...one of those is very obviously better feedback, and i'd even say it's an objective truth that encounters should not come down to luck. Thats why people love CS gunplay to begin with, the consistency and control. By making judges and their reasons transparent, even if the results are shown after the contest, you will be able to weed out the weak ones and keep them from attaining authoritative positions in the future. And just the fact that they know they will have to be transparent will put pressure on them to make sure they aren't careless on any one map they may be unenthusiastic about from the start for whatever reason This brings me to my final point, good feedback leads to growth in the community. And i mean REAL growth. Finding areas where you can improve is invaluable information, and when it comes to a contest where judges are already playing your maps and JUDGING THEM, feedback should be mandatory
  12. 9 points
    SOOPRcow

    Happy Anniversary - cs_siege w/ APC

    Over the years I have saved my copy of the orginal cs_siege.map file that has the APC. This was given to me by Euro*Brew after N0TH1NG passed away so that I could remove the APC (because people hated it apparently). I figtured I would share some screenshots with you guys Also, some of you might not know this but this monitor texture is actually my desktop from the time. In my browser I actually had the original Mapcore forums loaded up and in the background I'm connected to the mapcore IRC channel. Here are a few more screenshots as well
  13. 8 points
    cyberjunkie

    The random model thread!

    Decided to fidget with Blender. My first 3D model in more than a decade, the DAC I use.
  14. 8 points
    Ringel

    WIP in WIP, post your level screenshots!

    My "newest" map is almost done. All it takes is another playtest which happens this friday, a very few minor visual improvements and a bit of optimisation like such shown below.
  15. 8 points
    Lizard

    [CS:GO] de_fiorina (final release)

    And? What would it change? Getting financial gains is not the only reason you should give credits to original authors. Congratulations. You are a part of the problem. Someone ripped off assets. Aggregated them to the workshop and then you took them and used in your work under your name because you thought it was ok to steal them because someone else already stole them and put them on workshop. Are we missing something here? I do think that but... Look at my reply to your third point. Of course we would gladly give you feedback on level design but How can you expect us commit our free time when you don't want to commit yours to putting credit to the original authors of the assets you used in your map?
  16. 7 points
    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.
  17. 7 points
    Rick_D

    The Last of Us Part 2

    Man that video was painful. Seems to have missed the point of what the game was trying to do, and when you play the game you notice that the stuff that was in the first game is in this game, but it's just that Ellie isn't the one doing it because Joel isn't there as a guide, she's what 19 or 20 in this, she's a kid, an angry confused kid. There's a level of unrelenting psychological horror that permeates through every encounter, every hand-scrawled note, every vista. There's sadness, a melancholy, that's hard to deal with and if people wanna get angry at a lack of new gadgets then maybe they are approaching the game from the wrong angle. The fact that that guy in the video said the story was the biggest let-down is such a telling thing that it's hard to put in to words just how sad I feel for him. The story is exactly what needed to happen after the events of the first game, they even cover how she feels about in this game and why she is letting revenge drive her. The fact that you glimpse into the lives of other people trapped in this nightmare world shows her growing up as a person, as opposed to the colourful "happiness" that was in the first game, she was with Joel, they had a purpose, there was something to look forward to at the end. Here, and now? It's just dark, what point is there to keep going unless you find something to keep going FOR? The gameplay is non-stop horror, and I don't mean jump-scares and monsters and buckets of blood, it's horror at a primal level, the screams of the "enemies" are death-rattles from our ancestors, it's horrifying killing people, the violence is disgusting, un-called for, over-the-top and every single moment is reminding you that you'd rather be anywhere else but here, but you ARE here and you have to keep going and for what, revenge? Why? At what cost? It's the worst game I've ever played and simultaneously the best, the humanity shines through everywhere and if the lack of a new crowbar or carrying a box to climb into a window ruins the experience then you need to look deeper because it's worth playing and will be talked about in a decade as a high-watermark for the medium. Naughty Dog could shut down tomorrow and they'd still be relevant for a long time to come. All the bullshit about trans people, big muscley girls, AGENDA and oh-god-muh-politics is transparent as fuck and I hope one day for the planet earth to be renamed Fashbash Centriumius Prime. Fuck the haters, don't forget to like and subscribe, and follow me on TikTok @slimDickBallsThick
  18. 7 points
    Radu

    The Last of Us Part 2

    It's not that bad, but it disregards what the fans loved about the original in order to go in a different direction that feels like the director's personal agenda. People had certain expectations for the first game's characters and to see them not being fulfilled was disappointing. I've made this comparison myself, but so have other people, Part II is what Alien III was to Aliens. There's also some bad design decisions here and there, but nothing that wouldn't have been forgiven otherwise. If you disregard the writing, everything else is pretty much top notch. I personally think the introduction was slower than it had to be, the story only picking up 2 hours into the game, but whatever. Other people have complained about the gameplay, which for the most part has remained the same as in 2013, but with some minor improvements. Overall, on a technical level, it's a well made game. And out of all the critics, I think IGN Japan is the most objective: ”The Last of Us Part II tries too hard to differentiate itself from its predecessor. While astonishing cityscapes and more varied combat options are great evolutions, Part II lacks the poetic serenity that made the original road-movie-like epic such a masterpiece. On top of that, uninteresting new characters burden the story, making Ellie's journey feel conventional and not nearly as captivating as the original. - 7/10"
  19. 7 points
    RIMAS

    De_Clubtop [WIP]

    Clubtop Layout (Workshop) Сотрудничество с Faber Совсем недавно мы протестировали карту на Mapcore и благодарим всех, кто принял в этом участие и оставил свой отзыв о балансе карты. Я также хотел бы поблагодарить Морозова за его совет. У нас было достаточно времени, чтобы исправить ошибки и недостатки. И сегодня мы хотим представить вам новую и более образованную версию нашей карты. На первый взгляд, вы будете думать, что T быстрее доберется до B, но это не так. Время хорошо здесь. В предыдущей версии у нас были проблемы с серединой, но на этот раз мы решили сделать его более открытым, чтобы позволить игрокам играть с awp. Ниже вы можете сравнить его со старой версией И нам уже не терпится отправить карту на повторные тесты, поэтому убедитесь, что мы движемся в правильном направлении. Радар старой версии Скриншоты из последней версии Выход на B (на стороне T) B Stie Один из проходов на А (из кт спавн)
  20. 7 points
    El Moroes

    Half-Life Alyx

    Fucking freaky Jeff !!!!!
  21. 6 points
    TheOnionChef

    de_calamari WIP

    This map is constantly changing. Any feedback would be appreciated. https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 This is a WIP area, with newer changes. Not fully detailed yet.
  22. 6 points
    ItzOmega

    The random model thread!

    https://www.artstation.com/artwork/9mwWOO
  23. 6 points
    Anduriel

    The random model thread!

    This is a milestone for me. Finally created my first CS:GO Prop with the help of a lot of tutorials and some nice people on Discord. Thanks!
  24. 6 points
    Sick_TwinN

    [CS GO] Pithead (WIP)

    since i couldnt use this map i made a new one! here some wip shots
  25. 6 points
    Finished polishing this hl2 background map
  26. 5 points
    I've been working on a short minigame/obstacle course map for CS:GO over the past few weeks. This MG map is set in space and pits CTs and Ts in a race to rescue a hostage and detonate a bomb respectively. This map will feature changing elements each round, such as platforms being placed in different locations (I ended up using a lot of logic_case and func_brush entities). Hopefully, these variation will be enough to make each round an interesting experience, while still keeping the variations simple enough so that players will quickly figure out what to do. I've attached some GIFs showing off the dynamically changing elements. As you can see, skyboxes also vary each round, thanks to the skybox_swapper entity. A lot of the variations will also be invisible and it will be up to you to determine the safe path. Some other planned features not show in the GIFs: Invisible death walls (good for testing your short term memory) A rolling log section (Source Engine really does not like you reversing the direction of func_rotating) A short surf section that's doable using default Global Offensive settings Two secret areas. Perhaps you'll be able to travel to another big wide open galaxy And much more I think I might keep the abstract white-square-blocks-floating-in-space aesthetics seen in the GIFs. It's not the prettiest thing in the world, but given that this map is obviously not based on a real location and that bright white surfaces tend to go well with space maps, I don't see it as a huge issue. On the other hand, I am open to suggestions on how to make this map look better while still keeping this simple theme.
  27. 5 points
    Minos

    Insurgency

    Found a stash of old Insurgency mod screenshots! Lots of mapcorians worked on this (I can spot @Steppenwolf , @Erratic , @Pericolos0, @Evert, @Xanthi, @Jonny Phive... and I'm sure I'm missing some!) http://thiagoklafke.com/misc/maps/source/Insurgency/ This one is dedicated to @st0lve:
  28. 5 points
    Rump3L

    Freya [Wingman]

    Workshop link Theme setting => snowy, night, scandinavian (most likely Norway) Layout theory: Starts out pretty simple for Ts, upon progressing more possibilities open up. CTs can play this in numerous ways, ranging from a back defense to an offensive chokepoint hold. Connector crossing the middle part of the map provides fast rotates and flanking options for both teams, starting with CTs initially if they choose to hold offensively. Skybox is currently open for the most part. Previous version showed up in the playtest as heavily CT sided despite the number of entrances. The problem was that the site was way too strong to hold from (too many camping spots, a bunch of weird angles for the pushing team, entrances too close to another). CTs were pretty much forced to stay on such a site since they had a hard time holding further away from the objective. Ts had way too much map control right from the start. Uppermost route took way too long and was too exposed to the site. This version tries to address these issues. Thanks for stopping by and also, how does playtesting specifically a wingman map on mapcore work?
  29. 5 points
    [HP]

    Corona Virus

    The vibe inside restaurants opening up again.
  30. 5 points
    AlexM

    PlayStation 5 Reveal

    I may have posted this before but as someone who had to write streaming installers for open world games this harddrive tech is so amazing for me. It would have made something that took me months to do a trivial problem. If I can program a loader system for a game assuming that the PS5's harddrive is the lowest common denominator I can't tell you how much that would make my job easier. The only other thing I would like to see in a console is having one of the processor cores clocked WAY higher than the other cores. This would probably help a lot of smaller indie teams because there's always a cost to properly parallelizing a game/game engine. It would also help AAA developers because ultimately it's a time sink properly parallelizing various subsystems.
  31. 5 points
    Minos

    County

    It looks pretty cool Lizard! Just make whatever you are happy with, it's your own world and your own imagination
  32. 5 points
  33. 5 points
    Peake

    Cumbre (Wingman)

    Just a thread for my SE Discord Wingman Competition Entry 'Cumbre' (Summit). Which is a map based on a cliff edge in a mountain range in mexico where 2 rival cartel members plan to blow up the entrance to the bunker of their rivals. Which is situated inside the grounds of a mansion. In game pictures below:
  34. 5 points
    Radu

    Deathloop - New Arkane Lyon's game

  35. 5 points
    Some screenies of a level I've been working on for HL:Alyx. Assembling this scene would've taken a year in Source 1.
  36. 4 points
    Radu

    Shadow Warrior 3

  37. 4 points
    ElectroSheep

    Mapcore Job Census

    Yesterday was my last day at Ubisoft Montreal. I will be a Level Artist at Reflector Entertainment starting next Monday
  38. 4 points
    One user, @Tynnyri, was banned for flooding a lot of map threads with criticism aimed at proving how much better his map was than any others. If a map had good visuals he would call the layout unoriginal, if it had an original layout he would say the visuals were poorly made and not deserving of praise. He never gave positive or even neutral feedback, and when someone pointed out his criticism was wrong or gave him feedback he would reply dismissing that person. For two months it was hard to post because you knew your thread would be flooded with pointless argument. I think a lot of people saw him as a troll, since his replies would come in within minutes. He clearly was just sitting on the site waiting to argue rather than interpreting any of the criticism that was made against OR by him. I think people debating on the forum is great, but @Tynnyri just made a lot of people be toxic towards each other. On the map feedback side: I think that the core mapcore judges should be required to release their feedback publicly rather than to personal request. I understand that guest judges have other occupations, but the main judges are part of the community and should be invested in helping it grow. The 2018 csmapmakers wingman contest did this for every map, and helped me develop my knowledge as a mapper a lot.
  39. 4 points
    I just uploaded version 2.0 of my first map de_tomb to the workshop. It's been exactly a month since the first version went up. I've completely revamped the map based on playtest feedback. I fixed how dark it was, the narrow paths, and added more routes around the map among other things. Steam page here. Imgur album here. Flythrough video here. Hope you like it!
  40. 4 points
    dux

    Deus Ex's 20th anniversary

    re-installing
  41. 4 points
    [HP]

    Horizon Zero Dawn

  42. 4 points
    Summer Olympics are almost here Bonus pic
  43. 4 points
    Radu

    The Last of Us Part 2

    It's the story that we got and that he specifically wanted to tell, which isn't necessarily a bad thing. But it clearly isn't what the fans of the original wanted. At the end of the day, he's in charge, it's his thing and he can take it in any direction he wants, but I think he should also take into consideration what the expectations of the fans are. And it's also true that you can't make everyone happy and that some expectations are just unrealistic. However, I would say that at some point you have a responsibility to your fans. You have to acknowledge that you are where you are because they've responded positively to what you made in the past. It's a fine line to walk between the thing you want to create and the thing people expect you to make. It doesn't mean that you have to just produce the same thing over and over and over again, but you should be careful with the important details. In this case, it was the relationship between the main characters of the original. Take the Alien series for instance. In Aliens we got a bunch of likeable characters, some of which survive to the end, like Newt and Hicks, which interact in a meaningful way with Ripley. The relationship that develops between Ripley and Newt is very similar to the one between Joel and Ellie in TLOU. Ripley and Joel are both finding a second chance at being a parent after having lost their own child. And people responded positively to that. Now, in Alien III, the first thing that's made clear is that Newt and Hicks have died off-screen... and people that were expecting to see the dynamic between the characters evolve were left being disappointed. Which is understandable. I personally like Alien III, especially the setting, but I can understand where some people are coming from. Funny thing is they could have made Alien III be some sort of spin-off and work without Ripley at all, while making a proper continuation to Aliens.
  44. 4 points
    Roald

    [Wingman] Paro

    I had two playtests, the outcome is - The hostage room is super focused on the cliff side and disconnect from the upper side of the map - The Ts can flank the CTs in the hostage room way too easy To fix these issues - I reduced some paths arround the hostage room and put them in CTs favor, making the 'circulation paths' be longer so its less of a cat and mouse game - Allowed Ts to flank to get to the hostage room by either side, BUT they now have to push far out, expose themself and face risky chokepoints. Each flank route will also allow CTs to carry the hostage more directly and safely to the HR zones. This will probably mean Ts will play a bit more back, giving CTs control of the hostage most of the time and hopefully give them a better oppertunity to carry the hostage to either HR zone. Stragetic wise a CT could always have one player get the hostage and have the other cover/clear one side of the map to clear the way for his teammate. Blocked the tunnel to Cliff: Removed the hole to cliff and added a jumbable window instead, also moved squeaky to the CT entrance to have a soundclue Squaky door on mid is gone New hostage room, being bigger and having the drop down straight into the tunnel and a ladder to get back Other end of the tunnel
  45. 4 points
    DMU222

    Valorant

    Someone actually took the time to put into words the problems with the games maps The only thing I would add is how uncomfortable most of the angles are on these maps. It doesn't feel like there is a good place to aim and I often get shot from off angles that don't really make sense. Maybe its because I am so used to cs, but even in community tests this happens less often than in valorant. It really seems like the games marketing was all about being a competitive esports game, but all the updates they've done since have made the game more and more and more casual to play.
  46. 3 points
    [HP]

    Cyberpunk 2077

    https://flic.kr/s/aHsmP9EKH3
  47. 3 points
    [HP]

    What's going on with your life?

  48. 3 points
    Zarsky

    Cyberpunk 2077

    The polish summer is best spent indoors polishing.
  49. 3 points
    [HP]

    PlayStation 5 Reveal

    Not a fan of the console design, tbh. But, I really dig that controller man! Amazing presentation, just games, games, games. No bs, no fluff, no politics, no corporate activism. Just really, for the most part, high quality looking games, and all brand new too. Them opening with a game released in 2012 (gta v) made me raise an eye brow at first. Horizon does look dope. Pragmata. Resident Evil Village man... gotta respect them doing something crazy fresh again. Death Loop left me intrigued. Little Devil Inside looks fucking great and mysterious too. Oh, almost forgot... Oddworld!! They've been working on it for a while, and I think it's finally really taking shape to be a worthy sequel.
  50. 3 points
    leplubodeslapin

    The random model thread!

    I followed latest BlenderGuru's tutorial series to make a chair and I'm pretty happy, the result is very cool ! And thanks to this tutorial I also wanted to make a table with it And ... well why not make a stylish bench too And I made lowpoly versions of these for fun and ported them over Source 2 for HL:A. They don't fit very well with the game's art thought but it works
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