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Sol is a defusal map set in a historic area in Cusco, Peru Team: @Kokopelli @SethTooQuick @Lefty The goal was to create a really convincing space following CS design principles. Players will fight through winding streets and iconic landmarks, such as the great Cusco Cathedral. Mood Board of overarching theme: The map began with a list of key points of interest: T Spawn - Arch Ts spawn in front of a large archway at the top of a sloped road, based on the Arco de Santa Ana. CT Spawn - Plaza CTs spawn in a commercial area featuring the iconic stone arches of the Plaza de Armas. A Site - Outdoor Market A small park between commercial buildings with various vendor stands. B Site - Cathedral An epic, large scale cathedral based on the Cusco Cathedral. Mid - Street A winding road extending from T to CT spawn, linking various parts of the map. First Version of De_Sol is available on the workshop HERE <<< Radar v1:0 points
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de_flick (updated photos)
Black Picture reacted to Gulfbones for a topic
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Mid rotation adjustments My aim with this change is to make players play around the new mid rotation instead of having only the option to push forward when the hostage is being attacked/taken. Hopefully mid will also feel more worth taking now. I would like to see more variety in how the rounds play out overall with this change in place. To introduce this rotation i had to change the T controlled part of mid and the progression from t spawn to the hotel. Here are some screenshots!0 points
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Scorch
Freaky_Banana reacted to Zykyn for a topic
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To map naturally grown villages is always a challenge, because the layout never follows a typical square (boring dust 2) pattern. Round shapes, houses squeezed in, huts added in weird angles. So I have a lot of respect for this kind of work. And I can see, that the ground contains many stairs instead of being entirely flat. Fascinating! Don't forget some church bell sounds.0 points
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de_aero [WIP]
Andre Valera reacted to kamaras for a topic
Aero is a 5v5 competitive defusal map taking place in a city in the sky. A big pneumatic pipe allows for fast navigation between site entrances. Very heavily WIP, the layout is pending huge changes (especially the CT/Mid/Second Mid areas which are basically straight lines right now). https://steamcommunity.com/sharedfiles/filedetails/?id=3261896891 First time joining a contest. Started the map a week ago and I'm looking forward to hone my skills from yalls feedback Short video of the pneumatic pipe in action (1st person / 3rd person) https://imgur.com/azsq3pV Huge shoutout to @Orel for sharing their dev textures in the Discord!0 points -
de_cart (WIP)
ORB-NRG reacted to CallMeCarson for a topic
de_cart is a map completely built in the survival gamemode of Minecraft with the intention of being ported and turned into a full CS2 defusal map. It was designed in the typical "3 Lane Map" format, but with some extra bits and pieces that make it play differently. These changes include a rafter/loft area that goes out across Mid and can allow T's to wrap around back into A, but with how CTs spawn they can push quickly up the rafters and meet the T's as they get to Apartments, encouraging lots of interesting engagements there. The map can be found in 2 separate versions on the workshop, one with the vanilla Minecraft textures, and one with 1x1 flat textures in case there's any issues with using Minecraft textures in the map. The name "cart" refers to the Minecart tracks that the terrorists enter the map from at their spawn. There will be minecarts at the spawn in the final version of the map. Someone suggested it be named Quarry because there is a giant quarry in the middle of the map, but it was too late. It's Cart. Because of the minecarts. de_cart Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3302527283 de_cart_flat Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3303046974 If we make it through to Stage 2, it would be super sick to turn the map into a fully polished CS Map utilizing textures and models some may be more accustomed to. The map was made in collaboration with these individuals: codeHusky JustQuacks Farethia ChristoGaming01 JazzToast ItsAsaii Tys0nnnnn And thank you to all those that helped playtest the map in the CMC CS Discord!0 points -
MAP INFO 5v5 bomb defusal map two floors workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=3295441094 MAP LORE A UFO fell in the middle of the city. In the crater from the crash an emergency military base was built around the UFO. The upper floor houses the operations center and the lower floor holds the UFO.0 points
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Ballpark
Freaky_Banana reacted to Quinn for a topic
https://steamcommunity.com/sharedfiles/filedetails/?id=3303120884 Hi all! I decided to throw my hat in the ring with ballpark, a 5v5 defuse map set in an indoor baseball stadium. Flavor text: Ever since I started making maps I have wanted to create a defuse map set partially in a stadium's jumbotron. Ballpark is my 4th or 5th legitimate attempt to make this happen and I couldn't be happier with how it is turning out. While designed with (and slightly compromised by) the overall stadium theme being strongly obeyed, I feel this map champions the strengths of the prototypes which came before it while still maintaining what makes good CS maps good. This map is just plain fun. I'm hopeful the judges find my map suitable for advancement and I'm looking forward to creating dozens of fake ads while detailing this little world I've made0 points -
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de_morro
Freaky_Banana reacted to sigf for a topic
Hello, it’s been a long time since the last post. I have continued working on the map and had some playtests in the meantime. My idea is to write in this post about the different areas of the map and the changes they have undergone. The versions are: v6, v7, v7F (faceit hub) and v8 A site: V5 - Major changes on the cover structure and move the opening of ladder room to better work with mid-a con, a change that was reverted on v8 after another major cover rework. V6 - Closed of sewer V7F - Pit not too deep. V8 – Adjusted cover for holding T area for CTs that push and for Ts that hold the area In all of it, there were adjustments for the cover, but more emphatically on the central building, which references a UPP (Unidade de Polícia Pacificadora). This is a small police station created in Rio de Janeiro communities to pacify the area. Although it could be a good idea for whatever is being exploded, I don’t want to involve this kind of thing, so the brush truck remains the target. Overall, the intention for A continues to be a bombsite where you can play with two people. Its dynamics change depending on how aggressive the CTs want to be. They can rush ladder or rush main, or if not doing either, they can play at the CT entrance similar to Mirage ticket, or in a new space that connects to mid stairs, which also helps the mid player. Mid: V5 – Opened the second part of upper ladder room. V6 – Added a staircase to fast entrance on T mid (gym) V7 – Reworked CT mid to avoid long angles and delay their rotations. Changed bar. Changed gym exit location to closer of the action. V7(F)- Reworked CT mid again to be more intuitive and fairer for the Ts that conquer mid. Changed bar again. Mid is a challenging area for the CTs, Ts, and also for me as the designer. The CTs can have a good hold on it, but if any of them dies, it opens a lot of space for the Ts. The timings make it possible for the CTs to take the upper ladder but they can be held back with a molly. Smokes are easy to throw, and the mid CT player can smoke off the chokepoint to give time for the mid-B ramp player to come and help, as this one has better positioning. Throughout these versions, spawns were adjusted to make the timings fair, but it’s very hard to judge. There might be a strat that massively favors one side, but while this is concerning, it is also exciting. B site: Obs: don’t bother with the bomb plant location, it is wrong angled on the radar. V5- Changed the second connector to CT V7- Closed of the second connector. Brought the lower CT entrance closer to the center of the site. Made heaven smaller. Changed the central cover to a water tower and major changes on cover. V8- Made hight difference in the entrance of the site. For me, this site is now very cool. It’s hard to hold but not difficult to retake. There is a need for a smart player in this position, either soloing or with the help of the mid-B ramp player. Heaven seems fair, as it’s easy to smoke or molly. There is a possibility to fall back or even go down to play on the site, dancing around the central cover. The important part is to manage the Ts while teammates work on the retake. In summary I think the map works, it has a nice layout, is a little bit for the smaller side of CS map size spectrum, it has fast rotations, audio is very important in it also. Although I’m not big fan of Vertigo, my map somehow reminds me of it. That’s funny because my big references are Overpass, Train, Nuke, Ancient and Mirage. Anyway, thanks for reading.0 points -
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Marble
Andre Valera reacted to Fnugz for a topic
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de_Sicily
MrTrane18 reacted to TheAmazingGoob for a topic
Coming here for some help seeing as I have been unable to find any online as of yet. Unfortunately after today's CS2 update I have been unable to open the map's addon in the CS2 Workshop Tools. When trying to open, it will update dependencies to either 47 or 48 percent, then a popup will appear reading "Error: Failed to read 2077 bytes", and upon closing the window, the workshop tools will close. I have tried verifying the game's files, launching as administrator, and duplicating the addon, all to no avail. Not sure what broke or what caused it, but would greatly appreciate any help with fixing this.0 points -
De_Crypt
Andre Valera reacted to AstriK for a topic
A bomb defusal map set in a graveyard with a church, mausoleums, headstones, and an underground crypt. One bomb site is the tomb one is the church. Seemed like a cool idea at the time but IDK if it will play well. Hopefully a playtest will shed some light on if this was worth the many many hours! Will upload a workshop link when steam allows me to. Just screenshots for now. Steam Workshop::Crypt (steamcommunity.com)0 points -
Thanks, it seems to be the latest version in the video so all good!0 points
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I've reworked the main 2 chokepoints in hope to make them more interesting gameplay-wise. Also added a bit of color to help differentiate between them (the coloring and style will most likely change). Here are some screenshots of the underground areas: In terms of visuals I'm still figuring out the look and style of the map so expect most areas to be changed0 points
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cs_kibbutz (I quited this map)
thewaterisfine reacted to myzy for a topic
im leaving this project. i started realise that the map idea is bad and if i ever will finish the map it would look like inferno and be like mirage, and there is no chance i would finish the map in the time, so im gonna start a new map, but not for the contest, for the workshop so i wouldnt have deadlines and i could develop the map as long as i want. so thanks for all the support comments but im quiting.0 points -
Thanks! Those are just custom geometry nodes, no addons. You basically just add a subdivided plane and delete faces were the user drew a certain vertex paint value. Then extrude edges were face neighbours count is equal to one, quite simple. But its only for concepting, Id say - later layouts should probably be redone.0 points
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I took a break for a few days but now I'm back, i will post here new screenshots after floor texturing0 points
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I tried to import the Greek antiquity sculpture "Discobolus" (it's not a warrior of course, but it's a classic), but it ended up affecting the optimization of the map and I decided that for the first time I would create a "look-alike" statue just from meshes. But yeah, once the map is balanced, I'll already proceed with the design and there will be a statue there0 points
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Minas
Freaky_Banana reacted to wslysnps for a topic
HI GUYS! This is just a little update. I wanted to let you guys know how i kind of updated B site. It used to be this dark cramped thing, and it didn't really feel good to me. I tried a couple of different solutions, while keeping it sort of cave like but i just couldn't nail the vibe i was going for. Before: So i decided to open it up and make the entrance area a lot bigger. This felt like a breath of fresh air for the whole site and somehow now it just plays way better. Maybe its just the honeymoon phase, but i like it a lot more. After:0 points -
The only glaring issue I see is your layout — It doesn't look like Edinburgh. Here's Edinburgh: Notice all the right angles and straight lines. This plan was bestowed to you by the Lord — signed in the bottom center. It is a blasphemy for you to violate it. But fear not, for you are still young and you may be forgiven.0 points
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Sorry to tell you, but I think the competition is specifically for 5v5 bomb and hostage maps. Also I'm not too sure if a google drive is the most convenient way to share your map (it kind of feels like downloading a virus).0 points
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[CS2] Big Adventure Mapping Contest
JorisCeoen reacted to gereral1 for a topic
Started a map maybe I'll enter it. Called de_testbench. Had to remove Republic of gamers logos due to copyright0 points -
Hello everyone, today i decided to go outside. Not to touch grass of course, but for inspiration. For the theme i decided to get the source engine back to what it does best: Eastern Europe/Balkans. More specifically the decay and cramped interior of old apartment blocks. At first i wanted to make a iconic Bucharest landmark but then i realized making a recreation of a govermental building and making so you can plan a bomb in it might not be the best idea. Had a name planned but looked through the workshop and there were some maps with similar names so now i have to rethink that one. Pictures coming soon0 points
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Alpine WIP
Lukyvald reacted to NordicDoesMapping for a topic
Amazing work luky! What else is to be expected from the third best grayboxer of all time?0 points -
Question1: Where are all the files stored (textures, models, maps, ...)? And how to open/edit them? Question2: Which file formats do materials, models etc. have? Answer: Maps: File formats: compiled maps: *.vpk can be opened/decompiled with Source2Viewer the equivalent to *.bsp in S1 source files: *.vmap can be opened with Hammer the equivalent to *.vmf in S1 File paths Official maps (*.vpk): ...\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo\maps Workshop maps (*vpk): ...\Steam\steamapps\workshop\content\730 Your compiled maps (*vpk): ...\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo_addons\*addon_name*\maps Your map projects (source files, *vmap): ...\Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo_addons\*addon_name*\maps Textures: File formats: compiled textures: *vmat_c the real material file loaded by the engine *vtex_c compiled image file equivalent to *.vtf in S1 both can be opened/decompiled with Source2Viewer source files: *.vmat a plain-text version of *.vmat_c can be edited equivalent to *.vmt in S1 can be opened with the Material Editor of the S2 Workshop Tools (or with a simple text editor like Notepad) *.png, *.tga, ... (or any other supported file type) the actual uncompressed texture file File paths compiled textures: hidden inside *.vpk files Stock materials: ...\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo materials of custom maps: packed into their *.vpk source files: ...\Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo_addons\*addon_name*\materials Models: File formats: compiled models: *.vmdl_c the real model file loaded by the engine *vmat_c, *vtex_c: compiled texture files of the model, see above ("Textures") both can be opened/decompiled with Source2Viewer source files: *.vmdl *.vmat, *.vtex: texture files of the model, see above ("Textures") File paths compiled models: hidden inside *.vpk files Stock models: ...\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo models of custom maps: packed into their *.vpk source files: ...\Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo_addons\*addon_name*\models0 points
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Somehow, Tribes returned
Thrik reacted to Human Doctor for a topic
I haven't played Tribes, but the movement system reminds me of a brilliant game that I played on Steam called Exo One. It has the same follow-the-tangent-of-the-terrain thing, and it has a really cool clouds shader on the last level. Can you really argue that Quake was more movement-focused than, say, Apex Legends or Fortnite? They all involve playing some kind of rhythm game to navigate the map effectively. And the movement in the Quake and Source engines was born from what? An unintended consequence of their physics system? I wouldn't be surprised if some new battle royale game with a fantasy aesthetic implemented air-strafing, but I can't imagine the Quake movement system making a comeback. It is just really weird and it doesn't make sense why you'd have it in your game unless you did it by accident or unless your game has "Quake" in the title. But hey, maybe the makers of the next fad FPS will decide to not use Unity or Unreal and will accidentally fuck up their movement code and make something weird but fun. I am not naturally drawn to the realistic military aesthetic (I find it kind of repulsive), so I'd go on steam and find something like Crab Champions or Dusk to play. And I can't say those are niche games that are behind the times. I think it matters a lot how a game is presented and marketed. Look at what Riot did with Valorant: they took a boomer shooter, in Counter-Strike, and they made it aesthetically appealing to younger people. Tribes 3 doesn't look like it's trying to do that. It looks like it's trying to capture the look of games that were cool in the past. Just look at the weapon models.0 points
