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Showing content with the highest reputation since 10/11/2019 in all areas

  1. 15 points
    csWaldo

    Turbulence

  2. 13 points
    Terri

    Turbulence

    Just sculpting in Blender :p. And the rock collection is packed into a 4096x4096 texture. Might need to find a way to push it higher though.
  3. 13 points
    Puddy

    [CS:GO] DE_Breach - Released!

    Thanks! I actually missed that the thread had updated (was on vacation at the time)! Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. WARNING: Designer art below. Everything is heavily WIP. You have been warned! A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view! A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles. Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations. CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly. + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  4. 12 points
    Recent progress on a wingman map, DE_MOROCCO
  5. 11 points
    leplubodeslapin

    DE_CACHE (new version)

    what Guys ok it's nice that you can be so accurate with your feedbacks and I'm pretty sure that they're welcome to improve the visuals of the map and make it more "realistic". But please, understand that not everybody is an expert in AC, plumbing and in the history of USSR vehicles from decades ago. It's something that the map creators can take into account and change but it's their map, they don't have to change these things to please a community of people. Appreciate the work applied here and do your feedbacks as suggestions of stuff that could be improved, kindly. Just my 2 cents :x
  6. 10 points
    FMPONE

    DE_CACHE (new version)

    DE_CACHE by FMPONE and Volcano A bomb defusal map set around Chernobyl. Terrorists are bent on destroying the evidence of a massive weapons-cache in the shadows of Chernobyl. THANK YOU TO THE FOLLOWING (amazing) PEOPLE!: MAPCORE.ORG, Robert Yang, Lenz Monath (penE) +++ Comparison Sliders: FMPONE.com/cache +++ +++ +++
  7. 8 points
    Vaya

    DE_CACHE (new version)

    Please add this guy to the map for realism.
  8. 8 points
    YourDadHasADeepVoice

    [WIP] cs_Fever

    My first csgo map ever, its based on the house I grew up in. Hostage rescue. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1640173218 Still left to do: Redo the side tunnel Overhaul the lighting Add detail and also remove redundant detail Optimize Change stuff Finalize layout And whatever else needs doing Thanks for looking.
  9. 7 points
    Not talking about the current Blizzard situation here, but 90% of the gaming related drama only exist on the internet and have no real impact on the industry itself. There is such a huge disconnect on how and why things are done in reality and how it's perceived by gamers online. I guess that can be said by most drama we hear about nowadays.
  10. 6 points
    Radix

    DE_CACHE (new version)

    The more you do, the more you do wrong.
  11. 6 points
    That50'sGuy

    Blossom

    Well... I've been playing so much GTA IV that I've been slacking on Blossom... This doesn't look good for me XD Anyways, I spent the whole day modifying the layout somewhat and making it look a bit prettier. I'll be doing some playtesting for the map hopefully soon! If my predictions are correct, this map will be ready for detailing in a month. So if you want to add any ideas, be sure to tell me any suggestions you have In the meantime though, enjoy some screenshots!
  12. 5 points
    Teddy Graham

    De_Soul (Wingman) WIP

    Some screenshots of a Wingman map I have been working on. B Site. T Spawn.
  13. 5 points
    Le1T

    DE_CACHE (new version)

    Good day. Nice looking map. Good job! First of all - English isnt my home language. Sry. But i have to say a few words. Im a mechanic of the HVAC and Refrigeration systems. And i found rude mistakes. 1. In the USSR there were only monoblock window air conditioners. On your map are using modern SPLIT system. 2. Is the condenser of conditioner fixed to the window? Not realistic. It's 40-50kg weight. 3. It is well fixed, but the condenser should be located 50 cm from the wall. 4. The same low montage to the window. 5. Heating radiator. 6. The same number plates.
  14. 5 points
    [HP]

    Hitman 2

  15. 5 points
    Twan_Neppe

    [WIP] de_hotel

    New Update Released: link to map: https://steamcommunity.com/sharedfiles/filedetails/?id=1714359881 --------------------------------------- Bombsite A:- Added cover for T's on the road- replaced the greybox site with props (not finished yet)- Added a bench with some plantsBombsite B:- Added options to throw grenades from long B to site- Added plants on the siteTexturing:-Added textures and props to the bombsites and the area's around itRadar:-Added a radar image for more pictures please visit the workshop page.
  16. 4 points
    Erratic

    Project A

    Finally something original.
  17. 4 points
    [HP]

    Joker (Joaquin Phoenix)

    Watched it tonight, awesome to go out to watch a movie with the wife and friends, an experience that becomes really rare once you have kids. It's definitely a very enthralling psychological thriller. I found it very refreshing. Great to see some originality for once, the "anti-hero" genre isn't new per se, but the way the character development is written and you see this guy going from a looser to a nihilistic psycho is really well done. It's not for everyone, for sure, it goes into places few dare venture, for good reasons, and I applaud it for trying. I can now understand why it got some hate from certain reviewers, because whether you want it or not, you'll find yourself empathizing and feeling pity for a "monster", because it shows you how he got there, he was made not born, and that's a real uncomfortable thought for many, for sure.
  18. 4 points
    Anyone here still making maps for gmod? Been making a map to overshadow gm_bigcity since I got tired of waiting on someone to make a bigger better and more optimized version. The sides of the level are 16 units away from the hammer editors limits and this screenshot displays a little over half of the level. The gray area with the fog is just the skybox projection. But man who knew designing a city was so difficult.
  19. 4 points
    FMPONE

    DE_CACHE (new version)

    Lol Thank you Liam!
  20. 4 points
    That50'sGuy

    Blossom

    Next update for Blossom is finally out! Download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1844405666 Have fun!
  21. 4 points
    Minos

    DE_CACHE (new version)

    Gosh, sometimes I really feel like quitting the internet People are "enraged" because something changed in a virtual map? Feedback is always welcome, but please keep it nice. Thank you! And the map looks awesome man!
  22. 4 points
    Sick_TwinN

    de_napoli WIP

    Some small changes to the map, ill hope you will like them No changes have been made to the layout
  23. 4 points
    NikiOo

    DE_CACHE (new version)

    Yep, those three vehicles need to be replaced with soviet asap. You can't just pull a fast one on the whole community like that. The solviets are gonna be insulted. That's practically butchering their cultural heritage. Imagine if everyone started making arbitrary changes to historically-themed maps, what will happen in 10 years, 50 years? We'll forget what soviet cars looked like. Remember when Coca Cola took santa claus and made him red? They didn't care about Jesus Christ and what colors he liked! And now no one remembers that Santa was actually black.
  24. 4 points
    Roald

    WIP in WIP, post your level screenshots!

    Some progress on my map Anubis
  25. 3 points
    https://twitter.com/LaymenGaming/status/1182099451088760832?s=20
  26. 3 points
    Radu

    DE_CACHE (new version)

    Alright, some of those observations are on point, but who cares? There are more important things to handle than some micro details. Tell me how many times during a tournament players stop in the middle of a match to check the blurry signage on some barrel "Oh no, guys, it's the wrong language, it doesn't fit with the theme, we have to stop the tournament!"
  27. 3 points
    blackdog

    Unreal Engine 4

  28. 3 points
    ItzOmega

    The random model thread!

    More here! https://www.artstation.com/artwork/RYWoVO
  29. 2 points
    fewseb

    [CS:GO] de_sonora

    Overview This is Sonora, a map ive been working on since February of 2018. Its been a rough ride during this maps development. I had hoped to have this map out in 6-8 months but now 18 months later its finally out. Nearly every location in this map has gone through 2 or 3 redesigns as I improved in skill, the map had been ready for release at least 3 times before some out of know where setback or bug would delay it. Location The map is set in the American southwest, specifically in Arizona. I chose this location because I feel it is very under-represented in Video games and when it is, it is often displayed in harsher desert areas without much love shown to the more Touristy- upper middle class areas. I chose to set the map with the sun setting do to similar reasons. I find not a lot of maps are set in definite American environments either and this aims to try and capture a more genuine "American" feel to it. Layout The layout is based off the renown de_mill layout. While very obviously not the same as the original, the map is more of a hybrid of all the positive improvements from the numerous off shoots and variations of the original layout that have cropped up over the years (Except that one by you know who). I know remakes arnt everyone's favorite thing on mapcore but I chose to do this for 2 main reasons. First being Mill and its offshoots have been asked to be remade by players for nearly CSGOs entire life span, Second my first released map was often criticized for a poor layout and cover and I agreed with that. I took this remake as a learning experience to see what works and what doesnt as well as seeing past mistakes of other mappers. This map isnt just a hybrid of all the positive additions to the original, it contains many new ideas ive thrown into the mix which I believe will work well. Description Story Select Screenshots Radar Overview In closing, I want everyone to know I am very open to feedback and criticism as I aim to make this map the best it can be. Feel free to say what ever you feel about the map and ill almost definitely take that into consideration. Workshop Screenshot Album Action Screenshot Album
  30. 2 points
    Radix

    [WIP] Touristas

    All brushes are black because the vrad.exe crashes for some reason. I guess this causes the problems. So there is probably some messed up brushwork. Check for invalid brushes (Press "Alt+P" or go to "Map" -> "Check for problems", then search for invalid solids). Check for misaligned brushes. Brushes which are not "on the grid" with small gaps between them. If you can't find them, try to compile parts of your map via cordon tool. So you can isolate the problematic brushes. - There are also some errors with nodraw texture on displacements (select these faces with "Toggle texture application" (Shift+A) then go to "Displacements" -> "Destroy") - Also some wrong usage of models (prop_static using a model, which must be used on a dynamic entity (i.e. prop_physics) )
  31. 2 points
    CSGOJOHNMADDEN

    {WIP}DE_BREAK

    Current Layout Still figuring out the details of TAR, there are some parts of the layout missing due to them overlapping each other height wise. One last playtest to finalize the feel of the layout, then its off to art
  32. 2 points
    Char_Cherry

    [WIP] de_outback

    My plan is the make a coal mining and storage facility set in the Australian outback. I've been working on the A site since yesterday. sorry to remake the thread, i forgot to tag it with [WIP]
  33. 2 points
    franktha

    [DL] Last Resort

    Hello, I just published my first Dying Light Level. This editor is really awesome. I really hope there is an editor for the Sequel. Anyway please do give feedback because I would like to update it accordingly. Peace out. YOUTUBE LINK:- https://www.youtube.com/watch?v=AqVPUwauN1g STEAM LINK:- https://steamcommunity.com/sharedfiles/filedetails/?id=1889251492
  34. 2 points
    monolith

    DE_CACHE (new version)

    I'm not sure how that's a good point. That's like saying the ladder speed nerf in 2015 was okay because, "Oh, I couldn't do the ladder strafe to pallet on Nuke anyway!" But now you will never be able to do it. Just like the self-boost. Now you will never be able to do the original jump in a match.
  35. 2 points
    Interfearance

    DE_CACHE (new version)

    @PogoP but the teddy bear's stitching pattern is not genuine Soviet work? How can you play the map and live with this!!!
  36. 2 points
    Radu

    Overkill's The Walking Dead

    Well, well, well, one month later and Starbreeze has split into two companies - New Starbreeze Publishing AB and New Starbreeze Studios AB. They also published their plans for upcoming years as well as their sales expectations. Oh boi.. so they're going hard on with Payday: Crime War for mobile and Payday 3 "In light of the ongoing reconstruction work, Starbreeze AB (publ) provides an estimate of the business’s future cash flows from operations. The company estimates that these cash flows will be positive, based on expected new publishing agreements in 2020 and an expected release of PAYDAY 3 in 2022–2023. The cash flows in the graph above are based on the following expected events: Release of PAYDAY 3 estimated to take place in 2022–2023 Publishing agreement for PAYDAY 3 concluded* during the first half of 2020 and an initial payment instalment is received, after which the continued development of the product is financed by the publishing partner Publishing agreement for PAYDAY: Crime War concluded* during the first half of 2020 and an initial payment instalment is received, after which the continued development of the product is financed by the publishing partner" * In conjunction with the signing of these publishing agreements, the possibility of payment to the creditors is created in the ongoing reconstruction work. The payment to the creditors is estimated to be able to amount to approximately SEK 40 million. https://www.starbreeze.com/2019/10/starbreeze-provides-estimate-of-future-cash-flows/
  37. 2 points
    Vaya

    Mapcore FACEIT Hubs

    as you hopefully know we did a special move of hosting @FMPONE's new cache on our faceit hubs. been very successful so far with 3500+ games played in just 3 days.
  38. 2 points
    DMU222

    DE_CACHE (new version)

    While all of this is true, this does not mean that a mapper can't be given the liberty to use their own freedom to create a fictional location that pays tribute to and is based around a real place. As a person with many direct connections to Russian culture, I feel like this new update has done has brought the map even closer to a realistic representation of Chernobyl. Where as before the map was filled with cars that didn't even have proper license plates, we now have cars that more or less fit the era. I especially like what Fmpone did to the area around B and CT spawn, it really reminds me of a lot of abandoned buildings I've been in in formerly soviet countries.
  39. 2 points
    blackdog

    DE_CACHE (new version)

    This is why we can’t have nice things.
  40. 2 points
    NikiOo

    DE_CACHE (new version)

    This project has clearly been a massive mistake.
  41. 2 points
    PogoP

    DE_CACHE (new version)

    Congrats on the release guys. Looks cool and different to the 20,000 Italy based maps everyone seems to make for this game. Ignore these miserable, pedantic fuckers. This is why I don't check Mapcore very often any more lol
  42. 2 points
    Radu

    DE_CACHE (new version)

  43. 2 points
    Le1T

    DE_CACHE (new version)

    7. Tubes. 8. Cant use a ventilation grill like in old version. 9. Hmm. 10. Decals on box.
  44. 2 points
    Zarsky

    Blender

    @MikeGon AFAIK you can only paint bump and then convert it to normals. In other news: With more studios and companies jumping aboard the dev fund, I’d imagine new features being implemented faster than ever before. Blender 2.81 is not far of and it will include a huge upgrade to sculpting tools and much more.
  45. 2 points
    mtchromatic

    [WIP] de_brew

  46. 2 points
    Puddy

    Call of Duty: Modern Warfare (2019)

    It's just one sub-mode in this mode that PS4 gets exclusively. My guess is that most of what you see is what everyone gets.
  47. 2 points
    Radix

    Static Prop Combine in CS:GO

    Static Prop Combine in Counter-Strike: Global Offensive A step by step guide thanks to @untor What is Static Prop Combine? Static prop combine, or informally speaking "autocombine", is a new feature in CS:GO's VBSP. It allows VBSP to merge together multiple static props into a single static prop, either automatically or with user-defined rules. What is static prop combine good for? Static prop combine is another feature to optimize your maps. Most people might think that "the less geometry rendered the better". So if you use small props, it's easier to hide what is not visible. That's not wrong. But there is a problem: In Source, there is one draw call per model per material. And these draw calls are very performance-hungry. That's where static prop combine comes into play: By combining models sharing the same materials, less draw calls are performed, which greatly helps optimization. Valve has stated that Nuke runs 40% faster after they implemented static prop combine. How do I use static prop combine? The static prop combine feature was added in 2016 with the release of the reworked de_nuke. But since then it was not (?) used by community mappers, there are no (?) guides on the Internet except this documentation. @untor helped me to make static prop combine feature do its job. So we decided that it's time to publish a step by step guide how to use static prop combine. We presuppose that you are already familiar with the creation of props 0. Backup your CS:GO folder (optional) We do not take responsibility for any damage done to your files. So it's time to backup your game files now if you have not already. In general we recommend to duplicate your "Counter-Strike Global Offensive" folder, so you can use a separate installation of CS:GO for mapping while keeping the other one clean for playing. 1. Source files You must have the source files of the models you want to be combined. Usually 3 files for each prop: *.qc reference mesh (supported formats are *.smd, *.dmx and *.fbx) physics mesh So if you want to combine props made by you, you should already have these files. If you want to combine props made by Valve, you will need to decompile them first. And then change the names - otherwise, the version of the prop that is packed in the VPK would overwrite your version. In this guide we will use two different pipe props: You can download the example files here (contains the *.qc and *.smd files) : example.zip Browse to "...\Steam\steamapps\common\content\csgo\" Create a folder "models". In our example we have another subfolder "example". Save the model source files there: These are our QCs: pipe_straight.qc pipe_curved.qc Notes: Restrictions for the *.qc: Only the first $body is recognized. $model is not recognized. $appendsource and $addconvexsrc are not recognized. You can only use $upaxis Z or Y. 2. Compile your props Your models have to be compiled from this directory now: Open your model compile tool (I use Crowbar) Then browse to "...\Steam\steamapps\common\content\csgo\models\example\" and compile the QCs. The compiled model files should be in "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\props\example\" now. 3. spcombinerules.txt Browse to "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\hammer\spcombinerules\" There you will find "spcombinerules.txt". In this file the combine rules for Valves props are defined. It is a standard KeyValues-formatted text file. Each entry follows the format below. Rename it to "spcombinerules_valve.txt" (or whatever you want) and create a new text file "spcombinerules.txt". Then copy and paste the following into "spcombinerules.txt" and save it. 4. Stub QCs Stub QCs are QCs which contain a base template for the QCs which static prop combine generates. Generally, they should only include: $staticprop $surfaceprop $cdmaterials Any $texturegroups used by the models. Browse to "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\hammer\spcombinerules\qc_templates\". In our example we create a new subfolder "example", open it and then create a text file and rename it to "pipe_combine.qc": Copy and paste the following into "pipe_combine.qc" and save it: 5. Compile your map Add some of our example props to your map in Hammer and compile the map. In our example we use the following compile parameters for VBSP Compile parameters (full list here) : -StaticPropCombine: Merges static props together according to the rules defined in scripts/hammer/spcombinerules/spcombinerules.txt. This lowers the number of draw calls, increasing performance. It can also be used to lower the number of static props present in a map. -StaticPropCombine_AutoCombine: Automatically generate static prop combine rules for props that VBSP deems should be combined. Note: This does not write to spcombinerules.txt. -StaticPropCombine_ConsiderVis: Instead of using the distance limit, combine all props in the group that share visclusters. -StaticPropCombine_SuggestRules: Lists models sharing the same material that should be added to spcombinerules.txt. -StaticPropCombine_MinInstances <int>: Set the minimum number of props in a combine group required to create a combined prop. Tip:Valve had this set to 3 for the new Dust 2. -StaticPropCombine_PrintCombineRules: Confirm: Prints the combine rules? -StaticPropCombine_ColorInstances: Instances of combined props get colored. -KeepSources: Don't delete the autogenerated QCs and unpacked model files after finishing. -CombineIgnore_FastReflection: Combine props, even if they have differing Render in Fast Reflections settings. -CombineIgnore_Normals: Combine props, even if they have differing Ignore Normals settings. -CombineIgnore_NoShadow: Combine props, even if they have differing Disable Shadows settings. -CombineIgnore_NoVertexLighting: Combine props, even if they have differing Disable Vertex lighting settings. -CombineIgnore_NoFlashlight: Combine props, even if they have differing Disable flashlight settings. -CombineIgnore_NoSelfShadowing: Combine props, even if they have differing Disable Self-Shadowing settings. -CombineIgnore_DisableShadowDepth: Combine props, even if they have differing Disable ShadowDepth settings. 6. Success? The combined props look exactly like the single props. So how can you be sure that the static prop combine process was successful? - Once the map is compiled, the combined props will be packed into your *.bsp automatically. - If you add -keepsources to the compile parameters, you can also find the combined props in "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\props\autocombine\*name of your map*\" and their QCs in "...\Steam\steamapps\common\content\csgo\models\props\autocombine\*name of your map*\". - If you add -StaticPropCombine_PrintCombineRules to the compile parameters, instances of combined props are colored in CS:GO. 7. Additional notes Hammer: - You can manually disable static prop combine for individual props with the "Disable Prop Combine" keyvalue. - Prop scaling (Uniform Scale Override) is not supported yet (?) - If the original props don't have a collision model, you will have to set collisions to "Not Solid" in the properties. Otherwise the combined prop will be solid (automatically generated collision mesh; causes problems). - If the props differ in specific keyvalues, in most cases the default (e.g. Alpha) or the higher value will be used (e.g. fade distances) - Props that differ in the below keyvalues will NOT be combined, unless manually overriden with the appropriate VBSP option: Render in Fast Reflections (-combineignore_fastreflection) Ignore Normals (-combineignore_normals) Disable Shadows (-combineignore_noshadows) Disable Vertex lighting (-combineignore_novertexlighting) Disable Flashlight (-combineignore_noflashlight) Disable Self-Shadowing (-combineignore_noselfshadowing) Disable ShadowDepth (-combineignore_disableshadowdepth) - Props that differ in the below keyvalues will NOT be combined: Skin Color Disable Flashlight TO DO some fps tests with an actual map! which gives better results: " -StaticPropCombine_ConsiderVis" or prop combining based on distances? Is there a console command to display the number of performed draw calls/props? ... ______________________________________________________________________ Sources: https://developer.valvesoftware.com/wiki/Static_Prop_Combine https://developer.valvesoftware.com/wiki/QC https://developer.valvesoftware.com/wiki/VBSP
  48. 2 points
    Some of the memes though
  49. 2 points
    This is brilliant. You look at it and you just think these are illustrations for a brochure or something, then you scroll, you scroll and...
  50. 2 points
    Sick_TwinN

    de_napoli WIP

    Did some changes to b bombsite and started blocking the map a little more
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