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Showing most liked content since 02/18/2018 in all areas

  1. 36 points
    FMPONE

    GRAND PRIZE WINNERS Declared!

    At Mapcore, we believe in empowering the mapping community. We hold contests in order to reward and encourage mappers on their journey to success, and because we love maps. With an amazing partner in FACEIT, we expected unprecedented participation and enthusiasm from CS:GO mappers, and you all certainly delivered! We want to thank EVERYONE who participated for creating such wonderful levels, especially our Top 10 Finishers! It is now our privilege and honor to declare 4 Grand Finalist Maps. 4th Place Kaizen by Andre Valera, & Jakuza Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $500! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919 3rd Place Studio by ZelZStorm, TanookiSuit3, & Hollandje Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $1,500! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1204635926 2nd Place Abbey by Lizard, & thewhaleman Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $3,000! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1215935299 GRAND PRIZE WINNER Biome by jd40 Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $5,000! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1224923995 ~~~Thanks to: our lovely guest judges, FACEIT for their incredible teamwork, and Valve for contributing to our prize pool. Last but not least, THANK YOU for making this another special 'Core event! "May Hurg guide you..."
  2. 15 points
    cashed

    Mapcore Job Census

    I got promoted to Team Lead Level Designer @ Ubisoft Toronto Can you update the info!
  3. 12 points
    spa

    de_icarus (former de_corp)

    Final release Is nice finally be done (although Im sure there's plenty of mistakes I have to catch). I might make another map at some point with everything I've learned from this process. I plan to make a small release later of some of the custom props and textures to share with the community. Thanks to everyone who helped! Feel free to comment. Resources TopHATTwaffle for realworld textures and tutorials Rick_D for CS_Agency textures and props Skybex for Stadium/Workout texture references and props Shawn Olson and Orvid King for WallWorm Textures.com Special Thanks Benjamin "Aranha" Thorhauge Roald PvtJelo Horderp Zool JimWood saicho91 Mapcore.org Community /r/CSMapMakers Community
  4. 10 points
    TopHATTwaffle

    GRAND PRIZE WINNERS Declared!

    Hey Yall! Here is a video walking you through it!
  5. 6 points
    Logic

    WIP in WIP, post your level screenshots!

    Maybe things will work out this time.
  6. 6 points
    Yeah, the part where I make levels is really time-consuming... Can anything be done about that?
  7. 5 points
    Radu

    [CS:GO] Terraza (wingman WIP)

    So I blocked out a wingman map while waiting for feedback on El Guettar. It's set in Southern Spain and is inspired by Sergio Leone's spaghetti westerns. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1308751373
  8. 5 points
    fabE

    GRAND PRIZE WINNERS Declared!

    Congrats to all finishers and especially the top 4. They're gorgeous, and I'm happy to see de_studio up there, too, think it's super sick aesthetically! De_abbey feels like a map that could really be viable for competitive play, would love to see how that plays out. Biome...I mean not much to say here. Super unique concept and gameplay like no other map I've played, and masterfully polished. Well deserved! Kaizen...I need the night time map :-p Let's make it happen Andre & jakuza! Just want to say big word of THANKS to all you guys, you delivered at a level that I usually only see from maps that are already in the game! Hope this competition helped shed some light on you and the community. It was a blast, and I can't wait for the next one. And now...let's play some CS on these new maps! You can play them on MapCore's Hub on FACEIT. Click here for the EU Hub Click here for the NA Hub See ya ingame :-).
  9. 5 points
    Radu

    [DOI] El Guettar (WIP)

    Hey, guys, the alpha is out! It's still rough around the edges, but it's playable and you can get a pretty good idea of the overall theme. Give it a try if you want: http://steamcommunity.com/sharedfiles/filedetails/?id=1304752352
  10. 4 points
    blackdog

    GRAND PRIZE WINNERS Declared!

    * the wait and expectations for next Operation intensifies *
  11. 4 points
    blackdog

    GRAND PRIZE WINNERS Declared!

    Congratulations winners, and all participants, you really showed off great talent. Thank you @FMPONE and all the Mapcore staff that organised the contest. Such opportunities don’t come round often.
  12. 4 points
    xysdf

    [CS:GO] - De_Seed

    Hi everyone! There is quite some history on this map release since I started it way back in Counter Strike Source years ~2005 (80% complete i would say) but never released it or called it finished. This had a good reason because at that time I got hired for my fist job in the games industry as a character artist which got me fully occupied at that time and further years. Now its 2018 and I was searching through my hard drive and wanted to finally release it to the public, but now ported and adjusted to Counter Strike Global Offensive along with some visual improvements. At the time of creation I had in mind to make a unique map out of displacement surfaces for non vertical/horizontal gameplay and a simple and quickly memorize able layout. Its focus is on open field battles and gives not too many corners to hide. Right now I call it beta2 since there is slightly room for improvement and I need to gather feedback on how it plays and visual & other improvements that could be adjusted/done - Everyone who helps me out on that is highly welcome! Click here for my Steam Workshop page. More Screenshots Known issues by now: It does not support multicore-rendering! Turn that off in the graphic setting or you might end up in disappointment. (It might work for some folks out there but my experience is that it crashes the map randomply in the first minutes of gameplay. I don't know who to blame for that...)
  13. 4 points
    Jax0

    [CS:GO] De_PointBlank

    Hi Everyone, This is my first Hammer map*, also my first CSGO map aaaand therefore my first Source map in general, so I'm a little late to the party but heyyy it's nice to be here at last. So far I've spent about 7 or 8 days on it over 4 weeks. Roughly ~ 80 - 100 hours I'd say? I spent a lot of time playing bomb defusal and learning all the mechanics before jumping in of course. And watching some online matches to see what hacks players can exploit in the engine, and trying to design with all that in mind. It's actually a lot fun! *I've dabbled, but never made a full map So, what is de_pointblank? The story is a terrorist/rebel group are infiltrating a weapons development facility hidden in the mountains with the goal of destroying either the weapons cache (A) or the giant satellite dish (B) It's called pointblank as I was aiming to frequently funnel players into fairly close crossfire scenarios in enclosed spaces. There are three main paths. Either through the HQ, or the mid-lane via the waterway, or through the server room which links A and B on the upper level. Here's a general diagram and overview of the initial layout: EDIT... I added a hallway between 'Turbine' and B and Turbine is just a courtyard now, really Amended layout in-editor, first greybox pass... Some early wip shots... Bombsite B Courtyard HQ Bombsite A And so far this week I've been learning a *lot* about lighting and prop placements and the difference between static props and dynamic props, so on and so on. I'll finish by just attaching some of the latest images. Aiming to have the map done asap! Want it in my portfolio PS: I think I'm not enjoying the fog. It's hard to get it right and might be better off totally without! I'm open to feedback, C&C! I'm learning a *lot* as I go along, so forgive me of any rookie errors haha. (But also please point them out. I need to know how to improve!)
  14. 4 points
    Gauss

    [CS:GO] de_wildwood

    https://steamcommunity.com/sharedfiles/filedetails/?id=1199504283 Wildwood is a work-in-progress 5v5 competitive defusal map set in the forests of the Midwestern United States. I originally sketched out a rough layout on paper after getting inspiration from a dream. There were some unique ideas I had in mind, and I did my best to translate them into a playable CSGO map. I've put in many interesting gameplay features that have been used sparingly, but with useful intention, in other maps. I've just recently pushed this map into the greybox stage. It has gone through many, many changes in its layout as I've tinkered with elements like timings, chokepoints, and positional advantages. There are plenty of visual additions I want to make: - Edit the skybox to keep the orange sunset look, but add in a blue sky instead of the dull gray tones. - Seperate three parts of the map into their own distinct "looks", all fitting into the general forest theme. T-Spawn will be a train station, A-site will be a manufacturing/factory area, and B-site was planned to be a log fort (might be subject to change). - Create a custom redwood model for the A-site landmark. - Lake with floating logs, connected to railroad. (Based on real life lumber mills) If you have suggestions or critique for the map layout, feel free to comment about it I'm looking forward to completing this map and designing it to be as fun to play as possible.
  15. 3 points
    Squad

    GRAND PRIZE WINNERS Declared!

    Congrats all! Top 4 are all awesome maps. Thanks for hosting Mapcore & Faceit!
  16. 3 points
    Furiosa

    GRAND PRIZE WINNERS Declared!

    Congrats all! Biome, looks so good (especially on unplayable area outside).
  17. 3 points
    FMPONE

    GRAND PRIZE WINNERS Declared!

    We have a lot of video content coming your way. Get ready!
  18. 3 points
    Vilham

    Mapcore Job Census

    Onwards and upwards to Lead Team Lead Level Designer
  19. 3 points
    Jax0

    [CS:GO] De_PointBlank

    A couple more photos of the 'vista', as I spent tonight working on the foreground and background. Yet to make it blend seamlessely but I'll get there~ (Also still figuring out the best settings for nice shadows on props! They're being so difficult)
  20. 2 points
    blackdog

    Sniper Elite 4

    Rebellion has released a behind the scenes on level design 🤓 I imagine there’s stuff from @Beck inside
  21. 2 points
    GaWran

    GRAND PRIZE WINNERS Declared!

    Congrats hope to see all of these maps in an operation soon
  22. 2 points
    badtRIP

    GRAND PRIZE WINNERS Declared!

    Congrats
  23. 2 points
    Thewhaleman

    GRAND PRIZE WINNERS Declared!

    Congrats to biome, map was solid.
  24. 2 points
    It's Time! It’s finally time to declare a grand prize winner in our exciting Counter-Strike: Global Offensive mapping contest. DE_MyNameJeff
  25. 2 points
    jackophant

    GRAND PRIZE WINNERS Declared!

    Congratulations everyone!
  26. 2 points
    AlexM

    GRAND PRIZE WINNERS Declared!

    Congrats. All gorgeous entries!
  27. 2 points
    Harry Poster

    GRAND PRIZE WINNERS Declared!

    Congrats to @jd40 and others! Memories will be with us forever...
  28. 2 points
    Vilham

    GRAND PRIZE WINNERS Declared!

    Congratulations guys.
  29. 2 points
    JimWood

    GRAND PRIZE WINNERS Declared!

    Congrats lads!
  30. 2 points
    Slimek

    GRAND PRIZE WINNERS Declared!

    Congrats!
  31. 2 points
    Gauss

    GRAND PRIZE WINNERS Declared!

    Way to go everyone! I had a good feeling Biome was gonna take home #1, glad to see these results
  32. 2 points
    Quotingmc

    GRAND PRIZE WINNERS Declared!

    Congrats to all the winners!
  33. 2 points
    Radu

    [CS:GO] Terraza (wingman WIP)

    Quick update: - Moved bombsite from terrace to inside the main building. - Opened up main building ceiling. - Removed 2 crates from terrace. - Updated nav file. - Updated overview image.
  34. 2 points
  35. 2 points
    Minos

    What's going on with your life?

    Putting another log on the fire
  36. 2 points
    Careful what you wish for 😱
  37. 2 points
    Markup, every kind of markup.
  38. 2 points
    If you can make a machine learning algorithm that can successfully fix unneeded header includes (and possibly reorganize to improve compile time) that would be amazing. I think the issue is that it would take too long to run. I've only ever discussed it in releation to genetic algorithms though as I don't really understand deep learning.
  39. 2 points
    Radu

    [DOI] El Guettar (WIP)

    Well, here we are. After months of fiddling around I finally have a playable greybox version of my Day of Infamy level, El Guettar. So far, this is proving to be the most elaborate level that I've worked on. It's pushed me to organize better, learn basic modelling and really improve as a level designer. The following months will probably be just as challenging, but I'm thrilled to see the end result! Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1100005574
  40. 2 points
    catfood

    [CS:GO] De_PointBlank

    Hey it's coming along nicely especially for a first map. Only concern I have right now are the dark spots/shadows in almost every room/area. Maybe try lighten up these areas to make the level more readable and also prettier to look at.
  41. 2 points
    Tisky

    What's going on with your life?

    My father commited suicide 2004, and all i had was 4 pictures or so of him. I really loved my father and he was the best, so, when my cousin randomly sent me a dropbox video on messenger two days ago i thought it was a virus or something. Turns out it was a video from when my grandmother turned 70. And my dad was there, and i got to hear his voice again. I never thought i would be able to do that again. Best thing in a long long time for me!!
  42. 2 points
    'RZL

    Mapcore Job Census

    Today was my first day at Splash Damage as an Associate Level Designer. I broke into the industry, yay!
  43. 2 points
    [HP]

    Red Dead Redemption 2

  44. 1 point
    Greetings I've been away for quite some time (October 2017) and my last post then was about me tinkering with Dying Light Developer Tools. This "tinkering" went from 0 to 100 real quick as I'm now developing a full fledged single player campaign titled " A New Hope". I spent around 5 days watching short tutorials videos (around 20, 3-5 min each) from Developer Techland to cover the tools/sdk basics and get me up and running. I then delved into making small test maps for a trial and error approach since I was a fresh newbie with the tools. The tools are a blast to use and I can't commend Techland enough for the work they did with the game and the tools. Since this is a relatively big campaign, I had to plan and write down the story, map objectives, events, and NPCs on paper as well as lay down the layout and how and where I want the encounters and sequence/fights to happen. The most difficult, yet the most fun and rewarding part was the scripting/programming and quest creation process. The map as it is now is about 25-30% complete but perfectly playable and bug-free with 1 full sequential quest in place (I could upload it to the workshop now but I'm not gonna do it The final map will hopefully be 3-4 times larger than the current area (which is rather large) and will feature approximately 20-25 minutes of gameplay (numbers not final) in addition to 1 hour+ of world exploration, scavenging, and random events/encounters (the current finished part of the map has around 7-8 minutes of quest gameplay and 30+ minutes of exploration depending on playing style and skills). The map features unlockable safehouses with player stash and sleeping/time-forwarding ability as well as day/night cycle adaptation. It also features traders/shops, random events, fights with special infected and humans, ziplines, environmental traps, and plenty of scavenging, looting, and exploration. Story-wise, it will see the main protagonist, Kyle Crane, leaving the City for the countryside to search for a specific elusive medicinal herb and bring it back to Dr. Camden who believes it could be the cure to the Harran Virus. I don't have a set date yet for the release but I'm working tirelessly on the campaign while in parallel, still learning new things in the tools (still have a lot to cover and learn but the focus now is on cutscenes, animation, interactive dialog among others) The tools are awesome to work with; I've put in a little north of 150 hrs so far and only started to scratch below the surface. On a side note, Source engine is slowly becoming a distant memory. Now onto the screenshots
  45. 1 point
  46. 1 point
    http://store.steampowered.com/app/719180/Revulsion/ Big update the entire Damage system in Revulsion. All weapons armor and enemy types now have elemental effects. Undead / Zombies Fire based weapons are best vs undead and zombies. Fire and lightning deal 50% increased damage while poison and ice are cut in half. Fire : +50% Poison : -50% Ice : -50% Lightning : +50% Hell Beasts / Demons / Arcana Hell beasts are strong vs fire and lightning. Demons are weak vs poison damage. Ice based weapons do normal damage vs demons as well. Hell beasts toss green balls that now deal poison damage. so be ready for that. Fire : -50% Poison : +50% Ice : No difference Lightning : -50% Machines / Robots / Objects Lightning based weapons are best for destroying armor. Various enemy types now have armor. Fire : -75% Poison : No effect Ice : -75% Lightning : +50% Note : There is a small chance that a target will suffer a negative status effect when taking elemental damage. These status effects do not stack.Fire : Burns for 8 seconds for moderate damage over timePoison : 8 seconds of poison damageIce : 8 seconds of freezing damage while movement is slowedLightning : Armor takes much higher damage percentage You can view your elemental resistance on the equipment menu tab. Weapon and armor tool tips now display elemental affiliation. 4 new armor sets have been added to the game. These new armor sets are based around the new elemental resistance system. Damage text has been improved to make it more clear when you deal critical damage from head shots on enemies.Up next will be jump mods!
  47. 1 point
    zombi

    WIP in WIP, post your level screenshots!

    after playing a lot, I came back to my csgo coop map
  48. 1 point
    dux

    Subnautica

    There's a story yes. Those structures you talk of have been abondoned for a long time.
  49. 1 point
    JSadones

    CS_Apollo

    Terrorists have taken former astronauts hostage in the Apollo space visitor center. SWAT team have arrived to rescue them. Team: @Vaya - Layout/Level design @Vorontsov - Modeller/Asset Designer @JSadones - Environment design/Detailer @Assassin - Modeller/Asset Designer Any feedback is always welcome Download on Steam workshop.
  50. 1 point
    In a previous post we haven't mentioned one important fact about faction equipment and ships: although they depend on different resources, they are connected in a certain way. All ships and equipment designed so that the first income level of each resource, for example, allows you to assemble a certain ship build - Blazing Fist modification with Stingray laser and Scouting drone module. In other words, each faction ship modification constructed to easiliy fit modules and weapons you get for the same income levels of other resources. We hope that this system is going to motivate you to maintain the same income level of each resource and look for new territories you can conquer. Now let's come back to our faction equipment lists: Deprived weapon Lvl.1"Storm Rocket Launcher", Kinetic, size 1x2 - weapon, designed to hit small and maneuverable targets. Launches several rockets at a time, has average firing rate, good burst damage but lower DPS (damage per second). Lvl.2 "Reconstruction Beam", Energy, size 2x2 - equipment for remote (up to 6000m) repairservices. Uses laser ray focus to connect damaged coating elements, delivers subatomic gel to the damaged. Lvl.3 "Eradicate Cannon", Kinetic, size 4x2 - battery, which shoots with exploding shells and permanently damages target ships so they can never be fully repaired.Shoots with several projectiles, just like a usual shotgun. Lowers maximum ship armor. Lvl.4 "Plasma Dissolver", Energy, size 2x4 - Heavy Plasma Cannon modification with increased range. Lvl.5 "Valkyrie", Kinetic, size 3x3- rocket tower, which guides rocket flight and immediately launches another rocket once it hits target ship. It means that at closer distances it has higher firing rate. Here are all new weapons for Vanguard, Eclipse and Deprived: Faction special modules "Scouting Drone" - Vanguard, lvl.1, activatable - Drone scout. Moves in a straight line and reveals everything on its way. "Omicron Generator" - Deprived, lvl.1, activatable - Creates a special area which deals damage to enemies and heals friendly ships for the same amount. Has limited duration. "Force Weapon Reload" - Eclipse lvl.3, activatable - Forced reload. As a matter of urgency, makes all weapons ready to fire. Deals damage to ship structure on activation. "Selfstasis module" - Deprived, lvl.3, activatable - Module, which puts an initial ship into special stasis for a limited amount of time: it drastically increases recovery rate for structure, armor and shields. "Sabotage Squad" - Vanguard, lvl.4, activatable - Boarding module which has a sabotage squad instead of usual troopers. Turns off ship functional systems (modules). "Sabotage Squad" module Vanguard ships Lvl.1 - battlecruiser "Blazing Fist", Curtana modification Lvl.2 - battlecruiser "Iron Guard", Tarnhelm modification Lvl.3 - battleship "Esprit de corps", Tizona modification Lvl.4 - battleship "Spirit of Rage", Ichaival modification Lvl.5 - dreadnought "God of War", Mjolnir modification
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