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Showing content with the highest reputation since 11/08/2019 in Posts

  1. 26 points
    untor

    Swamp

  2. 22 points
    untor

    Swamp

    new swamp trees set new ivy set
  3. 19 points
    untor

    Swamp

    Swamp Recently, there have been quite a few different publications, but no new spaces have been shown. I was focused on modeling and texturing filling objects, specifically vegetation. This is important, since vegetation plays an important role on this map. What about the gameplay. I try to stick to the original layout. In my opinion, it is quite successful, and now I am only working on the space. On the screenshots, you can see the updated T side, mid and spawn T. The screenshots do not show the final result, but they allow you to understand in which direction I'm moving. What's left: - Middle, CT side, and hangar (connector between bombsites) - Optimization (now in some places there is a drope fps at bombsite A) - The background - Final refinement of timings
  4. 16 points
    grapen

    Everest

    Hey, I've been sculpting corn.
  5. 10 points
    Endritv

    Belgian Coastline - Hostage

    Hey guys Thought i'd take a break from mapping and show you some custom assets and some retextured valve assets for my map. Not all assets are shown here but this should give you an estimate of what to expect. Most assets still need some added textures/decals. Map is based on the belgian coast line. Initially I wanted to do a defusal map, but hostage deserves some love and should fit the theme better. I'm not sure if I will be able to finish the map for the contest, but i'm going to give it a try. Map will use a lot of white textures so readability should be great! Yes, the beach ball does roll! (https://i.imgur.com/vSxof2N.mp4)
  6. 7 points
    neptune

    Cappadocia

    Map Diary 2 Firstly I'm sorry about didn't share anything about map situation. Until November I was trying to developing the map. I got feedbacks about map's layout (Thank you for SE and Mapcore Discord feedbackers) and I fixed feedbacks issues. But lastly I decided redesign layout (reason: some areas optimization problem, timing and some area very advantageous for snipers).Last 2 week I redesign and fixed lots of new layout bugs. Layout Firstly I can share to you old and new layouts. In old layout T have a some vision advantege. Also CT timing to hostage is not well. (Min Arrive time:22 sec. Max. Arrive time:32 sec.) New layout is better than old layout about optimization, timing, balance. (Min arrive time:18 sec Max arrive time: 27 sec.) Screenshots Here some screenshots about Cappadocia. I am very hard working to making sunrise lighting hopefully you will like it. Some models and textures is not ready. therefore i used Dev textures and referance Valve models.Also I didn't start to make detail some rooms so you can see some area empty. I will publish 1 or 2 weeks later this map on Workshop. Until this time I will fixing other bugs and making priority custom models. If you any feedback (layouts, models, lightings, bugs, improvement etc.) please post here.
  7. 7 points
    r.man MMXV

    de_zenith

    The past months we have been fixed every known problems of Zenith. I published the latest update today so at this point I consider this project complete. The detailed lists of fixes can be found under the change notes tab: https://steamcommunity.com/sharedfiles/filedetails/changelog/1855652898 For some extra media content I planned to record progress with moving cameras back in 2016 when our beta series has started. In the end I saved 253 vmf files all together. Each of them were cleaned, optimized (too detailed brushwork because of proxy porps) and received the camera set. The most interesting part of this was to place the cameras and plan their movement in a way so that they won't clip thorugh the walls causing a black screen. (even in the early alphas when the geometry was morphing the most) It's meant to impress as a video first, so if you want to observe the details more don't forget to adjust the playback speed : ) Enjoy!
  8. 6 points
    grapen

    Everest

    I’m just the corn guy
  9. 6 points
    poLemin

    Feast

    More progress: This time I focused mainly on the bomb sites themselves since they felt a little boring and one-dimensional. I added a bunch of cover, especially more half-cover and added a bit of height variation to spice things up a little bit. I also started working on custom art assets, but those are still in heavy WIP. New version is available on the workshop if you'd like to check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=1862725633
  10. 6 points
    KODIAK

    de_zenith

    It really makes me sad to read some of the the comments here to be honest. I think we have been quite transparent with the maps history. But here is the more detailed story: We set out to make a map in 2016 in very different circumstances. Operations were a thing back then, and new maps were included in the game from time to time. In 2017 there was a mapcore contest we thought we might enter as we thought the map might be finished by then. It turned out that we would not be able to finish in time and did not want to rush things. So we continued to work on the map with continuous playtesting (playtests were often streamed btw) and adding visual upgrades. 2018 and 2019 were hectic years for both of us but slowly the map was nearing it's final state that rman was pleased with. As there were no operations in the last few years and not many maps are included in the game anymore the only reason for us to still continue this project was to present a map to the community that is visually pleasing and plays well at the same time. This is when I read about the contest and contacted FMPONE and I asked if it is okay to enter the contest with that background. He said it's okay and that is why we did enter in the first place. So the idea that we were secretly developing a map just to enter it into this mapcore contest is ridiculous. Also I do not know why are we accused of publishing the map under different accounts and hiding projects. The map was always published by rman as he is the one doing the heavy lifting. I merely do the playtesting and was always listed as a contributor.
  11. 6 points
    UNREA1

    [CS:GO] OFFSET_Challenge

    Hey. Me and @birjolaxew have been working on a project for an e-sports organization called Offset and have just released it to the public. Map is called OFFSET_Challenge, and it's one of those course maps where you run and kill AFK bots and try to get the best time possible and flex on your friends. https://steamcommunity.com/sharedfiles/filedetails/?id=1909226147 It's been great working on this, and it gave me an excuse to try things I usually don't have a good enough excuse to work on, like the lobby materialize effect we did: Thanks for checking! Feel free to comment if thats something you like doing.
  12. 5 points
    grapen

    Everest

    Team update: Oskmos was never able to get started on the project due to other commitments, and has for that reason resigned. We wish him the best of luck with Insertion 2. That leaves me to carry on as a solo env artist. I’ve been busy with career things lately, but now I’m back to dedicate my free time to this. Some wild art coming soon!
  13. 5 points
    JonyDrake

    Submerged

    1- Terrorist A main Detailing. 2- Counter Terrorist A Main. 3- B site changes.
  14. 5 points
    JonyDrake

    Submerged

    Jokes aside, Here's a model that I and Deadknife made (Still WIP). It's the engine on B site.
  15. 5 points
    Radu

    Safi

    Update time! Mentioned a few noteworthy ones, but there's been several adjustments in all areas. CT spawn has a new small side area to give players a safer option when rotating. And the double doors entrance to A has been replaced with a more isolated entrance to give CTs playing mid some time to react should the site be taken by Terrorists. Last but not least, the site now has a second entrance through the fort tower that leads to a small upper section. The entrances to A site viewed from above. The site itself has also seen some minor tweaks to allow for better entry and move interesting plays between cover points. T side entry to A site has now been merged with the nearby arches and the platform has been lowered enough to allow for a single jump onto it. Timings have also been adjusted so that Terrorists arrive ahead of CTs and have some time to set up. The area ahead of B site has been further opened to allow Terrorists a longer angle into the choke point from the safety of the pillars. Additional cover as been added near the secondary platform to the left. Timings have also been adjusted for faster access than previous version. Terrorists Spawn is now more open and fluid and features two entry points that merge into mid. The Radar:
  16. 5 points
    That50'sGuy

    [WIP] Dumplington

    Update 5 So yes, it's official. I'm on the team! Some progress has been made on the jewelry store, and the upstairs movie cinema has started progress. The cinema is primarily inspired by the looks of GTA Vice City, I just love that game's atmosphere... Also, those movie posters are all references to maps I'm working on. Thought that would be funny. B-Site has also had progress made, it still needs some proper TV models, but those are coming up! Lastly, the first of a few service corridors has been created. There will be more to come.
  17. 5 points
    MikeGon

    Need help

    Awesome!! Glad you found the sol
  18. 5 points
    Sigma

    The random model thread!

    Beautiful renders there, @Vorontsov . Testing out a new software (EmberGen by JangaFX) below. Just the initial 20 minutes result.
  19. 4 points
    Minos

    Unreal Engine 4

    Personally, I'm pretty excited about this, I'm even getting the itch to go back to Unreal and make a small scene to try this new workflow. I tried Mixer a while ago and it was a pretty interesting workflow, it's a mix of substance and megascans. Sure, people can just drag and drop stuff and call it environment art, but the true artists will be able to leverage this tech and make stuff that just wasn't possible before (or would take forever). This will also make environment art creation much less intimidating for lay people with crazy ideas. The "traditional workflow" is slow as fuck and I can see why so many of my old friends from the CS mapping community couldn't be bothered to learn it and abandoned the hobby altogether. It does feel strange how it's completely free. It's too good of a deal... there must be catch somewhere down the line Anyways, like it or not, this is definitely a new paradigm and I can't wait to see the same desert or forest environments all over Artstation!
  20. 4 points
    Radix

    Mapcore FACEIT Hubs

  21. 4 points
    blackdog

    de_zenith

    I wanted to publicly apologise to your teammate and you. I didn’t intend to criticise your entry rather bring up what to me seems a flaw in the contest rules. I did btw praised the transparency and I must only praise the persistence in working on a project for this long. Also want to clarify that I didn’t say you came up with a cunning plan four years ago to enter today, that’s of course impossible. At first glance it was my impression that you posted maps from the two different workshops –since the map appears on both– I can see it was not the case.
  22. 4 points
    FMPONE

    de_zenith

    This discussion seems to be getting a little, or maybe a lot, off track. This entry confirms to the rules. The only publicly released version prior to our Contest Announcement was a Workshop upload with custom greybox textures. Custom greybox textures do not violate our rules on prior uploaded work. As for criticism of maps posted on Mapcore, I’d like to remind people that there is always a human being on the other end of our forum. Constructive criticism is the central tenet of our forum. If you don’t have anything constructive to say, step away from your computer and go for a walk. Always remember the human being on the other end of your monitor. Thanks. edit: Off-topic posts (arguing about whether the entry conforms to contest rules) will be hidden/removed. If you have any questions, refresh your memory of the Contest Rules.
  23. 4 points
    untor

    Swamp

    Content from unreal for me are a subject of study. So I'm trying to learn from the experience of more professional artists. I do not make a content port, but I create my content based on the result of the study
  24. 4 points
    Ynel

    de_zenith

    I mean.... Yeah, this map wasn't 'released' to the public (only some playtest videos), but this map was almost done in January... And that was a long time ago, not sure how I feel about it, becosue you had so much more time, for everything... It just simply wasn't out in the workshop. (And they started working on it, in decembot of 2015 ) And don't get me wrong, what you did, is absolutely stunning, and you deserve to win this competition, it just feels unfair.
  25. 3 points
    csWaldo

    Exotic Places CS:GO Mapping Contest 2019

    This argument would hold more weight if a single person complaining about zenith was actually impacted by it. The rules encourages older projects to be picked up and finished, which is a good thing imo and 8 months is enough for anyone to make a contest winning map. If you can't, then you should probably use this opportunity to practice rather than to tear down other peoples work.
  26. 3 points
    You can call it whatever you want, we have to do the work of designing objective rules. These are the ones we came up with. If you don't like the rules, there is no pressure to enter the Contest. Every Contest will have different goals, rules, etc. We want to provide additional encouragement to the mapping community. Sometimes people will spend a long time polishing something where, they may have been better off starting from scratch. Other times, they had something sitting around that was worth re-visiting. Both situations provide value to the community, and thus far the only winners of our Contests have been works started from scratch during the Contest. As long as entries conform to the rules, as written, we will not disqualify them. It's really that simple.
  27. 3 points
    Terri

    Exotic Places CS:GO Mapping Contest 2019

    There's a similar discussion on every contest, just don't worry about it, maybe focus on actually making a level instead.
  28. 3 points
    This summarizes my thinking. The problem with saying “you have to start from scratch for this contest” is that there is no way to enforce that. Someone could enter the contest with a near complete map which was never released or shown publicly and say “I built this in one day”. So, there is no magically getting around this problem. We would all know that’s BS but there would be no way to enforce it because as you point out, we’re not the CIA. We created objective standards so that we can apply a set of rules to them (no maps which were publicly released in a condition further than greybox).
  29. 3 points
    DazRave

    de_zenith

    As much as this map is absolutely incredible, like seriously amazing with a timelapse to-boot, I agree with @Ynel.
  30. 2 points
    Zarsky

    Unreal Engine 4

  31. 2 points
    JonyDrake

    Submerged

    Tar radar broke a little on my side, but here are some of the layout changes.
  32. 2 points
    That50'sGuy

    What's going on with your life?

    So after 6 months of constant searching, I've landed a job interview! Wish me luck, because my little brother won't stop asking me to go bowling, yet I can't afford it .
  33. 2 points
    Buddy

    Unreal Engine 4

    They did nuke value of stock content and content creation all the way down to zero with this unfortunately. But hey, great for users right
  34. 2 points
    Beck

    Unreal Engine 4

    Epic's acquired Quixel and is bringing their megascans library to UE users for free. https://www.unrealengine.com/en-US/blog/unreal-engine-4-24-to-ship-with-free-quixel-megascans-unreal-studio-features-and-more Not available just yet, but in the mean time they released 10 packs on the UE Marketplace: https://www.unrealengine.com/marketplace/en-US/profile/Quixel+Megascans
  35. 2 points
    I don't necessarily think that you need to catch every attempt at cheating. I do think that there needs to be a commonly agreed upon idea of what is allowed to enter the competition. In this case the rules obviously do not match what most people expect that to be. As you can see from de_zenith, the devs have been very open about how long the map has in development for. As far as I can see, there's no attempt at cheating - it's simply a case of them thinking that entering the map is fine (because the rules says so), while most other people think that it is not (because it has a huge advantage). This disagreement needs to be cleared up - it all depends on what the official reaction to the fact that people can cheat is; you can choose to stand strong on what you consider ok, at the cost of illegitimately gaining an advantage still being possible, or you can choose to redefine the competition so that what was previously an illegitimately gained advantage is now within the rules despite it still being morally questionable. In this case it seems that you've gone with the latter. I personally think that most people can be trusted to not cheat, because most people don't like doing things they see as wrong or immoral. Combined with the fact that it's a pretty big effort to conceal a map in the hopes of it being valid for an upcoming contest, and I'd wager that - if it is made clear that doing this is considered not acceptable - cheating of this kind would be close to a non-issue. That does not apply if the "cheaters" feel that it is ok because the rules state that it is. I very much doubt that the de_zenith developers would've tried to hide how long the map has been in development for even if that made the map ineligible. I do not agree with the idea of redefining what is ok just because it is difficult to catch people. This seems a bit like if the speedrun community decided to allow segmented runs on all leaderboards, just because splicing can (and has) happened.
  36. 2 points
  37. 2 points
    I understand your concerns. But I don't think that there is an actual alternative for "rule 4". The contest is NOT about who can create the best map in ~8 months. Mapcore is holding this contest to encourage people to create/finish maps and so that some maps get a little more attention. If you really expect that everybody starts from zero when the contest starts, you can just forget it. Because nobody (except some hackers and intelligence agencies ) can control what's going on the hard disks of people. People can easily keep finished maps secret until a contest starts. The only way to avoid this would be to have a very limited theme (something like "snowy castle" and NOT something open like "exotic places"). But this would have the consequence that very few people would participate in the contest. Because nowadays most people need something like 2 years or more to create a new map. So just accept it, or we won't have any contests ever again.
  38. 2 points
    csWaldo

    de_zenith

    Not sure what any of this has to do with the theme of the contest. Yeah, a really specific theme would have made less already in the works ideas eligible. So what? If the theme was more specific and this map happened to fit that theme, would that be ok because it was less likely? By your logic the way it currently is would be even more fair than a specific theme. If pretty much any map can be entered, then we all have the option to use our old ideas. It's not much of an advantage anyways. Everyone gets enough time to make a completely new, winning map from scratch. This is entirely down to the rules and they allow previously worked on maps by design. It'd be pretty much impossible to check whether a map had been in development or not. Right now the rules make it really easy to disqualify a map that had been largely finished already while still allowing older WIP projects in. I think this is much better than making it about who was able to hide their old projects best, just to be able to submit them here. There's a point to be made about the time lapse in this post. Clearly the map had pretty advanced art before the start of the contest, even if it hadn't been published. I wouldn't worry about it though. Anyone who deserves top 10 will get there, with this map in the contest or not. You probably don't have to worry about it stealing your spot.
  39. 2 points
    Vaya

    de_zenith

    This map has no advantage over any other in the contest; It's not like making a map has 'stretch goals' or anything. These guys need the next 3 months to refine what they have.
  40. 2 points
    JemZupe

    [WIP] Golden

    Hello, This is my new map for contest. Set in Dubai, a city in the United Arab Emirates. Link to CS:GO Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1907953746 On Steam I'm just "JZ".
  41. 2 points
    Interfearance

    Project A

    The art displayed is harmonious with those of the South East Asian cash cow games that sporadically appear all over the place (nexon, black squad, CS clones, etc.) Also did anyone get the overwhelming feeling that shotguns won't work like they do in the vid?
  42. 2 points
    Radu

    Black Mirror

  43. 2 points
    JackT

    Gongji

    WIP image of B. Ground texture will be subject to change.
  44. 2 points
    DeadKnife

    Submerged

    He does indeed
  45. 2 points
    Ynel

    Submerged

    @JonyDrake You really seem to elevate this map! Nice work so far!
  46. 2 points
    JonyDrake

    Submerged

    B site and CT spawn changes
  47. 2 points
    Hi, I asked yanzl, it should be fine as long as you give credit.
  48. 2 points
    Radu

    Safi

    Also, finally got my radar done properly
  49. 2 points
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