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Showing content with the highest reputation since 01/19/2020 in Posts

  1. 30 points


    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!
  2. 28 points


  3. 25 points


    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:
  4. 16 points


    @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!
  5. 14 points


    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
  6. 13 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 <<
  7. 10 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
  8. 10 points


    Courtesy of SirThomas, we bring you the Scuba Diving Guards of the Ethos Facility. A custom player model for the Counter Terrorist faction.
  9. 10 points


    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.
  10. 9 points


    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
  11. 9 points


    Posted today one of the last updates before the deadline, check out the Workshop Page Or, just look at this image of A site
  12. 7 points
    There are now six days left to enter this Contest. Some friendly tips: -Upload an early version today to avoid missing the deadline. -You can edit your entry this time around. Be warned: once the deadline passes, judges won’t be asked to overlook problems you may introduce by updating. Double or triple check your updates, run them by your friends to be sure. Have a great final week of preparation!
  13. 7 points


    A wip from inside hangar B
  14. 7 points

    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!
  15. 7 points


    Some detailing I've been doing around A, part 2.
  16. 7 points

    [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.
  17. 5 points

    Half-Life Alyx

    Never too old to pursue what makes you happy
  18. 5 points


    Fun fact: "Safi" in Arabic means "clear" and this screenshot is the embodiment of "clear" visibility and eye relaxation Job well done, and best of luck.
  19. 5 points

    [WIP] Touristas

    Deadline is coming in but I’m making the props! pretty happy with this direction... ignore the prop defect which is fixed now
  20. 5 points

    de_napoli WIP

    unfortunately, i am not able to finish my map due to school i will be finishing it after the competition here are the final results for this competition:
  21. 5 points


    De_Neon is a defuse map set on the rooftop in Las Vegas. When a group of terrorists find out that there is another group in the drug market, their only solution is to 'get rid of them'...
  22. 5 points


    It's been a while since I posted anything, so here's a sneak peak at the current situation. Cutting it pretty close as usual, but I'm gonna make it.
  23. 4 points


    Welcome to Paradise Cave Hotel Cappadocia Released! Steam Workshop Link WARNING! This version is beta version. You can see lots of bugs. KNOWN ISSUES Corner trims have light issue. Some balloons have a animation problem. Optimization Some areas have a visibility leak. Some models wrong position Some areas need clip Interior tv animated texture is not worked. T Spawn tv screen texture wrong scale 3D skybox roads model bad texture Lighting issues
  24. 4 points
    Makes me smile @Radix Obviously you are not an idiot for using Blender. Many wonderful and talented people do. That being said, I am very passionate about making life for Source fun, exciting, robust and powerful inside 3ds Max. Just go scroll through the WW Changelog to see how serious I've been at that for 10 years! (Note the bottom of the page that links to previous version archives... those demonstrate the kind of commitment WW users have been enjoying. Except for a period of several months in 2019 where I was fighting cancer, I have updated WW tools many times every week for many years.) For those that are wanting help with your crunch using WW, feel free to ask for help on the WW Discord channel. I love seeing all the cool ideas people have come to life!
  25. 4 points
  26. 4 points
    Nope, I use Blender and I know several other people who do too. There are literally dozens of us
  27. 4 points

    Exotic Places CS:GO Mapping Contest 2019

    I've always been a little astonished because apparently everyone uses this software (3dsmax) that cost 2k bucks every year. Well, there is this students version, but you may not make money with your stuff then (CS:GO Operations etc.). Am I the only idiot that uses Blender, which is for free and far good enough to make shitty low poly props for CS:GO? What's up with that?
  28. 4 points


    My first 5v5 Defusal map, will be posting updates and pictures soon!
  29. 4 points

    [WIP] Touristas

    working that 3dskybox magic.... note: first full compile for 3d skybox... so twerking to come... need to adjust fog, lighting, polish ect... feeling good aproaching the deadline! Getting better fps than nuke atm and just need to make a few more props, textures... and polish till the cows come home. Im also planning on a name change. Thinking Its going to become de_xenos... which means stranger in greek.... Its shorter and more exotic
  30. 4 points

    Hideout [WIP]

    No, don't do that, it's a waste of memory. The better solution is, instead of doing a big brush for the roof, to make more precise brushes that will follow the walls of your buildings
  31. 4 points

    prop_static Fade Distance engine cost

    The idea is to have very short distance between Start Fade and Fade. The biggest cost is where the prop is in "fading" state so ideally you want to clamp it to short distances if possible.
  32. 4 points


    Ah... I knew I recognized that name somewhere:
  33. 4 points


    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)
  34. 3 points


    OMG this map is LITERALLY unplayable.
  35. 3 points

    Kingpin: Reloaded

    Kingpin was the first game that didnt offer just the two basic multiplayer gamemodes back then - DeathMatch and Capture The Flag. Instead, it also offered Bagman mode. If you dont know what this is, basically you collect weapons around the map to fight with like in deathmatch, but you also collect money from the middle of the map. Both teams have their own bases with a safe. For example in one of the maps, there's a pipe that spits money out time to time. I think it was 5$ each pile. Then you collect the money from the ground, go to your base and gotta open a safe to deposit the money into. The safe operates on a separate switch, so you gotta go to the switch and then to the safe to deposit. You also might want to close your safe from the same switch, because you know, you can also do this to the enemy - go to their base, use the switch and steal money from their safe. If you dont close the safe, it gets easier to steal the money. Alarm also went off if someone did a steal. I think the max mount was 150$ or 200$ that one person can carry, so you couldnt take them all, unless you did a raid with your friends. Also if you kill the money carrier, you can take their bag and return the money to your safe. So the team who had like 500-800$ first, won the game. I played this gamemode a lot. Especially with todays capability of voice chats and such, it works even more better. You can tell someone to open that safe, instead of typing it down to chat fast. More of teamwork and more fun. This game was also the first one of the multiplayer games i played on PC, and it infact got me started on running game servers, which eventually led me into level design.
  36. 3 points

    Half-Life Alyx

  37. 3 points

    Half-Life Alyx

  38. 3 points
    You know when it's time to C R U N C H when your vmf speaks to you:
  39. 3 points


    Some detailing I've been doing near A (updated)
  40. 2 points

    Dying Light 2

    Ideally you want to release before the new generation so you can catch on the market while everyone is buying cheaper previous generations and I think this was the main reason for us and CDP to announce the game in early 2020. But don't take my word for it :D
  41. 2 points

    [WiP] De_Greendome

    Here is the early map layout concept as a sneak peek for what's to come. I've never posted on mapcore before so I wasn't prepared to log the changes as they came, so I'm just going to release the whole thing within the next few days. I'm mostly posting this to ensure my entry isn't ignored, as it looks as if I've abandoned it... But I assure you all, this is not the case. This first image is the initial draft A bit more elaborated with some ideas as to what the ceilings will be... Here is what I settled on, and should give a decent enough idea on what to expect from De_Greendome And finally, some low-quality "cinematic envisioning" of the bottom right portion of the map
  42. 2 points

    Vampire Bloodlines 2

    In case you wanna replay Bloodlines 1 Also, this trailer needs more attention! I knew this game was gonna come out, but now that I've watched the above video, I'm actually pretty hyped. It's got a lot of "immersive sim" genre vibes, which is my favourit genre of games. (FPS RPG with great story) Also, no way on earth this will see a Q1 2020 release, which is actually good I guess, so many good games out these next couple of months. I tried to dig around for more info on this game, and I had to dig deep into a Dev Diary, seems like they passed alpha in late last year. https://steamcommunity.com/games/532790/announcements/detail/1687093048747320602
  43. 2 points

    Dying Light 2

    Video games are fucking hard to make. Tools are getting better, but expectations double on a yearly basis, for both the quality of the products and how well they need to sell. Also, the fact that the new gen of consoles is around the corner, probably has something to do with it too. I think not a single person would be mad about an announcement like this, as long as it's for the developers well being and to also make a better game. The former is what concerns me, we've been seeing a lot of delays lately, and I'm certain the people making these games will crunch for the duration of that delay, and that sucks.
  44. 2 points


    The tank on the playermodel's back looks a bit flat in terms of shade compared to the rest of the model. Other than that, looks great!
  45. 2 points

    Kingpin: Reloaded

    The mood the game created through light looks lost in the "enhanced mode". Still excited to see how this turns out, Kingpin was a wow moment for me as a young teenager. Wobbly Quake 2 Poly's was the real deal then.
  46. 2 points

    [WIP] de_zansort

    Some more WIP detaling (the chances of getting finished in time are getting lower and lower)
  47. 2 points
    Hi all, So I had created my first level some time last year. After quite a lot of positive feedback and an appeite, I decided to create a second one as a Level Design exercise to get a better understanding of Unreal, Level Design and Metroid's Level Design, which is something I very much appreciate. This is just a small portfolio project, it's not going to be released or anything like that. I'll be moving onto new projects now. The assets aren't mine and everything is done in Blueprints. Some things aren't as clean as I had hoped and some things look placeholder. I'm not an artist, nor did I want to spend my time learning something that I'll probably never use again. This was an exercise to better my understanding of all things related to Level Design. I'm quite pleased with how it turned out, it could be better but I've spent too long on it and I'm tired. Cheers! My first level can be found here: https://www.youtube.com/watch?v=H2JLSw2T5LU
  48. 2 points


    Thank you so much for your support Wintrius! It may take a while for a next update. I'm avoiding updating for now while many areas of the map are still "placeholders". But I'll post here when I release newer versions! Nice to see another Brazilian in this post! Thank you for your support Nication! It really is a lot of work! The number of assets never ends and because of that, I am late for the deadline. However, I may release Classified after the contest between March and April if everything goes as planned!!
  49. 2 points

    Kingpin: Reloaded

    I don't disagree. In the Classic, each light is placed with a purpose and with player leading in mind, like a spotlight on top of doorways or corridors. Main pathways have a slighter brighter luminance and it gradients off to darker values towards the corners and non gameplay areas, making it very easy to figure out where to go, not as much in the enhanced it seems like. The lighting seems to be brighter and flatter, and coming from weird angles, there's a lack of gradients and even the characters lost the cool rim lighting of classic. Maybe a little exaggerated to prove my point, but I would do something like this:
  50. 2 points


    Ceiling is a little bit sparse. Tip: Maybe try and flip the image vertically and you'll notice it better
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