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Showing content with the highest reputation since 11/14/2019 in all areas
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33 pointsHey 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.
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27 points
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22 points
Everest
Ben Miller and 21 others reacted to grapen for a post in a topic
I've started working on the fir trees. WIP. -
22 points
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20 points
[CSGO] Content release: de_grind
zombi and 19 others reacted to The Horse Strangler for a post in a topic
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 -
19 points
Turbulence
mr.jogurt and 18 others reacted to Vaya for a post in a topic
Layout playtested many times. We're now pretty happy with it and I'm doing starjumps while the other 2 art. Critical visibility tests now fucked over by valve's new custom model system -
18 points
[CSGO] Content release: de_junction
zombi and 17 others reacted to The Horse Strangler for a post in a topic
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: -
18 pointsIt has been quite a while since I have posted an update so here is some information on where I have been. A bunch of real-world factors from starting a new job to losing part of my vision resulted in my progress stalling but I am happy to report I am back to working on Ivory. I am still trying to develop a visual style I am happy with and getting the lighting right which is proving a challenge as I am new to making night maps. This was another one of my goals with this project in pushing myself to try something outside my comfort zone; I just hope I haven't bitten off more than I can thew. I am aware working alone means I have an extra layer of difficulty compared to some of the other entries but I believe I can still produce a fun and well designed final product. Hopefully, I can have a version ready for the deadline, finishing at all will be an achievement I can be proud of but a top 10 spot would be even more amazing! Finally thank you to everyone who has asked me about Ivory and shown an interest in Ivory, either here or in private messages. Your support really helps me find the motivation to continue working.
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18 points
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18 points
Exotic Castle map Work in progress pictures...
a Chunk and 17 others reacted to Puddy for a post in a topic
Don't worry, you're still a frontrunner for the "Most Modest Mapper"-award. -
18 points
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17 pointsMe before trailer : Haha fuck off I'm not paying £1000 to play Half-Life Me after Trailer :
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17 points
[cs:go] de_cleanup - wingman
General Vivi and 16 others reacted to esspho for a post in a topic
I teamed up with @Squinky and together we made some progress on this one. The map is still WIP and missing some parts here and there but it has improved quite a bit since the last update. WORKSHOP Any feedback is highly appreciated. -
17 points
[WIP] de_rampart
mr.jogurt and 16 others reacted to spa for a post in a topic
Update on progress on the T spawn area: the entrance to the fortress: -
16 points
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15 points
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15 points
River [Greybox] [WIP]
slavikov4 and 14 others reacted to [N]awbie for a post in a topic
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1914440972 Hi! River is a somewhat overpass inspired map based on LA river and its' surroundings. Formerly known as De_Mical and before that as De_Honeycomb. Feedback is appreciated! Mind the poor radar quality.. LONG B CT-SPAWN BOMBSITE A LONG A ROAD BOMBSITE B LONG B from another angle MIDDLE -
13 pointsHi I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here! Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure
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13 points
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13 pointsBe realistic with what you can achieve and finish what you start. Less talking and more doing.
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13 points
Belgian Coastline - Hostage
T-Rexer and 12 others reacted to Endritv for a post in a topic
Project cancelled. -
12 pointsMy last playtest was very productive! It opened my mind about so many areas of the map and I would love to work on them right now, but I feel that time is running out really fast... Here in Brazil, we often use a motto that says: "The great is enemy of the good" and after thinking a lot about it, I decided to head my way detailing the map fixing these areas in one go.
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12 points
A NEW HOPE: Will2k's Dying Light Single-player campaign [WIP]
Furiosa and 11 others reacted to will2k for a post in a topic
It's mostly done I noticed a pattern while looking at the timestamps of my earlier posts here in this WIP thread: I seem to go offline for 2-3 months, then pop up with a major update, then go totally dark for another 2-3 months, then show up again, then radio silent,...you get the point Real life has been a rough ride for the past couple of months and development time took a hit but as always, I was able to fight back and compensate in a big way. I added not one, but 2 new big side quests that tightly integrate and complement the main story quest. A new addition is also a quarantine zone challenge (takes place in a newly created additional map) which brings the total to 2 main storyline quests, 8 big side quests, 1 parkour timed-challenge, and 1 quarantine zone challenge. Since the campaign takes place in a vast open world, that is free to explore (1km+), I added fast travel through the tunnels/sewers system once the whole map is unlocked and accessible. And for the icing on the cake, I created an intro movie fully animated in-game in first person perspective to keep player immersion. Finally, a LOT of time has been spent on art passes and polishing, backstory embellishment, as well as bug fixing to make this campaign a smooth ride from start to finish. After 2 years (on and off), this campaign has evolved into a game (or DLC) on its own with roughly 4-6+ hours of gameplay. If I were using a licensed engine (UE4 or Unity), I would've probably released it as a standalone game As I stated in the opening paragraph, campaign is mostly done: just doing some final touch ups as well as some intensive playtesting (and waiting on some feedback from a tester); once all is green, the campaign will go live Thanks again to everyone who's been on this train ride with me for the past 2 years with support and uplifting cheers; special shout out to @blackdog and @Radu Some new screenshots to make up for the lack of updates in the last 3 months The new quarantine zone A new sidequest where the player will probably shit their pants The sewers leading to the countryside (intro movie) -
12 points
Exotic Castle map Work in progress pictures...
JonyDrake and 11 others reacted to Puddy for a post in a topic
Dude, you went on a bit of a bad faith rant yourself. Please take a minute to re-read your post and think about how you can formulate yourself in a more constructive, less vitriolic way and what would be a more appropriate thread for this kind of discussion (feel free to start a topic if none are suitable). Let's get this thread back on topic. Valid topics of discussion are the blockout itself or the approach of making the blockout in another engine. -
12 pointsSome artworks for Cappadocia. I am very hardly working for Cappadocia's patterns. I have drawn too many shapes and I share some of the artworks for yours.
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11 points
Half-Life Alyx
Zarsky and 10 others reacted to marnamai for a post in a topic
Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background. QCs are a thing of the past. Model editor https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial Material editor Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures. _color (diffuse) _normal (normal map) _ao (lighting) _refl (reflectance) _gloss (glossiness, has a metalness slider) https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials Lighting The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once. https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting All lights can be direct, indirect or both. Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled. Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap) Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling. The lighting system for Half-Life Alyx will support lightmaps. If you are interested in working with S2, I can recommend the SteamVR tutorials, https://developer.valvesoftware.com/wiki/SteamVR/Environments Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not. -
11 points
Hideout [WIP]
blackdog and 10 others reacted to Zanek184 for a post in a topic
Detail progress. Only a few months until the deadline hits!!! -
11 pointsConnection Info CS:GO Server IP: 185.62.204.12:27035 Location: Central Europe Slots: 20 players Discord Server Invite: https://discord.gg/nQWzYhX Playtesting Information Playtesting is held every Tuesday, Thursday and Sunday, at 20:00 UTC, with a maximum of 2 maps per session- one if the first submitted test is competitive Make sure to join the Steam Group and Discord Server for regular updates and information on CS:GO playtesting! As a map maker you will expected to be in the discord voice chat during the test for feedback. FAQ Additional FAQ can be found on the old playtesting threads & feel free to contact myself here or on discord (Vaya #0001) We are open to test any kind of layout as long as it’s not fundamentally broken. https://www.mapcore.org/topic/17116-mapcore-csgo-playtesting-40/?tab=comments#comment-359987 Submitting Before submitting please check to see if there is a slot are available on the day you wish to playtest by checking on the current schedule spreadsheet, and make sure to allow at least 24 hours until the date before submitting: https://goo.gl/a5n1M1 Reminder – with Valve’s new moderation system do not update your workshop entry less than 24 hours before the test starts. Submissions can be sent through the google form: http://goo.gl/forms/qK15A03oAI Note: If you would like to resubmit for playtesting we generally request you wait at least two weeks before resubmitting
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11 points
Cappadocia
Edude and 10 others reacted to neptune for a post in a topic
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. -
10 points
Victoria [WIP]
a Chunk and 9 others reacted to synkope for a post in a topic
Hmm... that sounds like a good idea. I made a quick sketch of the new building architecture. Here's what happened: -
10 pointsSwamp 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
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9 points
Hanga Roa 🗿
Tynnyri and 8 others reacted to Timure for a post in a topic
"Hanga Roa (Spanish pronunciation: [ˈaŋɡa ˈro.a]) is the main town, harbour and capital of Easter Island, a province of Chile. It is located in the southern part of the island's west coast, in the lowlands between the extinct volcanoes of Terevaka and Rano" Evil terrorist are planing to bomb either a Moai statue or a small coffee shop in the heart of the harbor. Although Hanga Roa has a police unit they weren't prepared for an armed assault. It just so happened that a ST6 helicopter was flying nearby and they were asked by the Chile government to help them out until propper forces arrive. Map is based on pictures and street view of the place. Its still work in proggress tho im pretty set on the layout, details would be further worked on. Map is made for the Mapcore 2019 exotic places contest - no other csgo map was based on the easter island. workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1923096545 google streetview: https://www.google.com/maps/@-27.1468797,-109.4303617,3a,75y,151.37h,94.06t/data=!3m7!1e1!3m5!1sAF1QipMt5Q_8HCduQZLDxvF-h2-_6Evo6pcszYI-5kxu!2e10!3e12!7i11000!8i5500 -
9 points
Gongji
Freaky_Banana and 8 others reacted to Squidski for a post in a topic
Pretty proud of what we've accomplished so far here. Still a bit of a ways to go, hope we can wrap everything up we'd like to before the deadline! (Obviously still WIP!) -
9 pointsEdit: I forgot Setting 4 (it basically looks like setting 3 but the color is more like the original) I really like your map. Well made! What I noticed is the bad lighted / shadowed trees like this one: You can easily improve that. By change the Ignore Surface Normal to yes, Disable Shadows to No and Disable Self-Shadowing to No. Here is a comparison: For me setting 2 one looks best. It still got a great color and nice shadows. After that comes Setting 4. S3 is too bright and S1 too dark. The Treelines could also need this. But not all. Only those who got the sun in the back and from the side. Those who face to the sunlight could look better with setting 1. Here is a scene from my skybox to show you the difference more clearly. They got the sun in the back. Those Trees are also looking better with Setting 2: Only with this setting they don't look that much like cards. I hope I could help.
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9 pointstoday was the first day in months that I had time to work on my submission, I've started to add som details to the outside area, also did some optimization this area was previously around ~180FPS (now ~280FPS) in addition I've also tested all the new player skins, to see if readability was compromised - it wasn't,
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9 pointsOh boy, time is moving fast https://steamcommunity.com/sharedfiles/filedetails/?id=1807037033 This update mainly brings a reworked mid and some changes to the bombsites. Mid A Site B Site The spawn areas also saw some alterations. T Spawn CT Spawn Radar
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9 points
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9 points
[WIP][DE] Antiquity
JonyDrake and 8 others reacted to FMPONE for a post in a topic
There are two people in this thread who are consistently annoying. You two are on thin ice. Be considerate. Stay on topic. Be constructive to a fault. Or we will show you the door. If you want to report issues with another user, go to the mods. The way it was handled here comes across as petty. -
9 pointsMost of what I'd look for has been covered here already. Key things I look out for when combing through portfolios: Use of different game engines - More often then not you'll be joining a studio and using either their own engine or a modified one. If you can show you can transfer your skills from one engine to another (thus reducing the amount of training time you'll need when joining a new studio) it'll be a big bonus. Basically, don't just make CS:GO maps. Ability to work on different game types - This kinda relates to the above but if all you're making is CS:GO maps (sorry to pick on CS:GO :P) then you're probably not going to be considered for a puzzle/racing/adventure game potentially. If you show you can create levels for different game genres it'll really help you out. For example make a race track in Trackmania, then go create a Portal 2 puzzle level, maybe create a Fallout 4 dungeon then go create a single player mission for your favourite shooter with their in-built mission editor. Using level layout to create different gameplay - It's nice to see some variety in level layout. Try something new in a CS:GO map which breaks away from the typical 3 lane structure. Maybe a level which predominantly focuses on height variation. Perhaps the Portal 2 map you create can focus on precision shooting and the timing of portals being placed. The Trackmania track you might create could use split/multiple paths to give players more choice rather than one set path? Tell me what didn't work - A lot of the time what you create might not be the best level ever. And that's totally fine. But don't hide it away at the bottom of your portfolio or remove it entirely. If you can critique your own work, say what went wrong and what you might have done to fix it it'll show understanding and show employers how you might tackle problems during development. Keep portfolios short and sweet - Kinda contradicts the above point but don't make a portfolio page about a particular level really long. Game devs are often busy people at the quietest of times so we don't have time to read essays on every aspect of your level. Show us the key gameplay features, maybe a quick level playthrough video and keep any text short and to the point. This normally helps with interviews too as it leaves us something to ask you. Like: "You touched upon reasons why you didn't like this section, could you expand on what you might do given the chance?" "You mention bombsite B was always hard to retake in playtests, how did you overcome that?" We don't expect you to be artists - Don't spend forever trying to make your level look super amazing art-wise. You're not expected to be an environment artist too. So long as you've shown considerations for how the level might be dressed or themed then that's often enough. Mood boards are good and some basic dressing to help sell that in the whitebox is cool too. Resuse assets from games as much as you can. I agree with what others have posted. If you don't know any 3D packages right now then just focus on in-engine tools. They're more than good enough to whitebox a level. But if you do know a 3D package it'll be a nice bonus on your CV. At Rebellion we let people use our in-engine tools or a 3D package (Max, Maya or Blender) when building their levels. TL;DR Give your portolfio variety Don't waffle on too much (Like my post :D)
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9 points
What's going on with your life?
AlexM and 8 others reacted to That50'sGuy for a post in a topic
Good news, I've gotten the job! Thanks to everyone for wishing me luck! It's great to finally be employed -
8 points
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8 points
[WIP] Touristas
DeadKnife and 7 others reacted to Radu for a post in a topic
Why are you taking photos with your phone? of the map, that's in-game, which has steam overlay running, that has a built in screenshot feature -
8 points
[WIP] Touristas
Freaky_Banana and 7 others reacted to Donskioni for a post in a topic
Fellow mappers, today shal me marked in history. The day I finally create a prop and.... more importantly successfully get it in game. Haha ... this took so much effort... I made a extreme amount of mistakes along the way... but finally made it... below is the monstrosity haha I haven’t textured it or baked it’s uv yet.. just a random image. .... looks like I’ll have some killer props to come! -
8 points
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8 points
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8 points
Life Lessons for the Next Generation of Source 2 Mod Makers
General Vivi and 7 others reacted to dux for a post in a topic
I feel others have said what I have to say but I want to chime in anyway Start small, be realistic, don't go in expecting the world. When I was 17/18 I'd always dream big and go into making a map with the intention of it being the greatest thing created since the statue of David's ballsack or something. The further in I got with my projects the more I realised I sucked and got super frustrated at what I was making because I was just biting off more than I could chew. My vision outmatched my abilities and I refused to accept that. So if I could go back and give my aspiring idiot ass some tips, downsize and get rid of that ego and just release it. Small maps or whatever, and level up as you go. A good example of my younger thinking was Half-life Nightwatch was all the rage back then in the HL1 modding community, It was the Duke Nukem Forever of mods and everytime they released screenshots I got really disheartened with my own work and just binned it and started over. I was always comparing myself to people with far more experience and ability at the time. What I should of done is ignored all that and focus on my own creations and work on my skills rather than looking at what the best at the time were doing. I even remember applying to Nightwatch at one point as an LD, I sent in shit tonnes of my work hoping they'd take me on but they ultimately rejected me citing I wasn't quite up to the standards they required. That really stung as I thought I had the abilities to match their amazing work, but alas no. That was the spark that ignited me to really drive myself and improve my skills as an LD. So yeah, moral of story, finish what you start. Don't be afraid of negative feedback. Don't get distracted by what others are producing. Don't bite off more than you can chew and be realistic with yourself. -
8 points
[Game]Sheepdog - My Epic Mega Jam entry
TelaF and 7 others reacted to TheOnlyDoubleF for a post in a topic
Hey boys, I haven't share many things lately to the community ('cause I didn't much. (Harsh years at work). More info soon) But i've participated to the Epic Games' Megajam this week. I ended up making this game alone: https://itch.io/jam/2019-epic-megajam/rate/521019 You are a good doggo and you have to get to gather the sheeps in the white circle. If you want to try it, be my guest. I'm quite proud because it's the first time I make something "good" during a game jam alone. Please, share comments and feedback. (yeah I know, the AI is extremely silly) -
8 pointsTHIS And once you've done something, get it infront of people and LISTEN to their feedback. Don't deflect or shrug it off. Then improve the thing or, if you're sick of it, take the feedback with you to the next thing. Repeat.
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8 pointsFlorida man sparks revolution against the government thinking he was playing a "VR" game. He now says he forgot to plug in the headset and thought what he was seeing was the game. Authorities were unable to apprehend the man for several hours.
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7 points