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Showing content with the highest reputation since 07/31/2020 in all areas

  1. 32 points
    catfood

    [CSGO] Engage

    Hello all! This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop. Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes. The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design. RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there. The result: ENGAGE WORKSHOP PAGE
  2. 16 points
    untor

    Swamp

    Hi Mapcore! We are make Swamp update! What's new? Performance! And new screens from map:
  3. 15 points
    Lizard

    County

    Bunch of new screenshots. Quarry and motel. You can clearly see that our motel is similar to cs_motel by Soctom. That is correct. I asked him if we can base ours on his original visuals so that we can maybe bring some of the nostalgia for older players. Tried to find the right balance between original and fresh visuals to still bring something new to the place and also to fit dz map playstyle. Hope you guys like it.
  4. 10 points
    Edude

    Maginot [Wingman]

    Hello everybody! I'm creating a map (based on the Maginot Line) for the Wingman's Contest - provided by Source Engine's Discord. I started the map 3 weeks ago and I'm on the detailing phase, slowly progreeding area by area, worried with the time left. I decided to follow this strategy: detail 75% of every area and after that (and gaining some time) I'd put some final touches + polishment + optimization. I wonder, should I keep doing it in a hurry or is it better to make it with no rush and patience (losing the deadline)? There's still a lot to do and I'd like to hear your opinions...
  5. 10 points
    Sick_TwinN

    de_pithead WIP

    the level has now been blocked in and now i can go to the next step to detail everything
  6. 10 points
    T-Rexer

    Frostbite - Danger Zone

    Frostbite Update 1 We have just updated Frostbite for the first time with a major update. We tried to include as much of the feedback posted here and elsewhere in this update. Feel free to leave more feedback. We are working on another fairly substantial update right now, trying to eliminate as many bugs as possible, so post everything you may find. Patch notes: [General] - Improved performance (up to 20%!) - Reworked lighting for better contrast between in- and outside areas. - Added fences/rock cliffs to areas where the map boundaries weren’t obvious. - Reworked map boundary clipping. - Added more weapon spawns across the map. - Fixed weapons spawning underneath the ice. - Fixed drone delivery issues (thanks Valve) [Radio] - Reworked buildings to eliminate dead ends. - Added a lock to the outhouse. - Added second story to the telescope building. - Added chain-link fence around the base of the tower to indicate inaccessibility. [Village] - Opened up one of the previously closed buildings. - Added pathways between buildings for better navigation in the area. [Town] - Reworked building frames for lighting and collision improvements. - Added graveyard area. - Reworked statue. - Reworked textures. - Adjusted clutter. [Tourist] - Fixed misaligned ski lifts. - Added more ski lifts. - Added ladder and jump puzzle to get on top of ski lift building. [Alpha] - Moved resort building moved further away from ski slope. - Opened up first and second floor of previously inaccessible resort building. [Shack] - Opened up first floor. - Added stairs to connect garage to first floor. [Tunnels] - Added signs for easier navigation. - Added path from west entrance to north exit. - Improved lighting. - Reworked north exit. - Reworked tunnels near west entrance. - Removed bathroom area which led to a dead end. - Improved visuals in the cave section. [Boat Houses] - Reworked one of the buildings. - Added snow on outside wood flooring. [Tower One] - Added information sign. - Added snow on outside wood flooring. [Misc] - Added more snow. - Improved texture blends. - Made ski flag poles more vibrant. - Fixed an issue where broken windows would still make glass sounds when shot. - Fixed misaligned props and displacement gaps. - Disabled ice reflections on low shader detail settings. - Updated and reworked deployment overview to better indicate the actual playable area. Pictures of the new fence and watchtowers around the map, aswell as consistent snow ontop of every building:
  7. 8 points
    JorisCeoen

    Daigo

    As more time has opened up in my scedule recently, I've been able to work on redesigning quite a few important assets of Daigo. I've been working silently on T-spawn for the past month to slowly but surely rework all of the roofwork (for the whole map), as well as a lot of additional woodwork and foliage. All of it is still WIP, but I've reached a point where I can finally start moving forward into the map. A lot of additional details are planned to be added, and some of it already exists, but I'm not adding those until the very end of the whole rework. I've also decided to use the newest prop_detail techniques to design most of the flowers and grass stuff so I can have total control over the variation and placement across the map. I'm working hard on getting all the assets procedurally placed, so that I can also change things later on in the development of the map (such as balanced coloring and thematic material). Below is an rough example of the T-spawn rework: I have no ETA on when the whole map will be done, but I'm going to work almost solely on this map until the end of August. Hopefully a playable version will be ready by then
  8. 8 points
    fewseb

    Sawmill (WIP) (wingman)

    Small update, I havnt used this thread to document progress as I was hoping to. Ive found working on this map tends to be a lot more multiple small iterations as opposed to larger individual ones like im used to. So far the map seems to be playing well and ive received a lot of valuable feedback via Mapcore's playtest system. The layout has evolved for the better entirely because of the feedback I received from those playtests. Here are some WIP of the art stage. A lot of the things are still up in the air lighting wise. Obviously a lot of areas are still very dark as im not quite sure how im going to light the interior places. Im also having trouble getting rain to act consistently and im unsure how successful an overcast sky will be, players tend to like their sunshine. I may end up dumping the rain for a sunrise/sunset if testing continues to prove unsuccessful. Outside/yard T side upper Bombsite from ct main Bombsite from upper T spawn
  9. 5 points
    Vaya

    Basalt

    #basaltwasrobbed
  10. 5 points
    ItzOmega

    The random model thread!

    https://www.artstation.com/artwork/OoG0Ob
  11. 4 points
    Edude

    Maginot [Wingman]

    Screenshots of some areas's progress - there is still a lot to do... It will be hard to optimize and polish when the time comes since I'm using a lot of displacements.
  12. 4 points
  13. 4 points
    Radu

    Half-Life Alyx

  14. 3 points
    TheOnionChef

    [CS:GO] Coverup

    This map was the first time I did any game/map development since 2017, so the first few months of this project took a while for me to get re-accustomed to the tools. First blockout date was Feb 29th, and I just pushed pre-release update today, August 6th. I began the project with 9yz, who helped with the initial detailing and theme development, a lot of which is no longer in the level today. The map has gone under different names such as Shortdam and Calamari, as the theme has slightly shifted over time to what it is now. The biggest development period began in late June where I received help from Sir Thomas- who between him and I did a nearly complete overhaul of the visuals and revamped two routes. I got lots of help from my friends, like Jonmcbane who did the logo. I also received permission from PROXY, the world-famous DJ to use some of his music in the map trailer- which releases tomorrow at 8:15PM CST, with the workshop page. I can't thank everyone at MapCore and Source Engine Discord enough, as I got lots of help getting readjusted to working with Source again. I plan to work on more maps, and I hope everything goes smoothly from here on out. I will be posting the workshop link here once it goes public tomorrow! There will be a launch party on August 7th at 8:30 PM CST on http://twitch.tv/Mariowned Mariowned (creator of the surf game mode) will be hosting matches on the map and my co-creators and I will have a blast talking level design with him. Stop on by!
  15. 3 points
    JorisCeoen

    Basalt

    I've lately been running around in this map, being in awe of the propwork that was made for conveying the atmosphere and natural setting. I just have got to say it: I think this map's visual quality has been criminally undermined. Surely, some minor interior work and certain white brushes are akwardly low-detail compared to the rest, but the cliffs with the detail props and the transparant grass is something I've actually been taking a close look at for the past week. It's rare for me to get so impressed and blown away by just a few models that I actually decompiled the map and some models to make sure I could understand just how the heck it was made. Only a professional modeler/mapper could possibly come up with such smart visual solutions, therefore wishing to applaud the team behind the design of this map. Thanks for bringing out this map, and for being a huge inspiration for my current project
  16. 3 points
    DutchCrazyGamer

    [CS GO Wingman] Vaccine (WIP)

    It has been a while since i last posted something. Had a playtest for it that concluded that the spawns had to be shifted a tiny bit to make it more fair and balanced. Also started with modeling the first model (the texturing is currently really bad because i have not been diving that deep into substance painter yet)
  17. 3 points
    poLemin

    [CSGO] Engage

    I agree with what is being said here. The map looks stunning - in a positive and a negative way. The particular shot shown above, is something I encountered when playing it as well. You get thrown into this area when leaving CT spawn, and it's unclear were the sections of gameplay relevance are. The connector to mid is hidden because of the U-Shape, The door is kinda hidden due to the orthogonal angle you are approaching it at and the stairs to your right are only in the corner of your eye. The bright light at the back of site draws attention, but only leads to a seamingly meaningless corner. I think the lighting overall looks beautiful, but it doesn't really support gameplay. It's hard to read which parts of the map are important and which are non-playable areas. Again, this is criticism on a very very high level. The map is great, looks stunning and I had a lot of fun playing it (granted when it was a greybox, but only a few things changed since then). Congratulations to the team! It's definitely something to be very proud of
  18. 3 points
    RaVaGe

    RaVaGe's real life WIP

    Wip, almost done.
  19. 3 points
    BubkeZ

    [CSGO] Engage

    YEAH! The old 1.6 layout can be seen in this video and 10 years later RZL and catfood helped me to make it even better.
  20. 3 points
    Colino

    de_Pray [Wingman]

    INTRODUCTION Hey guys, my name is Colino and I want to talk a little bit about my most recent project. For the last few months I've been testing and working on a map called de_Pray, it is set to be an abandoned catholic boarding school, and it is a Wingman Map as you can see by the title. ABOUT THE MAP My intentions with the layout is it to be a fast-paced map and with a lot of options for rotations and flanking for both teams. Like terrorists have an option to rush to the bombsite and force a post-plant situation (something that rarely is seen on wingman official matches). Now that i'm moving trough beta, I want to make sure that the layout is on it best form, so that's why i wish you guys could provide me some feedback about gameplay and/or ideas you might have while playing it. Not excluding bugs, if you find one that is not reproted on the bugs section down there, PLEASE report to me! KNOWN BUGS Water brush disappearing if you look at it while standing on the bridge; ... UPCOMING CHANGES Improve scenario (main building); Improve lighting; Custom assets; ... LINKS Imgur Album: https://imgur.com/a/7RHar96 Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2113263479
  21. 3 points
    Minos

    What's going on with your life?

    Life is a bitch sometimes and slaps us in the face, but these moments are also moments of growth and evolution. Sometimes these changes (like the job change) will lead you to an even better job in the future. Best luck to your mom, hope she recovers quickly!
  22. 3 points
    DMU222

    Half-Life Alyx

    It seems like all HLA models had a lightly cartoonish appearance. I would guess its because more realistic models looked uncanny. I think Valve found a good spot where the player can connect with the characters as real people but also not feel uncomfortable around them.
  23. 3 points
    Buddy

    Half-Life Alyx

  24. 2 points
    Interfearance

    [CSGO] Engage

    I would enjoy this map, but as soon as I saw the enemy's playermodels the effect was ruined and I was no longer immersed in the hyper realistic world of csgo. Soon after I noticed that you failed to replicate a vehicular assembly line that would function efficiently in real life. Additionally, there were several violations of workplace safety regulation that I spotted throughout the factory that made it difficult to aim because my whole body was convulsing. I understand that you care about "gameplay" and all that other soft crap but I would like if you recreated a real car factory with local workers and special forces (preferably a night mission). Good day
  25. 2 points
    NikiOo

    The random model thread!

    Ash Tray inspired by Matchstick Men.
  26. 2 points
    Radu

    Sauna 2000

    Kickstarter page:
  27. 2 points
    Its a "Wip, post your level screenshot thread" man... Maybe create your own thread or something. As for the grid snapping, try ctrl+b.
  28. 2 points
    Lizard

    [CSGO] Engage

    Can you finally realise that foreign special forces do operate on foreign soil very often? As for the map... Like I said to Rzl the other day it looks incredible. I love the animated assembly line and all the small details. I also left Rzl some feedback on lighting and how to improve visibility of critical paths. I feel like the map is evenly lit from every direction causing the map to look flat without depth in most places. It creates the problem where you can't really tell whats playable area and whats not. Map having big elevation changes doesn't help with this issue. Other than that I tools incredible and I remember it plays well too. Congratulations on the release guys!
  29. 2 points
    JorisCeoen

    [CSGO] Engage

    I've ran around it yesterday, and again today just as I woke up. The map is just insane. I swear you have to be some sort of architect to design maps this sophisticated and beautiful Though, as much as I was blown away by the map as a whole, I just have one overall concern (right now anyways), which would be that running in the map with or without bots feels very overloaded/overdesigned. It's hard to describe properly, but it feels that at every inch of the map so much is going on at the same time in terms of visual information, that it feels quite heavy on the brain. For me, at least. I'm sure other people have less of an issue with this. It's one of the reasons I never queue for Nuke, because as much as I love that map and see it as one of the biggest Valve masterpieces, it's just too much visuals and I lose focus. However, compared to 98% of the workshop this map surpasses all boundaries, and equals only the best maps available right now. Congratulations!
  30. 2 points
    Tisky

    Overwatch

    @Minos @[HP] I want answers
  31. 2 points
    That50'sGuy

    Swamp

    I had the chance to play the map the other day, and I had a blast! The timings work well, and me and my brother had lot's of fun trying out new strategies on it! I certainly think it's more than deserving of it's place in the game, well done!
  32. 2 points
    zombi

    [WIP] Arcadia - danger zone

    Few more screenshots. There are 2 balloons in air as landmark points Finished clocktower Car ferry without car and ferry Shack Autoservice Scrapyard Red lantern from Croatia Concert (there is festival on island and it's cool refrence to Woodstock) Lighthouse house
  33. 2 points
    Radu

    What are you playing now?

    Well, I did it, I beat Dark Souls! Man, that was one hell of an adventure. Would recommend.
  34. 2 points
    Serialmapper

    Random Photo Thread

    My first timelapse . One foto each 10 seconds on a time interval of 50 minutes.
  35. 2 points
    Vaya

    County

    has the netgraph just been left on as a flex?
  36. 2 points
    Radu

    Half-Life Alyx

    I think they exaggerated his features a bit too much and he gives off a sort of a cartoonish evil appearance. Whereas in hl2 he looks like an average person, but still has some subtle hints of something wrong.
  37. 2 points
    Radu

    Half-Life Alyx

    Idk I prefer the hl2 one
  38. 2 points
    Radu

    Half-Life Alyx

  39. 2 points
    Kokopelli

    Maginot [Wingman]

    Looks cool so far. If it's important for you to have this map entered in the contest, I would just keep doing what you're doing, giving each area a rough pass until the whole map has some degree of art. Then if there's still time you can polish it up more. And of course, once the contest is over you can continue to work on it. It doesn't have to be a competition winner to be considered for future mapcore wingman hub map pools.
  40. 2 points
    Freaky_Banana

    de_oakwood

    The post has only the best pics, find the rest on imgur: https://imgur.com/gallery/CQKlVkK Ok people, I haven't finished A side, outsides or middle yet, but I'll be unable to work on this for the next two weeks and wanted to deliver some on my promise before then. So here is a look at the map's new and (hopefully) improved B side. As always, everything is fast compile and temp textures, because full compiles LITERALLY KILL MY LAPTOP in this heat. - B Site - - B Caves - (this hallway is not part of the playable area). - Skywalk - Credit for the glass textures to Skybex and Yanzl from cs_cruise and Puddy and Yanzl from de_breach! Thank you for being able to use these now, long-term plan is 100% custom content. These shots are only meant to summarize the general style of the B area, you can find more detail and some descriptions I whipped up for the rest of the pics on imgur! https://imgur.com/gallery/CQKlVkK Cheers, see you all soon
  41. 2 points
    I'm currently working on three spinoff maps based on the final arena of my minigame/obstacle course map that I released a few weeks back. Keeping with the spirit of the original map, I'm planning on keeping most of white concrete floor with brick wall aesthetics for the existing locations. New locations, though, will be more detailed. The first map will be a defuse map. As this map (and the original arena) is based closely on Dust2, I don't think I need to talk about that map much, other than the fact that there'll be a secret area. The second map will be a hybrid CSDE hostage rescue/defusal map. Using Dust2 callouts as a reference, the hostage is located around T Plat while the hostage rescue will be located around A Plat (the bomb site locations remain the same). CTs have a major advantage in hybrid maps, given that not only can they win if they rescue a hostage, regardless if the bomb has already been planted, they can also win if the time runs out. I think I can balance things out by removing the ability to defuse bombs, while setting the bomb time to 60 seconds to give CTs time to rescue the hostage. Unfortunately, it's hard to test this out with bots, as bots have no idea how to handle hybrid maps. The third map will be a hostage rescue map, or more specifically, a hostage escort map. CT and T spawn positions will be flipped. The hostage will once again spawn around T Plat (which is now near CT spawn), while the hostage rescue sites will be located around Back Plat and Goose. The rescue zones will be blocked by doors at the start of the round. These doors will open 20 seconds after CTs reach an area near the rescue zone (B Plat, A Plat or Ramp). Based on a test map I've made, I think bots can actually play this type of hostage map, as long as you place the trigger directly in front of the doors. The hostage carrier will try to walk through the door while its closed, but once the door is opened, the bot will walk in like in any other hostage rescue map. And now some screenshots: Bombsite B. I'm going for a Dust-inspired-office-courtyard-under-construction theme here: Tunnels: Server room (similar to CAT). Server models taken from de_breach: Vertical farm. I was trying to use something like this as a reference, but lights don't seem to work particularly well on small shelves.
  42. 1 point
    +Rusty+

    What have you watched recently?

    Brilliant!^^
  43. 1 point
    FMPONE

    What's going on with your life?

    Really sorry to hear that my dude. stay strong!
  44. 1 point
    wazeecha

    Maginot [Wingman]

    Cool theme I like the whole WWII revisited aesthetic. As far as detailing, I find it easier to stay motivated by jumping around between different areas as I get ideas. On the other hand, I think this also led me to go a bit overboard in some places while overlooking more practical optimization/gameplay work that needed to be done. There's still almost two full months, and if you've got all that done in 3 weeks, seems like you should be on track to finish in time working at your current pace.
  45. 1 point
    [HP]

    Ghost of Tsushima

    Got this a couple of days ago. One thing that surprised me and caught me off guard is how well written the story is. It's a bit on the serious side, but it's made in a way that completely got my attention and curiosity. I legit wanna see where it's going and it keeps me wanting to go back. The feeling of the gameplay is pretty smooth, very reminiscent of Souls/Bloodborne, just slightly more forgiving. So if you liked those games, you'll definitely like Tsushima. I love the absence of a minimap, their wind feature really works too. The art is no RDR2, but the vibrancy of the lighting and art direction really makes for some breath taking vistas.
  46. 1 point
    [HP]

    Flight Simulator

    This is probably one for the germans here in the forum... but damn, this looks amazing!?
  47. 1 point
    Lizard

    WIP in WIP, post your level screenshots!

    This is awesome!
  48. 1 point
    0kelvin

    What have you watched recently?

    I'm watching a lot of videos about personality disorders, emotions, lies, deception and related stuff. Dr. Todd Grande, Richard Grannong, Tracey Marks. Certain personalities cause a heavy burden on you, on relatives, on companies and on extreme cases can ruin millions of lives. Sometimes you think somebody is nice, but there is a dark secret. Sometimes you think somebody is a monster, but there may be a background story that explains it.
  49. 1 point
    DutchCrazyGamer

    [CS GO Wingman] Vaccine (WIP)

    Since the last post i did an extra playtest and added some more lighting. This is the result:
  50. 1 point
    poLemin

    Guard [Wingman]

    Hey guys! Just wanted to drop by and present the first iteration of my new Wingman map Guard. The map is loosely based on the waterfront along Charles bridge in Prague. Since I mostly used stock models for my last map Feast, I am planning on doing some more modeling again and create a nice set of custom models for this map. For now, I don't have much more to say, and just leave you with a bunch of screenshots and a workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2114573427 Cheers!
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