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Showing content with the highest reputation since 12/29/2019 in Posts

  1. 55 points
    Lizard

    Chlorine

    Info: Hello everyone! For the last few months me and @Thewhaleman have been working on our contest map called Chlorine. This defusal map is set in a recently closed and abandoned aztec themed waterpark. The map includes areas that support a variety of strategies and play styles to accommodate every type of player. My goal with this map was to create a dynamic gameplay space that allows players to execute a variety of different strategies. Chlorine features two bombsite that are distinct from each other in terms of gameplay style as well as visual direction. Bombsite A is located in the outside area of the waterpark, thus is more open and allows for more complex strategies. Bombsite B features more straight forward approach, being located inside a temple that almost acts as a movie set imitating a night settings with a starry sky. Overview of the map: Screenshots: Workshop link
  2. 36 points
    Squad

    Everest

  3. 33 points
    untor

    Swamp

    Every night - compiling Every day - found some issues and bugs Soon we can play - every night and every day! New radar and some new screens from spawns and bombsite B!
  4. 33 points
    Squad

    Everest

    I haven't been very active in this topic so far, that will probably change in the coming weeks Recently @grapen remade the skybox.
  5. 31 points
    JimWood

    Mutiny

    Mutiny has been officially released! Check it out on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1978052734 If you're interested in seeing some in-depth information about the map along with an interactive map, take a look here: http://jimwood.co.uk/mutiny We've also added a trailer, check it out below! Finally, here's a couple of the screenshots shown on the website:
  6. 30 points
    Radu

    Safi

  7. 30 points
    untor

    Swamp

  8. 23 points
    untor

    Swamp

    Welcome to the outskirts of Louisiana! A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over. However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill. Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature. SUBSCRIBE AND PLAY! Screens under spoiler
  9. 23 points
    Quotingmc

    cs_ivory

    @Quadratic and I are in full-on crunch mode pushing to get Ivory in the best possible state before the deadline and I am very pleased with what has been achieved thus far. Here are a few of the last screenshots before the final release!
  10. 19 points
    mr.P

    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
  11. 19 points
    Edude

    Classified

    It's been a while since I last posted on this topic and I'm really enjoying how the map looks right now but realizing the number of assets that still needs to be done brought me some concern and discouragement. I like to think of problems like these as obstacles designers must face in order to make really good levels, but in this case, I still have to do a lot to get to the minimum. Classified may not be completed on time for the competition, however, I will continue with the project and with more updates on the topic in case I manage to release an acceptable version on the final day! The screenshot below puts in a good perspective what still needs to be done to have at least an interesting version at the end, that would probably still need a lot of polishment... I will see how the next days go and leave more updates soon!
  12. 18 points
    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 <<
  13. 18 points
    Slimek

    Bregov

    Bomb defusal map set in a coastal town in Bulgaria made by me and @KlixX. Reference: Layout history: The current version of the layout isn't publicly available at the moment. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1721338314 (not updated) We are currently working on the art pass. Expect more screenshots soon.
  14. 17 points
    Quotingmc

    cs_ivory

    I am happy to announce Ivory now has a publicly available release candidate which can be downloaded from the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1961184536 We will continue to make final adjustments in the coming days; good luck to everyone submitting an entry to the contest!
  15. 17 points
    Squidski

    Gongji

    Hey guys, I just realized that it's been a while since I've updated this. Just to let you know, we are still working hard and plan to have at least something by the contest deadline. Here are some images
  16. 16 points
    mr.P

    Graveyard

    Almost ready, until then some more wips...
  17. 16 points
    spa

    Rampart

    Final release: Workshop Version
  18. 15 points
    Slimek

    Bregov

    A sneak peek at A site (from CT entrance).
  19. 15 points
    poLemin

    Feast

    Can you feel the crunch?!
  20. 15 points
    Edude

    Classified

    There is still so much work to do, but things are starting to take shape. This first art pass will still take a long time to finish but I'm enjoying the results so far! I will focus on detailing the entire map as quickly as I can to have something concrete for the deadline. If I manage to finish everything (detailing, optimization, general polishing) I start a second art pass with more refinement.
  21. 14 points
    mr.P

    Graveyard

    All interiors are made with the modular Nuke assets, this is how it looks with/without: This is one of the refs I've used, In contrast to the organic exterior the interior is made up of vertical and horizontal lines with splashes of color
  22. 14 points
    Squidski

    Gongji

    With just over 2 weeks left, I figured I'd show off some areas/angles that haven't gotten a lot of love recently (train cars will have windows don't worry)
  23. 14 points
    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.
  24. 14 points
    will2k

    [Dying Light] A NEW HOPE

    A New Hope Overview A full-fledged custom single player campaign that ties in to the original story of the main game. It will see the main protagonist, Kyle Crane, leaving the City for the countryside to search for a specific elusive medicinal herb with the help of the locals, and bring it back to Dr. Camden who believes it could be the cure to the Harran Virus. This campaign is a one man show as I've done everything myself: level design, environment art/detailing, story creation, scripting, quest design, custom dialog, custom audio, custom materials/textures, custom foliage systems, custom brushes for terrain painting/sculpting, lighting, manual nav mesh tuning, scripted NPCs… Interesting facts and features 2 main storyline quests, 8 big side quests, 1 parkour timed-challenge, and 1 quarantine zone challenge Approximate gameplay time 4-6+ hrs depending on play style More than 1400 lines of quest script 400+ lines of dialogue and player monologue with custom dialogue audio (make sure subtitles are on) Custom original storyline that ties into the main game and its expansion Custom notes and messages to further enhance backstory and gameplay Proper rewards for each quest (XP, cash, items, weapons...) Vast open world, free to explore (1km+) Plenty of areas to explore and loot, with secrets, points of interest, notes, Easter eggs, crafting blueprints, weapons... Random events to embellish gameplay (air drops, helping friendly NPCs against biters, virals, goons, demolishers, Rais patrols, and more) Fast travel through the tunnels/sewers system once the whole map is unlocked and accessible Scripted NPCs to interact and chat with Boss fights Custom textures and terrain brushes Custom AI presets Full day/night cycle with unlockable safehouses and shops/traders/quartermaster Weather effects during certain events in the quests Game music/soundtrack fully used for general ambience and tense/fight sequences Manually tuned nav mesh to allow the AI to accurately track and hound the player Intro movie fully animated in first person perspective to keep player immersion Thanks to everyone who offered feedback, cheers, and general support during the 2-year lifespan of this massive project; truly appreciate it. To view the evolution and progress of the campaign in those 2 years, check the work-in-progress (WIP) thread Will2k December 30, 2019 https://steamcommunity.com/sharedfiles/filedetails/?id=1952916767 Screenshots
  25. 14 points
    I think I lost my brain and soul, but it is done. I have made a workshop collection of all entries to the 2019 mapcore mapping contest. Not all topics had a workshop link or could be found on the workshop, so if yours is missing just ping me https://steamcommunity.com/sharedfiles/filedetails/?id=1950169391
  26. 13 points
    Oliver

    Throttle

    Ceiling is a little bit sparse. Tip: Maybe try and flip the image vertically and you'll notice it better
  27. 13 points
    New project (very early WIP)
  28. 13 points
    Edude

    Classified

    NEW SCREENSHOTS! Detailing the map is always the best part and as I go through this process I see how many things still need to be done. I'm busy this month and because of that, I won't be able to finish Classified before the deadline. I believe it will be ready between March and April for a Steam Workshop release! Good luck to all mappers who are still working on their projects. I will continue to post updates on this topic as the map gets ready! See ya!
  29. 13 points
    neptune

    Cappadocia

    3D Skybox Included lots of fairy chimneys, cliff,roads,balloons and Uchisar Castle (hotels already modeling) All balloons are animated and very low poly.
  30. 11 points
    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
  31. 11 points
    CSGOJOHNMADDEN

    {WIP}DE_ONE

    DE_ONE has been officially released! Layout: Check it out on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1979106036 A trailer was made as well, check it out below! Everyone else should just stop because you know you haven't a chance for this map
  32. 11 points
    JonyDrake

    Submerged

    Submerged is not OVER, we're probably not going to make it to the end of the contest in time, but we'll do our best. Some progress we've done. (doesn't have any textures yet, it's there to test proportions)
  33. 11 points
    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.
  34. 11 points
  35. 10 points
    Squidski

    Gongji

    Posted today one of the last updates before the deadline, check out the Workshop Page Or, just look at this image of A site
  36. 10 points
    JonyDrake

    Submerged

    Courtesy of SirThomas, we bring you the Scuba Diving Guards of the Ethos Facility. A custom player model for the Counter Terrorist faction.
  37. 10 points
    Radu

    Safi

    Never doing a spiral stairways inside cylinder for a competitive game EVER AGAIN, but with that being said - the hardest part about the level is pretty much covered. All the fort geo is on grid, stairway is clipped and first art pass on it is more or less done. Gonna tackle the underground tunnel tomorrow.
  38. 10 points
    Zanek184

    Hideout [WIP]

    More progress, I guess. I've detailed around 65-70% of the map with a month left! I'm trying to finish this project on time, or at least get it to a playable state
  39. 9 points
    JimWood

    Mutiny

    We just released an update for Mutiny, mainly focusing on frame rates and clipping improvements, but there are lots of other minor changes too. Check them out! https://steamcommunity.com/sharedfiles/filedetails/?id=1978052734
  40. 9 points
    WAve

    Abandoned

    A small, "classic-style" defuse map with a simple, traditional layout. Set in a lost Central American city, Abandoned sees the Leet Crew attempting the destroy any evidence of their presence in a last-ditch effort before the Coalition Taskforce can apprehend them. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1972734041 Radar Screenshots
  41. 9 points
    fewseb

    de_grotto [WIP]

    Ive updated the beta version today, there will hopefully be a playtest soon. B side is lagging behind visually but other then that I think its come a long way in a short time span. https://steamcommunity.com/sharedfiles/filedetails/?id=1915402320 B site A site Middle CT spawn T Spawn Current Overview
  42. 9 points
    Ringel

    [CSGO] cs_wetland

    Steam Workshop: cs_wetland What is cs_wetland? -> A fun to play lovely atmospheric delightful hostage rescue foggylicious csgo map with a new kind of gameplay! You like to jump down bridges and cliffs? Then this map is for you! You want something innovative and new. Try cs_wetland! The disadvantage of this "new" fog gameplay: Your screenshots doesn't show much and it looks like you can't see far enough. I started this map two weeks ago (28.12.2019) almost from scratch. Nine days of development and two lazy no work sundays. So not even 100 hours of work, but very close! All I had was a fog test map of mine with one prop, three walls, a T and CT spawn, the env_fog_controller and a custom made skytexture (just one color). And the setting from a very short dream. A fog map was something I really wanted to do for a long time. And now it was the time. One great advantage of this fog map is the visability. You only see 722 units far but the playermodels stand out well. My next fog map - if I make one - will be with a higher distance for better sniper gameplay. But for this map 722 units is fine. More advantages: You are able to do very long paths without the need to block the vision for the player. It allows you to create a new kind of gameplay. And you don't have to think that much about the performance. Because of the "Far Z Clip Plane" provided by the env_fog_controller. Anything beyond the clip plane will not be rendered. No need to set prop fade out and create "hint and skip"s. Great! It was a short new experience. Reference images: I tried to use reference images and kind of failed. I started to search for wooden walkways in wetland like those two. number one and two -> Was useful. And I wanted to create a modern house and I found this: clicky click click -> It has somethin in common with my house placed inside the rock next to the T-spawn. But ingame you can hardly see it. I also wanted to do a modern wooden house. After looking at a few images on google I gave up and made my very own house. None of the images I looked at had something in common with it. -> The search for reference images was over. Everything else from cs_wetland was made without any other reference.All I need is beeing patient. Ideas will pop up whenether I stop to think of how to do things. They are like gifts. You can't force them you got to wait for them and then accept them. While developing cs_tori I waisted time by try to force new ideas. It does not work. This time I took a short break or worked on something I knew how to do instead of trying hard. And it worked very well. I mean I developed the whole map in nine days of work. Developing maps is more than a simple hobby for me. I don't do it for pleasure. I use it to express myself. It just happens naturally. Automatically and subconcious. I did not knew that until a few days ago. And it seams like using reference images don't fit into what I want to express. All of my maps have something personal and they also say something about myself. Well they said something about me and my circumstances at the time I created them.
  43. 8 points
    Radu

    Half-Life Alyx

    Never too old to pursue what makes you happy
  44. 8 points
    mr.P

    Graveyard

    A wip from inside hangar B
  45. 8 points
    JackT

    Gongji

    Just a bit of an update. Go and check it out people. https://steamcommunity.com/sharedfiles/filedetails/?id=1930485028 A Site: https://imgsli.com/MTA4NzM B Site: https://imgsli.com/MTA4NzQ Back of A: https://imgsli.com/MTA4NzU
  46. 8 points
    poLemin

    Feast

  47. 7 points
    Working on a new environment
  48. 7 points
    Zanek184

    Hideout [WIP]

    Here are some of the final pictures that I have for you guys. I think I might JUST finish the playable space before the deadline, but I've got doubts about that. The map is currently not as polished as I want it to be, but I'm mostly happy with what I've got in my hand for now. This is the final push!
  49. 7 points
    JonyDrake

    Submerged

    Some detailing I've been doing around A, part 2.
  50. 7 points
    daniel00266

    [WIP] de_Minesite

    Hey guys I think I won’t be able to finish my map in time because of school and lack of free time. I didn’t update this thread because i wanted it to be a surprise. I’ve finished about 50% of the map but I won’t make it in time. I’ve attached a screenshot of A site so you know how it looks right now. I’m really sad that I won’t be able to join you. Good luck to everyone btw.
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