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Showing most liked content since 04/13/2018 in all areas

  1. 28 points
    grapen

    [CS:GO] Chalice (Wingman)

    I just published 'Chalice' to the workshop, a small Wingman map inspired by a fortification in northen Italy, and a spin-off to my earlier map Scepter. Assets from 7 different maps came together to make this: https://steamcommunity.com/sharedfiles/filedetails/?id=1362837520
  2. 19 points
    catfood

    [CSGO] de_ruby

    Hello! Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop! The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having: ~100 custom models ~60 custom materials ~100 custom sounds All based on the Portuguese city. The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level. There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake! Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development. And please let me know what you guys think of the end result! WORKSHOP LINK
  3. 18 points
    Jonny Phive

    [CS:GO] DE-VENOM

    I decided to spend some time taking classes and mentorships last year based on environment art. I felt if I could better understand environment art, I could hopefully become a better level designer. I embarked on a mentorship with Ryan Benno, a modeling course with Andres Rodriguez, and a foliage course with Jeremy Huxley. The following work is a byproduct of their incredible courses, fantastic teaching, and guidance. I strongly recommend each one. I decided to work some of this new art back into Venom. Excited to share more soon!
  4. 15 points
    SlothSquadron

    Classic Offensive

    I thought I'd update this thread with some more of our recent work. We've recently shown off progress on our versions of Inferno and Poolday in our weekly devlogs I post on our Twitter. fy_poolday_csco Preview (created by Quoting) de_inferno_csco Preview (created by poLemin) de_nuke_csco (created by Quoting)
  5. 14 points
    GrillusRetardus

    [Gmod] rp_wildwest

    I just released an RP map that I've been working on since late November. Steam workshop link
  6. 14 points
    Oskmos

    WIP in WIP, post your level screenshots!

    Started working on the actual map now! Im posting progress pics on my Twitter (where I also post stuff about my indiegame that im building by myself (plz follow me)) https://twitter.com/Oskmos Cheers!
  7. 12 points
    Jonny Phive

    [CS:GO] DE-VENOM

    I have been trying to chip away in any free time to get some work in on Venom. With that said, I reworked the layout and the art to feel a little more consistent overall. Hoping to share more of the art soon-- for now I wanted to share the newest version of the layout and finally get it into the workshop. I should have the workshop link shortly
  8. 12 points
    Here's another update to Kaizen, would definitely like to do a flash/smoke video once the map is solid
  9. 9 points
    ElectroSheep

    [TF2] Ctf_frosty

    Snow everywhere... Snooooooooow !!!!
  10. 7 points
    Mocherad

    Haunted Mines (Unity)

    My first level, I was trying to make something haunted in the cave
  11. 6 points
    blackdog

    Simon Stålenhag

    Looks like the golden boys of Marvel, the Russo brothers (Captain America Civil War, Winter Soldier, Infinity War) have picked up the rights to the Stalenhag novel!
  12. 5 points
    Jonny Phive

    [CS:GO] DE-VENOM

    UPDATE April 15 2018: Here is the workshop link In the works for three and a half years, with the help of Rabbid Monkey (Spencer Rose), looking to release this passion project of mine very soon ™ ! Hidden deep within the jungle, a once-abandoned military base originally intent on destroying the world has been resurrected... Check out these snapshots into the new world of VENOM. Still WIP/Aplha & looking for feedback. Thanks to my brother for helping me make a badge/logo for the map
  13. 5 points
    catfood

    [CSGO] de_ruby

    Hello Mapcore It's been a while, I've been very busy working on ruby the past couple of months so I thought it was time to re-release a preview of the map to the workshop and give you guys a heads up of whats going on. First screenshots: A site terrorist entry Mid / B-short Terrorist spawn Back of Mid In the screenshot above you can see I've added a extra option / angle where the terrorists can fight over each bombsite I also gave them a extra path to rotate more easily through mid whilst trying to keep the map from becoming over complicated. Playing as CT you can still defend and watch all angles if you play two A one mid and two B. The reason I made these changes came from the many playtests that were held. A lot of times it seemed that the terrorists got stuck quite easily if the CT's would just smoke the entry paths to the bombsites. I found this became boring real fast and wanted to give the Terrorists a bit more space to work with but that of course won't make them overpowered. So I added a few options where the terrorists can work together over small areas near the bombsite where they can win a extra angle or option to fight over the bombsite and not just adding another entry point to the bombsite itself because this would make it unfair and to hard for the CT's to defend. There's already been quite a few playtests where I saw the terrorist team working together in theses areas and even if they finally got to the bombsite or not it was great to see how the fights worked out and I'm quite satisfied how the map plays overall right now. The only thing I'm still concerned about right now is the new route near mid this seemed sometimes a bit too much because you also have the upper route you can take from mid. I'm gonna stop right here because I don't want this to become a too long didn't read kinda thing. I hope you guys like where the map is heading and might you have any questions or feedback please let me know! Link to workshop
  14. 4 points
    Steppenwolf

    totally random texture thread

    Something new for the space fans: https://www.artstation.com/artwork/rQnDm
  15. 4 points
    FMPONE

    [CSGO] de_ruby

    I think this is your strongest work yet. The sparkling ocean effect (sprite?) is really fun. In the past you’ve maybe not had the most realistic style, but you truly made it work here without losing any of your charm. Interested to play it soon!
  16. 4 points
    Jonny Phive

    [CS:GO] DE-VENOM

    Thanks, guys! For anyone interested, here is the workshop link that just went up. https://tinyurl.com/yd8o43b4 Looking forward to hearing your feedback! It is a simple layout, but I have had a ton of fun making it.
  17. 4 points
  18. 3 points
    catfood

    [CSGO] de_ruby

    @FMPONEThanks! and the sparkling effect is not a sprite but are small func_dustmotes with a short life time well deserved enjoy looking at your cake piece! Thanks Exodus! and nice to hear you like the soundscapes but that's the work of Hunsrus: https://steamcommunity.com/id/Hunsrus He joined me on trip to Lisbon and was the audio guy for this level as well as my previous levels
  19. 3 points
    [HP]

    Red Dead Redemption 2

    Man, this game did not age.
  20. 3 points
    maxlevelboi

    de_segovia

    New workshop page for playtesting: https://steamcommunity.com/sharedfiles/filedetails/?id=1364731910
  21. 3 points
    grapen

    [CS:GO] Chalice (Wingman)

    Thanks! The interior could definitely use some polish overall, I’ve been hesistant to create new assets for the map due to the short production time frame, but I’ll consider some things Whoops! No but really, castle maps are awesome, keep doing it!
  22. 3 points
    FMPONE

    Simon Stålenhag

    This is pretty cool, always nice to see an artist get their due in the “mainstream”. A film of visuals inspired by his work could definitely be striking to look at
  23. 2 points
    El_Exodus

    [CSGO] de_ruby

    I think ruby is the first map i had a walk around while shift-walking the entire time. That soundscape man - awesome shit. Your sound recordings definitely payed off! Incredible what feeling that adds to the map.
  24. 2 points
    T-Rexer

    [CSGO] de_ruby

    I wanna have that cake
  25. 2 points
    SlothSquadron

    Classic Offensive

    Classic Offensive is an in-development community-made mod for Counter-Strike: Global Offensive. CO aims to bring Counter Strike back to its roots with completely remade classic maps, character models, and weapons that hearken back to their original versions while also keeping many of the improvements that CSGO has made. Classic Offensive was successfully Greenlit by the community and will see a free Steam release in the future. Since its initial ModDB release, the team has expanded, and nearly everything has been rebuilt from the ground up. We recently started posting weekly devlogs every Monday on Twitter and Reddit. fy_iceworld_csco Preview (created by Quoting) de_train_csco Preview (created by Quoting) We are currently looking for more developers. We are in need of skilled mappers and modelers. Feel free to send me a message here on Mapcore if you are interested in assisting in CO's development! We also recently opened a Patreon account as a way of supporting our developers.
  26. 2 points
    Jonny Phive

    [CS:GO] DE-VENOM

    Thanks everyone! And yes, brushes hanging will be torn banners and such For now trying to paint some shapes to help the composition ... and possible nade targets? haha
  27. 2 points
    RA7

    [CS:GO] Chalice (Wingman)

    /Pimped/ :-)
  28. 2 points
    dux

    God of War

    I might buy a ps4 for this.
  29. 2 points
    SirK

    [CS:GO] Chalice (Wingman)

    Looks awesome! Now I have to change the setting of my wingman map xD
  30. 2 points
    poLemin

    [CS:GO] Chalice (Wingman)

    The outside area looks amazing and the layout looks interesting in the overview. I'll give it a try later today! I feel like the indoor area does not really fit the rest of the scenes, especially the clean texture on both the ceiling and the columns. And the plant pots from berth do not fit well in my opinion. Keep the good work coming! Excited to try this one out
  31. 2 points
    MadsenFK

    DE_Sentinel

    Gonna try and revive this project. Don't expect too much. Wish me luck.
  32. 2 points
    Xingo

    [CS:GO] de_Iris

    I LOVE the 1950's! I can't wait to see this!
  33. 2 points
    BubkeZ

    [CS:GO] de_Iris

    Cheers mate! I came up with the name Iris because I think it's a great clean and simple name and ofc also the meaning of creating colours. The name is also ambiguous so it's open for interpretation, but I thought it rolled nicely off the tongue and it ties somewhat with the theme.
  34. 2 points
    [HP]

    God of War

    Review embargo is out today, and it's shaping up to be the best reviewed game of this generation.
  35. 2 points
    There's plenty of work to be done but here's an update to Kaizen!
  36. 1 point
    Pampers

    God of War

    classic bring your son to work day
  37. 1 point
  38. 1 point
    VIOLATION

    [CSGO] de_ruby

    Just had a quick run-through and I have to say the artwork and detail in this is incredibly stunning. This is by far your best work to date and I am simply blown away by how much effort and time went into this. The murals and road patches/blending/detail are definitely my favorite smaller details. Absolutely fantastic job man you deserve all the praise for this
  39. 1 point
    blackdog

    [CSGO] de_ruby

    Pictures not coming up right now but I saw them onteotter so giving and “awesome” upvote anyway 😬 What an effort, looking forward to see it in the next Operation
  40. 1 point
    [HP]

    God of War

    So... I just learned that this game has a no cut camera, from the beginning to the end. wtf.
  41. 1 point
    'RZL

    DE_Sentinel

    oh boy here we go again Looking forward to it!
  42. 1 point
    grapen

    [CS:GO] Chalice (Wingman)

    There are three ways from which T can come from, you could try and hold two of them with an awp or scout, but it’s a huge gamble, especially with the windows T can use to throw nades through. CT’s should try and be dynamic and use utility to cover everything. Wish I knew of a server that run Wingmans, but community servers are rare these days
  43. 1 point
    [HP]

    God of War

  44. 1 point
    Oliver

    [CS:GO] de_Iris

    Hey Mapcore. I'm working with @BubkeZ on a new project. goo.gl/zx6Z1h We are making a new competitive bomb/defusal map, that takes place in a charming small town somewhere in the US of A. The map features a lot of traditional american exterior elements and takes inspiration from the 1950s. We are still looking for feedback on the layout. Feel free to test it out and leave feedback on it! --- @BubkeZ is responsible for the layout and gameplay, and also is contributing to the design process. I'm responsible for producing all the art, so props, textures and the map composition. @BubkeZ's vision with this map is to create a fast-paced competitive bomb/defusal map with an open skybox, which creates interesting gameplay with its verticality. When it comes to the visual design, we wanted to capture the feeling of a typical american small town. To keep the theme fresh and interesting, I had the idea to ground the map in the 50s. So the map will have a Diner, an auto service shop, an Ice Cream bar and lots of different types of establishments that you can find in a small town. The map is in its early stages still, but we are making a lot of progress by the day. We will update you here when we have something new to show, so stay tuned! We are going to post more screens and behind-the-scenes stuff on this thread later this week!
  45. 1 point
    Mamorex

    Counter-Strike: Global Offensive

    I noticed a bug in CS:GO with a Phong shading from light_environment (it works well with other light sources) and prop_static entities. When prop_static collisions are on (VPhysics or Bounding Box), Phong shading from sun isn't working. When collisions are off, it works. It isn't working too, when I mix two entities with disabled and enabled collisions. Bug is noticeable on de_train. Props scaling used. I wrote about it to Valve CS:GO team, no answer.
  46. 1 point
    Prop scaling!
  47. 1 point
    Squad

    Counter-Strike: Global Offensive

    SDK updates are not usually mentioned on the front page. You can see them on the updates page though: http://blog.counter-strike.net/index.php/category/updates/ Also, yay! Was just thinking the other day how useful it would be. Would be even better if they added seperate scaling along each axis (fingers crossed).
  48. 1 point
    MrRuck

    (CS:GO) de_place (WIP)

    Hello! This is my latest WIP map: de_place (name is more or less a *place*holder haha) I'm not entirely sure about the layout and I'm completely unsure about the theme. Right now the map is set in an italian town similar to inferno, italy and canals. But this might change, I don't know yet. Here are screenshots: https://imgur.com/a/RL4uV Here's the workshop link: Feel free to check it out and let me know what you like and dislike about it (and why) https://steamcommunity.com/sharedfiles/filedetails/?id=842126114 And here's the layout:
  49. 1 point
    Serialmapper

    [CS:GO] DE-VENOM

    Custom props & textures intelligently combined = Valve operation map
  50. 1 point
    catfood

    [CSGO] de_ruby

    @kinggambit Glad you like the map! and if you want to go B long from mid you could climp up two crates next to the ramp so you wont have to run all the way to t-spawn and back to get to B long from mid. And yes I try to get all the models in as blockmeshes asap this way I know how much textures and meshes there need to be created and it also gives a good sense of scale and detail density early on
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