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Showing content with the highest reputation since 07/07/2019 in Posts

  1. 59 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. 42 points
    Yanzl

    Basalt

    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up... The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment. By @Yanzl, @'RZL and @Oliver aka The Basalty Boys DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383
  3. 41 points
    Squad

    Mustang (formerly Everest)

  4. 40 points
    jd40

    Anubis

    Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline A sizable part of the map is still fully greyboxed so we're working to finish that up. We're also thinking of ways to colorize it or add more contrast because right now it's looking a bit flat. We'll probably go with black marble elements with white/gold writing on them. And some more overgrown stuff by the coast.
  5. 39 points
    some screenshots from my latest project, on which im working on in free time! It still needs some improvements, but it looks good in current state I think dz_Arctic!
  6. 36 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
  7. 35 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!
  8. 34 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:
  9. 34 points
    Roald

    Anubis

    Anubis was a long and time-consuming project, but time flew as it was a lot of fun to work on with my teammates @jd40 and @jakuza who did an amazing job! I think we can be proud of what we reached so far and looking forward to where we can bring this project. The below screenshots do not do any justice to the actual beautiful footage ingame, so yeah check out the workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1774025500 new workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1984883124
  10. 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:
  11. 33 points
    Squad

    Mustang (formerly 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.
  12. 32 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:
  13. 30 points
    Roald

    Anubis

    Hey there! We just released a new update before the deadline is there! I'd like to thank the awesome staff from the FaceIt Mapcore Hub for the organisation and ofcourse the awesome people for playing the maps and giving us feedback and stats to work with. For that special thanks to @Thewhaleman & @JimWood for providing the demo parser, its been very useful! We have done some small layout changes and heard some birds whispering they want more colors, so there you have it! @jd40 & @jakuza have been working their asses off to create new cool assets and doing some more environment work on the map, so a big shout out to those two amazing artists! Enough talking, time to check out some screens and perhaps have a look ingame! Cheers
  14. 30 points
    Mapcore is proud to present the Top 10 Finalists of our Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT! Each Top 10 Finalist Entry now has One Month to continue updating their level. ++ Top 10 Finalists, listed in Alphabetical Order: Anubis by Roald, Jakuza, jd40 ++ Basalt by Yanzl, 'RZL, Oliver ++ Chlorine by Lizard, TheWhaleMan ++ Graveyard by invalid nick ++ Ivory by Quadratic, QuotingMC ++ Jingshen by El Exodus, Freyja, Lefty ++ Mustang by Squad, Grapen ++ Mutiny by TanookiSuit3, JimWood, Huvaligen ++ Mocha by Bevster, tr0nic ++ Swamp by morozov, Bubkez ++ Victoria by synkope Honorable Mentions, in alphabetical order: In the (hopefully very) unlikely event any Top 10 Finalist is disqualified for failure to abide by our Contest Rules, these are the maps that may receive a second look. Bregov Cappadocia Feast Gongji Oasis Rampart Safi Zenith Congratulations to the Top 10 Finalists above! The final round of judging will commence on March 10th, 2020. Read more in our official Rules post.
  15. 30 points
    Radu

    Safi

  16. 30 points
    untor

    Swamp

  17. 30 points
    untor

    Swamp

  18. 30 points
    Roald

    WIP in WIP, post your level screenshots!

    Some progress on my map Anubis
  19. 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.
  20. 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!
  21. 29 points
    Vaya

    Turbulence

    terri is making rocks. I think they are nice.
  22. 28 points
    untor

    Swamp

    new swamp trees set new ivy set
  23. 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
  24. 27 points
    Mapcore is proud to present the Top 4 Grand Finalists of our Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT! Each Top 10 Finalist Entry had One Month to continue updating their level, and our Mapcore Judges and Guest Judges chose these Four Finalists as the Big Winners of our $15,000 event. We are so proud to have hosted another exciting opportunity for growth, inspiration, and awe. On behalf of our entire community, congratulations to the winners, and thank you to all whom participated -- you truly made this Contest one to remember! ++ GRAND FINALIST WINNER Anubis by Roald, Jakuza, jd40 WINNINGS: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($7,500) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) ++ SECOND PLACE WINNER Chlorine by Lizard, TheWhaleMan WINNINGS: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($4,500) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) ++ THIRD PLACE WINNER Mutiny by TanookiSuit3, JimWood, Huvaligen WINNINGS: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($2,000) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) ++ FOURTH PLACE WINNER Jingshen by El Exodus, Freyja, Lefty WINNINGS: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($1,000) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) ++ Congratulations to the Top 4 Winners above! Thank you to everyone whom participated! "May Hurg Be With you~"
  25. 27 points
    grapen

    Mustang (formerly Everest)

    Got to have cliffs. WIP.
  26. 27 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
  27. 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.
  28. 26 points
    Slimek

    Bregov

    Bomb defusal map set in a coastal town in Bulgaria made by me and @KlixX. Reference: Layout history: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1721338314
  29. 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.
  30. 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 +++ +++ +++
  31. 25 points
    Working on a new environment
  32. 25 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!
  33. 25 points
    Recent progress on a wingman map, DE_MOROCCO
  34. 25 points
    untor

    Swamp

  35. 24 points
    El_Exodus

    Jingshen

    Welcome to Jingshen! Jingshen is a fictional small village in the beautiful landscapes of Asia. It may seem like a quiet and peaceful place - but watch out! There is trouble on the way to bring mischief and destruction. It won't be quiet anymore very shortly. Jingshen is a bomb defusal map which was designed to deliver a unique playstyle while being just familiar enough allowing new players to pick it up quickly. Brought to you by @Freyja (Environment Art), @Lefty (3D Art) and @El_Exodus (Level Design) Download the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1984637676 Overview: More Screenshots here: https://imgur.com/a/nOCp3ls
  36. 24 points
    grapen

    Mustang (formerly Everest)

    I've started working on the fir trees. WIP.
  37. 24 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.
  38. 23 points
    Thewhaleman

    Chlorine

    Early concepts for Chlorine for those who are interested.
  39. 23 points
    poLemin

    Feast

    After a tough crunch time and several screenshots flipped, I can happily present my submission for the contest: https://steamcommunity.com/sharedfiles/filedetails/?id=1984227885 There are a few areas (specifically custom content) where I would have liked to get some more work in, but since I did a solo run, I had to settle on something manageable. I am happy with the result, and hope you guys like it too I'll leave you with some screenshots. And some more:
  40. 23 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
  41. 23 points
    Thought I'd make a new thread since the other one is super buried and has broken links. I've gone and (finally) updated the content release for junction with all of the latest art in _r2 of the workshop release. I'm also attaching a separate content release here that contains all the max files. I'd totally link the art src files, but they're all for the old version of quixel suite and are super huge in filesize (besides who uses photoshop anymore anyways!) p.s the max scenes are for max 2013 (I think??) So they'll work in newer versions of max, but will absolutely not load in older versions. DISCLAIMER: This content is provided as is and was designed with pbr type reflectivity and values in mind. If you decided to use the content in your map, please credit the usage and drop me a note on steam or discord -Thanks! CONTENT LINK MODEL SCENE LINK BEEG Shots of some of the new assets in the latest map:
  42. 23 points
    grapen

    Mustang (formerly Everest)

    Hey, I've been sculpting corn.
  43. 23 points
    Squad

    Mustang (formerly Everest)

    Here's a first look at the layout. For reference: blue-ish = low; green = mid; tan = high.
  44. 22 points
    Sorry it took so long but here's the full release of all the grind assets! We've just recently updated the workshop submission, so this content release should contain all the new edits we've made so far. This release contains the max scene files as well, which were made using 3ds max 2015. You will need to load them up in versions 2015 and beyond for them to work. Sadly I did not pack all of the bakes or highpoly source models since they are huge filesize wise (like multiple gb's per hp mesh). The texture source is once again quixel suite, which is mostly old and deprecated now. DISCLAIMER: This content is provided as is and was designed with pbr type reflectivity and values in mind. If you decided to use the content in your map, please credit the usage and drop me a note on steam or discord -Thanks! CONTENT LINK
  45. 22 points
    grapen

    Mustang (formerly Everest)

    Prockress being made
  46. 22 points
    untor

    Swamp

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

    de_gongji assets

    Hey all, since we didn't get top 10 in the contest, probably gonna call it quits for this map for now. So we're gonna release all the assets. I've included a txt file with this stuff, however in short: 1. Use these assets at your own risk (some are bad and were made early on when I/we were still learning) 2. When using, give credit to the de_gongji team 3. Please don't use this stuff for commercial purposes. If you would like to, then contact me directly. https://drive.google.com/file/d/12ZxgaeVz2Jd0SQ7GxyI9p-LpT3JObze9/view?usp=sharing I hope you guys can make some cool stuff!
  48. 21 points
    Radu

    Safi

    It's out! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1984015802
  49. 21 points
    mr.P

    Graveyard

    Almost ready, until then some more wips...
  50. 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!
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