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Showing content with the highest reputation since 04/27/2019 in all areas

  1. 25 points

    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
  2. 19 points

    WIP in WIP, post your level screenshots!

    Maybe I should post what I've been working on recently, a little Far Cry 5 Arcade level. The objective is to eliminate three targets located in different camps and make your escape through a final wave of enemies.
  3. 15 points


    While on the search for a enviorment artist for Resistance I have came up with a new concept de_tracks. https://steamcommunity.com/sharedfiles/filedetails/?id=1724851963 Basicly I wanted to create something mechanic. My first idea was to make parts of the layout change when you enable a trigger, but scrapped that idea pretty quickly. But it was no waste, since it brought me these tracks that can be repositioned easyly and bring some cool dynamic to the map and connects parts on a interesting way. I started with this idea on midle and just worked my ways trough the bombsites and spawns in one go and got this concept + itteration in only two days. Its not been tested with actual humans and I am planning on doing that any time soon. I am not sure about the exact theme, but the basics are there. Enjoy! Some usefull nades: https://imgur.com/a/L8uH3Gp midle (from CT window) midle (from below window) Midle from T entrances A site CT spawn B site (from T main path) Trying out something new. This is the T connector from B -> A and since its a very small map I was thinking of removing it but then considered using these sliding doors which make sound and also block a long seightline Thanks for Terri for making my life a litle easier with the auto radar!
  4. 11 points
    Dear sir, congratulations on passing your bar exam. Please note that we are constantly looking to expand our business and a dirt cheap fresh-out-of-school law graduate such as yourself would be an excellent addition to our highly professional team. Sincerely, --James L. CooperChief AttorneyCooper & Norman Lawfirm LLC.Specialized in Games Industry affairs, Criminal and Civil Prosecution, Brain Injury Consultancy
  5. 11 points
    Seeing as I will be on vacation for the next week, I wanted to get this out there. You already got a sneakpeek of A, so here is B: And the overview. At this point there is barely any resemblance with what Oakwood once was, but it is very recognizably the same idea. So what do you guys and gals reckon, does this deserve its own thread or do I continue posting in the Oakwood listing? (#Everything is wip and those light balls aren't usually present, that was just a weird compile error... does anyone know a cause?) (workshop link: check it out! https://steamcommunity.com/sharedfiles/filedetails/?id=1693753275)
  6. 10 points

    What's going on with your life?

    I spent way to much time on this This would have taken less then an hour if the pictures of Shawn showing any form of facial expression werent 240p quality. Feel free to use that btw, hopefully Vince Gilligan wont sue us.
  7. 8 points

    What's going on with your life?

    The incredible polish women But seriously, I can see myself living in Kraków one day. It's such a cool, cozy and affordable city, with lots to explore and very friendly people. There's much more to life than being a salaried employee driving to work every day from 10am to 6pm I want to see what's it like to live by my own terms, and discover what I'm capable of doing. This is a long term dream and I've been taking each step to make it a reality. There's still a lot that I want to accomplish as an artist at Blizzard, so it feels good to have something to work towards to, and I'll make sure to keep enjoying the hot tub as much as I possibly can haha Besides that it's a beautiful sounding language. It's interesting to see how learning a new language changes your brain.
  8. 8 points

    [CS:GO] Golden

    I just released a new update for the map based on feedback from fellow mappers and the community. Here's a list of some of the changes: -Improved optimization -Better clipping -Slight changes to lighting in certain areas -Refined the nav-mesh and added callouts -New custom decals to better fit the theme -Additional detailing, mainly to the ground surfaces -Overall polish -Added better options for grenades between a-long and a, t-mid and middle and from porch (b-setup) to B -Made the stair in upper metro next to A go one floor higher. -The bombsites are now more robust -Replaced the front part of the truck on B due to bad hitboxes -Tweaked the skybox -Removed dead space in T-spawn. And more... Please have a look and tell me what you think! The map will be tested on mapcore tonight at 21.00. Let's see what it brings
  9. 7 points
    Coming soon Whatup folks! I'm back. I've been away for more than 3 months (116 notifications once I logged in now ); real life issues and work always manage to get in the way Nevertheless, I've been working tirelessly towards finishing this campaign that turned out to be huge in scope and consumed every bit of free time I have. I now basically design scripts and quests while sleeping and dreaming too I had a couple of minor setbacks while designing the finale and I had to counter it by... creating my own custom AI specific for the finale. A year and a half ago when I started this project, I knew little about scripting; now I'm creating my own AI presets and scripts as well as more than 870 lines of quests script. I'm working late nights on this and still have to finish the last 10% of this WIP (final art pass, detailing tweaks, FX, sounds, power lines, AI barriers...), and if everything goes well, I should be going public and releasing this campaign somewhere this month. Now for some screenshots to compensate for the lack of updates in the last 3 months
  10. 7 points

    Dome Modeling Pains

    Here's my quick and dirty 5 minutes version, hope this helps:
  11. 7 points


    So I am very exited to announce that @jakuza and @untor are going to do a art pass for this map!
  12. 7 points

    What's going on with your life?

    I've been learning Polish. It's quite a cool challenge to learn a new language, and especially one that's so fucking hard. It's a really good feeling when I can read something that looked like alien talk previously. The people in Poland are really chill and friendly, and this feeling totally reflects in their language. Some words sound so beautiful and cute. I mean look how cute "thank you" is: dziękuję (if you are wondering how to say it). And in a way it's very similar to Portuguese. I'm definitely having a much easier time getting the pronunciation right than americans
  13. 7 points
    Have had a break from mapping for a while. Finally managed to solve some timing issues in mid to make the map play well (in theory). Will playtest with a couple of friends next week and probably make a thread after that. Mid A-site
  14. 6 points

    [CS:GO] AS_Evac & VIP mode (WIP)

    Aight guys, so as promissed here's the feature we had been working on until recently. With that the gamemode logic is pretty much done and bug free for the most part. We had about 50 bugs and ways to break the game but I believe we did a good job at catching all of them. So, basicly I thought since we're making this gamemode our own thing, why not try and improve on the concept. I always thought the main issue of VIP mode was team play. You need an extremely communicative team to really have a chance and enjoy the gamemode. I initially thought about giving VIP sort of 2 lives, where if he goes down once, he could be picked up by a team mate and continue playing with no more extra lives. But that seemed a bit too imba. The next best thing I could think of was making the VIP carriable to the Helicopter if he falls down, while having a bleed out timer. Between our friends, everyone seemed to welcome this change. Resulted in rounds not ending in such an anti-climatic manner, and surprisingly(!) made everything feel more CS-. Basicly the VIP kind of acts as a bomb/hostage carrier. Where its not the end of the world if he dies, but it heavily compromises the round. I'd like to hear Mapcores thoughts on this, and also, I'll probably be running some playtests this weekend privately. But I welcome anyone here to join. Add me on Steam if you're interested.
  15. 6 points

    [UE4] Western Recall

    @Interfearance Thank you! Yep, keep in mind this is just a blockout and everything will be replaced with all our custom assets. Saloon is going to have more out of a futuristic feeling, with holograms and screens, more or less this kind of ambience (This is going to be our main reference), but also with some "classic" assets and parts:
  16. 6 points

    [WIP][CS:GO] Jupiter

    Status Update: CT SPAWN Made junkyard theme at CT spawn. B SITE Added two silos for fun round angles to play with. B SHORT B short now have a boost spot over wooden fence from B long for T's to have more gameplay options and easier B short take. MIDDLE FROM T SIDE In middle T's now have a scaffolding with ladder to play with if they are smoked off in middle. TOP VIEW FROM B LONG Overall view with changes I've made for B site. As you can see from B site picture, added a large ramp that reminds me a dusts A pit with only cover that is the ground. T spawn now have a 45degree garages for better saving options.
  17. 6 points

    The random model thread!

    Took a break from the bridge and hopped back onto the vfx work for this scene. Made a new, smaller scene so that I can work, refine, and compare versions of the effects (namely the waterfalls with light shafts and mist and fire work).
  18. 6 points
  19. 6 points

    [decompiled] dz_blacksite | dz_sirocco

    Added Sirocco to the downloads for anyone interested
  20. 6 points
    Hi guys, I finally found time to record the first episode of LEVEL-DESIGN.org Videos. In this episode, I talk about a really important design principle I use: Familiarity. Here's a link to the video page: http://level-design.org/?p=3377 I already prepared scripts for the next episodes but I have no idea when my private life will let me record it Anyway, enjoy the show and let me know what do you think!
  21. 5 points

    [UE4] Western Recall

    Hello there! We are a group of students from FX Animation, located in Barcelona, and today we are showcasing what is going to be our next project for our Master at FX Animation as Art & 3D design for Videogames. This project will be called: Western Recall, and it will consist in a mod for the VR game Robo Recall. It will have a duration of 2 months, and the goal is to create a fully playable mod for the game. As we are 3D Artist students, what we will try to achieve is an outstanding project in the visual part. Programming and design is also important for us but it is not in what we will focus our efforts. The team is composed of the following people: Project leads (Teachers): -Aitor Rider (3D) ( https://www.artstation.com/aitor_rider_3d ) -Alberto Martinez (Programmer) Lead Environment Artist: -Pau Sanchez ( https://www.artstation.com/bubucela ) Lead Character Artist: -Alex Martinez ( Producers: -Irene Cruz ( https://www.artstation.com/truenaike ) -Elisenda Ferrer ( https://www.artstation.com/elisendafr ) Level designers: -Jordi Oller ( https://www.artstation.com/jordios ) -Marcos Romero ( https://www.artstation.com/maroag ) Community managers: -Pau Casas ( https://www.artstation.com/itzomega ) -Francesc Xavier Gonzalez ( https://www.artstation.com/fitngo ) Characters team: -Nuria Sanahuja ( https://www.artstation.com/nuriasanahuja ) -Elisenda Ferrer ( https://www.artstation.com/elisendafr ) -Martin Cebrian ( https://www.artstation.com/idestined ) -Claudia Vilanova ( https://www.artstation.com/kineko ) -Edgar Provana (https://www.artstation.com/ndredg ) -Alex Martinez ( Enviornment team: -Pau Sanchez ( https://www.artstation.com/bubucela ) -Jordi Oller ( https://www.artstation.com/jordios ) -Marcos Romero ( https://www.artstation.com/maroag ) -Aitor Garcia ( https://www.artstation.com/aitorg ) -Carlos Martinez ( https://www.artstation.com/phyco49 ) -Pau Casas ( https://www.artstation.com/itzomega ) -Irene Cruz ( https://www.artstation.com/truenaike ) -Hao Jin ( https://www.artstation.com/jin_h ) -Francesc Xavier Gonzalez ( https://www.artstation.com/fitngo ) Western recall is going to be created in UE4 using the Robo Recall mod tools that Unreal Engine provides for the developers. This project will be set in a Western Town, where outlaw robots have taken the control of it, and we will have to restore law and order. The aesthetic is going to be mixed with old and futuristic assets. For now we just started with the project looking for some ambientation and creating some moodboards for the scene, guns and characters. Some Environment moodboards: Some characters moodboards: We have also started with the Top Down Layout, to see how big the scene is going to be, how are the buildings going to be distributed, and what is the path that the player is going to take. Town layouts: Saloon layout: For now we know that we are going to do 2 scenes, one in which the player will have to move around the town killing enemies, and the other where the player is going to be inside a Saloon and waves of enemies will try to kill him. What we will try to achieve in this project is to work as much as possible as a Company producing a real Videogame. The ultimate goal is to have a fully playable mod that people will be able to download and play. We as a team think that this is an amazing opportunity to have a great project in our Curriculum and something that we can be proud of. We are going to update the project developement every friday, so any comments or feedback will be appreciated!
  22. 5 points

    [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
  23. 5 points

    [Source 2] De_dust 2

    https://youtu.be/cE_A0RUgUPY 80-90% completed, soon I will upload final map on AT
  24. 5 points
    I'm not sure if this would belong here or in some sort of cooking thread (Maybe there is one and I'm just not very smart), but I tried out making some bread like the kind in my map. And while I could have done better to make them look more like the map version, they tasted really good!
  25. 5 points

    What's going on with your life?

    Hey guys, I thought that with just less two months to go, it was time to share… I’m going to be a dad This wasn’t planned and I’m getting used to the idea only recently; it’s been actually quite a struggle these months* because we found out at a time I was convinced we were going to split up. As my partner’s ex boss offered us a place for cheap (considering) we also just moved out of an apartment into a proper house. As they haven’t done up the place when they bought it, I’m in the process of doing some decoration myself (so that’s another bit of tension from time to time, not always easy to find the energy to do stuff after a day of work). *hence -I guess- my increased spamming here, just putting my head under the sand *ahem*