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27 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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21 points
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20 points
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18 points
[CSGO] Content release: de_grind
gBGyo and 17 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 -
17 points
[CSGO] Content release: de_junction
TelaF and 16 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: -
16 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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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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10 points
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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 points
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8 points
Hanga Roa 🗿
Tynnyri and 7 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 -
8 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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7 points
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7 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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7 points
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7 pointsanother wip from the starboard side, minor adjustments trying to blend the ground and rock together, the size of some of the palm trees suggest they were seeds 3-4 years ago, add additional 1-2 years for my fictional event at Suez Canal, I'm going to base the hull decay on 6 years fictional wear and tear
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6 points
Throttle [WIP]
DutchCrazyGamer and 5 others reacted to Quotingmc for a post in a topic
I had a look around and played a few rounds. I am going, to be honest, the map has some pretty fundamental issues. The layout is pretty basic but messy. Areas don't flow together very well and rotations are near impossible. At first, I thought I was missing a route and that it couldn't possibly be that bad but I couldn't find another one. The scaling seems off as noted previously by @Radu; the beach sightlines are massive but in general, the map is quite small. It also suffers from a common mistake of newer and less experienced mappers like yourself of an abundance of props used as cover where geometry would be more appropriate for gameplay. This can and has in your case lead to less defined pathing and a lack of significant negative space. I would highly recommend reading Exodus's article on CS level design for further guidance. Another issue which is amplifying the sightlines issue, in my opinion, is the height variation. The map is split into a higher and lower ground but the cliff tops and house are mostly one flat plane. This results in rather dull duels as you barely have to move your mouse vertically at all except in one or two spots where you have to look straight up or down. While the detailing is clearly not finished and is still very rough, the visibility is already a concern. The map's lighting and fog are rather murky and doesn't make the map particularly welcoming. You mentioned the lore above and I would love to hear more about the background to the map as I found the mix of residential and commercial structures confusing. These issues are not that important though compared to the major layout flaws. I would consider going back to the drawing board and greybox before investing much more time into this layout in its current state. If the engagements are more fun than frustrating it's going to be hard to draw players back for a second game. -
6 points
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6 points
[CS:GO] Golden
MikeGon and 5 others reacted to KingOfCorn for a post in a topic
Just uploaded the first version of Golden since July. Been doing a complete overhaul of the map visually and also added some gameplay elements. Several new custom textures and some new models aswell. Here's a summary of the changes made: -Major visual rework -New 3d skybox -Added a drop in second mid -Added cover for safeplant on B -Raised the tree for cleaner gameplay and visibility around the courtyard. -Improvements to optimization -Boosted the lighting in the metro area -Several minor changes throughout -Bugfixes Have a look and please let me know what you think! -
6 points
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5 points
Halo Reach
Zarsky and 4 others reacted to MikeGon for a post in a topic
So yesterday we released the PC version of Halo Reach on MCC, and looks like it's doing great!! It's one of my personal favorites in the series, brings so much memories of my college days where I was basically drunk 24/7 Played last night plus a couple times internally and I must say, the mouse & keyboard makes it feel like a whooole different thing... SWAT in particular is f*cking nuts The game is also supporting mods so I'm excited to see what crazy stuff people are gonna come up with! Did you guys play that one back in the day? (So Halo is part of the PC master race now how 'bout that eh??) -
5 pointsAccording to the site that has them, they date back to 2004. Deck16 with sgtech textures. Morbias arena with ancient theme.
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5 points
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5 points
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5 points
Life Lessons for the Next Generation of Source 2 Mod Makers
General Vivi and 4 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. -
4 pointsIf you're like me, and the announcement of Alyx makes you wanna replay HL2, this mod seems to enhance things a little bit. I absolutely love the feature that turns the projectiles from hitscan to "bullet drop".
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4 points
Feast
DutchCrazyGamer and 3 others reacted to poLemin for a post in a topic
Slowly starting to art this baby up - Still figuring out the style that I want to go with and am comfortable with in order to finish the map in time -
4 pointsWorkshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1917973316 I've messed around in Hammer a lot but not really gotten around to publishing much of anything, so my main goal was to finally get something out there I was satisfied with. Feedback is appreciated but it will probably go into whatever I make next. Also the new character model skins Valve added made my concerns for player visibility infinitely worse so.. ¯\_(ツ)_/¯ Some feedback I received already was to alter grass colour so it blends better as well as the nuke silo not being so white.
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4 pointsReady a quick sketch of the geometry, and also made the final version of the layout.
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4 points
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4 points
de_grotto [WIP]
DeadKnife and 3 others reacted to csWaldo for a post in a topic
A little more space would be appreciated -
4 points
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4 points
A NEW HOPE: Will2k's Dying Light Single-player campaign [WIP]
Interfearance and 3 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) -
3 points
Half-Life Alyx
Zarsky and 2 others reacted to leplubodeslapin for a post in a topic
I'm already more than halfway through, too late ! Seems nice, the SMG feeling should be much better with the bullet drop instead of hitscan + the iron sight It's such a great game, guys replay it, now is the perfect time ! I bought new ram and CPU, and I asked for a motherboard to santa claus And I'll buy the Index in january ! I'm so hyped !!!!!!! -
3 points"Over 830,000 Nintendo Switch consoles were sold in the United States last week, making for the system’s best overall sales week in its nearly 3 years out in the wild." https://www.gamasutra.com/view/news/355143/Nintendo_sold_over_830000_Switch_consoles_during_Thanksgiving_week_alone.php
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3 pointsim continuing to make dis look more like the real place , other than minor detailing i thought this is pretty cool.
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3 points
Somehow I've found very old maps that I made for UT1
Interfearance and 2 others reacted to 0kelvin for a post in a topic
Found this on some unreal server that redirects downloads. I thought it was gone for good. Back in that year I looked at Grit-Tourney ant thought "Making a map like this should be easy! let's build something similar". And then I made a maze. If I were to do it today I wouldn't make it have the same lighting and texture everywhere. It's very easy to get lost. -
3 points
Life Lessons for the Next Generation of Source 2 Mod Makers
FMPONE and 2 others reacted to General Vivi for a post in a topic
Get making / get playtesting / get reworking / fail fast, learn fast. Screwing over the player isn't funny. Make sure you break down your ideas into smaller digestible chunks. Give each moment it's own breathing space. -
3 points
Throttle [WIP]
DutchCrazyGamer and 2 others reacted to Tynnyri for a post in a topic
Not much changed layout wise, small corners and wallbang spots fixed, more detail all around the map and then this monstrosity of a view from A site. Also got a small Easter egg placed on it while I'm at it. CT spawn also got reworked. Gotta work on everything looking a bit better and more optimized and flesh out T spawn and then I'm more comfortable to go live with the update. Unlike this map, I hope your Christmas won't be filled with green summer days. or with police raids. -
3 points
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3 points
Everest
Interfearance and 2 others reacted to csWaldo for a post in a topic
You could say this cliff is made out of rock. -
3 pointsSmall update, I spent most of today working on this set of modular crates for use around the map. I hope to have a larger update soon.
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2 points
Resident Evil 3 Remake
[HP] and one other reacted to ElectroSheep for a post in a topic
It was awesome in the original one. He didn't has the rocket launcher everytime, just on some occasions. The tension created by the Nemesis was really the core of the game, think of it as a super mister X but you can actually fight for extra loot if you take im down (but it was hard as fuck). I can't wait for this game, this one really nailed the fact that you are in a big fucking town full of monsters. In some part of the game, you lost the confined gameplay from the 2 first games but it was a good thing imo. -
2 points
[CSGO] cs_tori (rerelease and big update)
Interfearance and one other reacted to Tynnyri for a post in a topic
The CT spawn change was because it's important to make timings between A and B closer to each other; CTs can take the hostage on A before the T players have met up with CT players at B. Its pretty weird. Also I know of the two windows to see rushing Ts but Ts can easily just throw a smoke in front of themselves and run through it, making the windows useless. Adding a connection to rescue zone would make CTs have 6 entrances around the map. That means you have to cut out something. I cut out the route to mid in my example because in my opinion the path up from the rescue zone serves the same purpose. Anything that simplifies it. There is no need for so many paths into the car, currently it feels quite gimmicky with the amount of routes and hiding spots. I feel like this rescue zone should play more like a bombsite, that'd be more engaging. Nonetheless, great ideas. I know you can figure this out. Also that FBI model? I had the FBI girl for some reason when I played it. Was that a bug on my side? Weird. -
2 points
[CSGO] cs_tori (rerelease and big update)
Interfearance and one other reacted to Ringel for a post in a topic
Oh ok, while walking around the green hostage sign got the same color around it. The hostages spawns every time at the same place. After collect one you go to the blue area but you also walk under the yellow parts. Hm, yeah better change the color. Thanks. ^^ Edit: It means Bird. My first layout drawing of the map looked like a bird. Here it is from the 26.08.2017: -
2 points
Everest
El_Exodus and one other reacted to That50'sGuy for a post in a topic
Is that snow I see on the rocks?, they must be stone cold! -
2 points
Everest
That50'sGuy and one other reacted to esspho for a post in a topic
really nice! Could you show a wireframe? -
2 points
Star Wars Jedi: Fallen Order
Zarsky and one other reacted to blackdog for a post in a topic
Would you steal your mum's poop to play this game? -
2 points
[CS:GO] dz_junglety (Danger Zone)
Anduriel and one other reacted to michal3210 for a post in a topic
Thank you for such a big feedback, it means a lot to me I will take all this into my heart when do feature updates. Some things you mentioned are already fixed in update Thanks! -
2 points