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Showing content with the highest reputation since 11/13/2018 in Posts

  1. 45 points
    Squad

    [Wingman] Turnpike

    My entry for the Wingman contest. Still a bit rough in some places, but it's time to wrap it up for now. Workshop link Credits to @Yanzl for the majority of custom props and materials (and for some last-minute assistance in tweaking vmt's for nighttime setting) and to @Skybex and @Rick_D for a few other props and materials.
  2. 39 points
    Terri

    WIP in WIP, post your level screenshots!

    I haven't posted any of my work here in.. ages. Here are some scenes I worked on in 2018 and some of this year: (Unity) Underground station (Unity) Winter Lake House for VRChat
  3. 38 points
    FMPONE

    Exotic Places CS:GO Mapping Contest 2019

    Mapcore is now holding a Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT! Mapcore's Veteran Judges will be joined by CS:GO Guest Experts on CS maps, such as Pimp, Moses, The WarOwl, LAUNDERS, adreN, DDK, James Bardolph, and Anders Blume! How to Enter the Exotic Places Mapping Contest Post a "Work In Progress" thread in Mapcore’s Official Event Forum! When you're ready, update your WIP thread with a link to your playable map's Steam Workshop page. Your thread + playable map constitutes your entry to this contest! Submission Deadline Your playable map must be entered by February 1, 2020 at 11:59 Eastern Standard Time (EST). Judging Procedure Mapcore Judges FMPONE -- @FMPONE Puddy -- @puddpuddpudd TopHattWaffle -- @TopHattWaffle Guest Experts Pimp -- @Pimp_CSGO adreN -- @adreN_Hoag Anders Blume -- @OnFireAnders James Bardolph -- @jamesbardolph Daniel "DDK" Kapadia -- @ddkesports Jason "Moses" O'Toole -- @OnFireMoses WarOwl -- @TheWarOwl Launders -- @launders Mapcore will announce Contest Finalists on February 10, 2020 To determine 10 Finalist maps, Mapcore Judges will rate Contest maps according to the following 100 point criteria, with any ties broken by our Guest Experts: 25 points: Fun Factor (how well-designed is the map) 25 points: Originality + Relevance to the "Exotic Places" Theme (Exotic meaning it's normal definition as well as "locations seen infrequently in CS:GO") 25 points: Visual Presentation (how aesthetically pleasing and sophisticated is the map) 25 points: Overall Polish (bug-free maps; maps with Soundscapes; maps which run smoothly; other determinations relating to quality) Finalist mappers will then have one month to make changes based on community feedback. Top 4 Contest maps and the Grand Prize Winner will be declared on March 16, 2020 After March 10, 2020 Mapcore Judges and Guest Experts will rate every finalist map according to the same 100 point criteria above (Fun Factor, Originality/Thematic Presentation, Visuals, Overall Polish), with any ties broken by Guest Judge Anders Blume. Mapcore will then declare the Top 4 Contest maps and our Grand Prize Winner! Contest Prizes Top 4 Contest Maps receive: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($7,500 for First place; $4,500 for Second place; $2,000 for Third place; $1,000 for Fourth place) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) Contest Rules Entry into this Contest is free of charge for all. Your entry must be a playable map for the PC version of Counter-Strike: Global Offensive. Remakes (maps of the same name and design of an existing map released for public download), sequels (e.g. de_dust3), and spiritual successors (new name for an old design layout) can NOT be entered. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and any non-greybox art) was not released for public download. Map entries must be submitted to the CS:GO Steam Workshop AND our Mapcore Contest sub-forum before the deadline. Map authors are free to share their map on any other websites or services they wish, however the map must remain free to download. Multiple map entries are permitted, however each entry will be judged for its own particular quality. Map entries created by teams are permitted, however entrants will have to agree how to split any prizes awarded prior to prize claim and dispatch. Mapcore encourages entrants NOT to update your Workshop map after the deadline. Entries will not be disqualified if updated, but entrants assume the risk of introducing bugs/glitches into their work. Judges will not be asked to overlook such bugs/glitches, so we recommend "finalizing" a polished version of your project before the deadline in order to “put your best foot forward”. Mapcore forum rules must be obeyed. All custom textures, models, etc. must be embedded into the map's .bsp file (FREE TUTORIAL AND TOOL). Assets must also comply with Steam Workshop guidelines. Map authors must be able to accept cash payments. Winners of hardware or physical products will be required to provide a valid shipping address. Judges, Experts, and individuals associated with organizing this contest CANNOT enter, nor provide material assistance to map entrants. If a Finalist entry is disqualified due to violation of ANY of these rules, all applicable winnings will be directed to the next highest-rated map. Void where prohibited. Contest Eligibility 1. Participant eligibility: This Contest is open to any individual, or teams of individuals, provided they comply with the following: Participants must not be an Employee or Official Staff Member of the “Organizer” (Mapcore) or “Sponsors” (FACEIT). Participants must not have taken part in the judging, or official announcement of this Contest. Participants must not be a direct relative, spouse, or direct employee of any of the above. If a Contest Judge has previously published a CS:GO level with a participant, that Judge will be fully disqualified from scoring any entry by that person. In place of the disqualified Judge's score, the entire panel of Guest Judges will be asked to rate the entry, and their rating will then be averaged. 2. Legal Age: This Contest is open to any individuals who meet the above “participant eligibility” criteria. In the event that a participant who has not reached the legal age in his/her state wins one or more prizes, he/she must provide contact details for the legal guardian who will claim the prize(s). Prize Disclaimer FACEIT will be providing Prize revenue. Mapcore assumes no responsibility. THANK YOU to our AMAZING COMMUNITY! And to our INCREDIBLE Sponsor: https://twitter.com/FACEIT
  4. 34 points
    jd40

    Incline

    Update: No longer working on this map as of september. I may continue working on it some time after the contest. My contest map will be set on a hill with a cable car station. Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition. The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
  5. 34 points
    mr.P

    Graveyard

    Some progress, all screen grabs are taken outside of the playable area... T spawn by the cars, the broken elevator serves as entry point to the main hangar The stern, backside of the map with a ramp leading up to a objective, propellers will be added later Ct spawn, starboard side, defenders start on the elevator with instant access to the hangar
  6. 34 points
    Roald

    Anubis

    It was a bit of a struggle, but finally there is a playable graybox! I requested a Mapcore playtest for thursday 27 june. Check it out on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1774025500
  7. 33 points
    untor

    Swamp

    First concept scene from the Swamp map. Layout is still in development. As soon as we finish the first stage of the layout development, we will try to conduct a public test.
  8. 33 points
    Mocherad

    De_Dust 2 in low poly style

    This level was created for PolyStrike, more you can check here - https://www.mocherad.com/polystrike Ohh 5 mb file limit, other screenshots you can find on my AT submitted work - Artstation
  9. 33 points
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Hey guys, happy new year Between 2 diapers, I try to find some time for this map, I'm making good progress I guess ^^ Here is the progress on the T spawn :
  10. 33 points
    OrnateBaboon

    [CS:GO][WIP] Trailerpark

    More WIP images. A beach area and another vehicle. The beach is the CT spawn, and the new vehicle area is the T spawn. Much of the detail from these parts will be coming from the 3dsky, which is still under construction.
  11. 30 points
    grapen

    Everest

    Myself, @Squad and @Oskmos are taking you on a trip to this exotic place: Everest is merely the working name. Final name tbd.
  12. 30 points
    esspho

    anchor

    Here is a link to the workshop and some screenshots. https://steamcommunity.com/sharedfiles/filedetails/?id=1807037033 bombsite A bombsite B middle t spawn ct spawn Let me know, if you got any kind of feedback.
  13. 29 points
    JimWood

    Mutiny

    Ahoy! Mutiny is a defusal map created by TanookiSuit3, Huvaligen and myself. Pirates have swarmed the island to find and retrieve some long lost treasure. The map is situated in an old pirate town, with a huge tomb close by. Here's some links to before/after image sliders for T Spawn: Before/After - T Spawn Before/After - T to Mid Some more images:
  14. 29 points
    Vaya

    Turbulence

    terri is making rocks. I think they are nice.
  15. 29 points
    i'm working on a awp map, with my favorite combination: sea, sunset, flowers, rocks (no freaking crates !)
  16. 29 points
    Yanzl

    [decompiled] dz_blacksite | dz_sirocco

    Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. Removing $alphatest from the material or adding $translucent First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp. Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too. The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.
  17. 29 points
    OrnateBaboon

    [CS:GO][WIP] Trailerpark

    Blackdog - yeah, using cs_concert assets for the instruments. Some more vehicles, and a bit of a top down of the area. I included some WIP pics of the 3d sky, and the door that RZL mentioned. Skybex is currently optimising the trees, and working on more vehicles.
  18. 28 points
    Some progress on my map Anubis
  19. 28 points
    jd40

    WIP in WIP, post your level screenshots!

    My wingman map that's going on hold for the exotic contest. Had a modular set and everything
  20. 27 points
    untor

    Swamp

    I heard that in the swamps people often disappear. I will be excited if you disappear in my swamp. A lot of work and a lot of things I want to do, before the first public playtest.
  21. 27 points
    Hello Mapcore peeps, it's ya boi Horse Strangler aka BananaSandbags aka BillGatesFan69. Been working on this one for around two years now with the talented folks over at Gunfire Games. The game releases tonight (at the time of writing this post). Darksiders 3 is a Adventure/RPG hack and slash. A lot of the art here focused on a semi-stylized PBR look. It's not quite Blizzard hand painterly, but it's seen a lot of inspiration from it. Was a fun time transitioning that look and style to a pbr heavy engine like UE4. I plan to do a writieup of some of the interesting art challenges we faced working on the game for the site in the near future, so keep an eye out for that one!
  22. 27 points
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Hellow there ! I'm now reworking the main castle / B site, starting by remaking some new materials. Also welcome some BlackSite rocks, because I was lazy making some new ones ^^ I made some progress on the A site as well
  23. 27 points
    1987 https://www.artstation.com/artwork/balOxE
  24. 26 points
    untor

    Swamp

  25. 26 points
    Roald

    Anubis

    The point of no return Hello Mapcorians I am about to write stuff down that was a lesson for me and could be a lesson for others aswell. You may skip the text and check out the new screenshots or give some time to give this a read. For those who followed my progress could have noticed I started off big. I wanted to put in alot of art ideas right from the start and focus on the asthetics of the map already. The reason why is simply because Enviorment Art is the lesser thing I like to do, so why not work on it during the Level Design progress. I knew I was going to take a risk, but I just wanted to try and take it and see how this work out for me. At first it started out great, I had a clear vision of what I want, but afther a few playtests I had to change stuff in the layout I kinda wanted to hold on to. I did so and done 'minor' changes to fix certain things, but not enough to make it succesfull for the next playtest. During this progress I think I had 5 playtests in total with each time a small improvement, but not the way I wanted it to be. It was very hard to keep things in Hammer organised since I started off the wrong foot and put in so many details on such a small grid, it was a pain in the ass to rework it. I ended up frustrated by reworking whole areas, but still didn't fixed the issue of my workspace becoming a mess on most parts of the map. Afther the previous two playtests I decided to rework the entire map and that's what I did. I went back to graybox and reblocked some of the geometry in Hammer and cleaned it all by using a overall larger grid and less unnessecary details. I decided to do some big changes and reworked B entirly, midle and T spawn. The map still needs to be playtested, but atleast I broke the barrier to sacrifice the art, to keep more focused on the gameplay. It wasn't all for nothing though. I think its not bad to put in extra time and details on important areas like the bombsites to work with more natural cover and corners, atleast thats the way I like my maps instead of a square site with a bunch of crates Momo has not much time, if there is a great enviorment artist who can make custom assets, then please hit me up! My goal is to start on the enviorment during september.
  26. 26 points
    michal3210

    [CS:GO] dz_junglety (Danger Zone)

    Map is released! Every feedback will be appreciated! https://steamcommunity.com/sharedfiles/filedetails/?id=1813326589 Hey, I'm working alone on one of the biggest projects in my life! I'm trying to make danger zone map. I want to show you some my work! My idea is tropical style, I haven't seen similar style in CS:GO yet. On the map you will be able to explore a lot of regions: beaches, tropical villages, bamboo platform, cliffs, and planning also some caves and more! I realize, that there probably will be a lot of bugs, because It's very hard to make huge danger zone map without bugs, so I'm really looking for testers, if someone is interested in, just invite me on steam. Models and textures some are self-made, and some I Have bought on sites with models Here's some screenshots from some map regions PS: I don't know if Valve support this mode already, but I love making open worlds! and I wanted to try myself.
  27. 26 points
    csWaldo

    [CSGO] Victoria

    I've spent some time making assets and I think I'm starting to get the hang of it. It's far from finished, but a lot of the major assets for the galleria are now made and in place, so here are a few update screenshots. Please let me know what you think
  28. 25 points
    FMPONE

    DE_CACHE (new version)

    DE_CACHE by FMPONE and Volcano A bomb defusal map set around Chernobyl. Terrorists are bent on destroying the evidence of a massive weapons-cache in the shadows of Chernobyl. THANK YOU TO THE FOLLOWING (amazing) PEOPLE!: MAPCORE.ORG, Robert Yang, Lenz Monath (penE) +++ Comparison Sliders: FMPONE.com/cache +++ +++ +++
  29. 25 points
    untor

    Swamp

  30. 25 points
    mr.P

    Graveyard

    ...time has past since the events near Suez Canal at 2026, under the scorching sun on a sea of sand lies the remains of the king-class warship USS Carry. Download here: https://steamcommunity.com/sharedfiles/filedetails/?id=1833955880 Alpha 4 overview, slightly out of date compared to the Steam Workshop version
  31. 25 points
    Vaya

    Turbulence

    Mid currently doesn't have a bridge but A long does (with losttemple vibes) I've been watching indiana jones for inspiration here, put it that way. A little concept art for A site Terri did which I love -
  32. 25 points
    Faber

    De_chlore (Wingman

    Hello to all the members of the Mapcore forum Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1623993297 I am a beginner both on the forum and in creating maps for the CS GO I ask your attention to my first work, maps for the wingman mode This map is located in Iraq, at a water treatment plant that was thrown out of combat, and was no longer used, terrorists want to blow up supplies of chlorine that was used for water purification, it is toxic to humans, and in the event of the success of the chlorine cloud, it will cover a nearby city. Over the map worked 4 months, created many of its textures and models. In the workshop WIP version of the map was very popular, but after the release, no one paid close attention. Therefore, I hope that this forum will help me make the map popular, give tips on improvement and more. Thank you for your attention, I am waiting for your feedback and comments
  33. 25 points
    Mocherad

    [Source 2] De_dust 2

    Oh damn, another year gone.. Jesus lost my motivation again, and again i've changed the art style to Low Poly - how it was year ago - half year ago Now It's challange of my life guys, i should finish it finally!
  34. 25 points
    Quick update, managed to get a decent atmosphere going, definitely need to do a second pass on the trees & river once the skybox is sorted! Planning on having a cliff edge to the right, along with a large mountain range off in the distance!
  35. 24 points
    spa

    [WIP] de_rampart

    Rampart takes place in the Pacific in an abandoned bunker installation from WW2. I have a rough untested layout and some mockup props. I mainly try to make the two bombsites thematically stand out: One is a derelict research lab where super soldier experimentation took place (a large vat with a skeleton soldier) and the other is a haubitzer canon. I also try to work in alot of circular and organic shapes to get away from the typical straight lines that a grid based workflow can lead to. Another quirk on the level that i would love some feedback on is the breakable door/gate on the B site. I know these things can be controversial but i want to give it a try and if it doesn't work out i might try something else. One of my main motivations for this map is to create as many new materials as possible with substance and really make it look gritty, aged and worn out. I hope I have time to complete this one, but i think its pretty scaleable in terms of the amount of polish required. Feedback and comments are welcome! Workshop Link
  36. 24 points
    Roald

    Anubis

    I wanted to wait till the layout is whole, but saw so much cool updates coming by I just have to share the things we are currently working on. @Momoderator has converted some assets we used on the Desertruin map for PVKII, we will use it as a base to expand on. The assets are originally created by @LATTEH and edited by @phonebooth I bumped into maaaany challanges already and i think the biggest challange is keeping the map compact as the egyptian structures are huge and I want to put in so many ideas in just one small map which is competitive based. Its a new workflow to focus so much on the art direction already while grayboxing the layout and I hope I can get it done well Below a few screenshots of the start of the graybox with a few of the asset placeholders being used to see how they look ingame and what feeling we are going for. Again, these are placeholders! Bridge to midle and canal functioning as A/B rotation for T's View from T spawn B main route, will change from the layout drawing as the road is terribly open and no good for gameplay
  37. 23 points
    Squad

    Everest

    Here's a first look at the layout. For reference: blue-ish = low; green = mid; tan = high.
  38. 23 points
    Free time chillout sessions, wip wingman
  39. 23 points
    grapen

    Everest

    I made a statue. He's a big boy. Fruit basket for scale.
  40. 22 points
    untor

    Swamp

    new swamp trees set new ivy set
  41. 22 points
    csWaldo

    Turbulence

    @Vaya @Terri and I will be working on this. More coming soon... STEAM WORKSHOP
  42. 22 points
    text_fish

    Everest

    everestswear_Medium.mp4
  43. 22 points
    Minos

    Kaizen

    Looking great!! One thing I noticed by watching the video is that every area feels a bit similar, which makes the map harder to navigate for first time players. One way to solve could be by color coding some areas, or having strong themes in specific areas, restricting specific props only to those areas. Let's say, CT spawn has majorly blue signs/lighting, Bomb sites are mostly red/orange, maybe the middle of the map has a lot of vegetation, the subway could have green walls etc... so you know exactly where you are without having to think about it. You have an incredibly solid base and with some minor readability/navigational/lighting tweaks, this map will be really special! Here's an example of how we did this in Lijiang Tower in Overwatch:
  44. 21 points
    Roald

    Anubis

    Its been a while since I posted in here. @jd40 is now on board, working on the enviorment art on B site. There have also been some changes in the layout aswell and because of that we have done some more playtesting. Bombsite B have had a huge overhaul and also the timings have drasticly changed with a new CT spawn that provides slower timings into midle. All in all I am happy with the layout for what it is and its time to fully focus on the enviorment art. In the meanwhile I am doing a first art pass on T spawn by using @jakuza his lovely assets he have been working on lately.
  45. 21 points
    ZooL

    [CS:GO] Super Leet Maker - Mapping Pack

    WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved. The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round. Introduction: After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps. I've simplified their use and made sure that they're reliable, flexible and easy to use. Models, Materials, Sounds, Scripts, Instances and an example map are included. What it contains: Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset Instances Usage: PIPES: use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf - Pipes are currently only one way. ITEM BLOCKS: Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf $item 0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see. brick_coin.vmf is a block always containing 10 Coin. JUMP APPROXIMATION FIXER: Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances. Media: Configuration: You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut Here's what it includes: Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes. Next Version: Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported. Download: I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page. https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j ENJOY!
  46. 21 points
    untor

    Swamp

    Soon first alpha playtest (mb, i don''t know about rules, i can or not make a playtest)
  47. 21 points
    T-Rexer

    [decompiled] dz_blacksite | dz_sirocco

    Blacksite Danger Zone map decompiled: Hammer will not run very smooth with this map! https://www.dropbox.com/s/54xq50stuexq0rd/dz_blacksite.vmf?dl=0 Sirocco Danger Zone map decompiled: Prop scaling on the oil pipes is wrong! https://www.dropbox.com/s/adhxouhualsksk4/dz_sirocco.vmf?dl=0
  48. 21 points
    MikeGon

    Opal

    Good news!!!! I finally got them to deliver: Looks like we're back in business!!! I guess NYPD finally got to them, because they've been strangely responsive in the last few days...
  49. 20 points
    Recent progress on a wingman map, DE_MOROCCO
  50. 20 points
    Vilham

    Mapcore Job Census

    So I had my last week at Splash Damage and my last week for now as a lead, start as a level designer at Arkane next week. Time to get immersed.
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