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Showing most liked content since 11/17/2017 in all areas

  1. 22 points

    [CS:GO] De_Grind

    Our buddy Paranormal made a trailer for DE_Grind and he did a mighty fine job, give it a look!
  2. 15 points


    Bunch of new screenshots! Mid: A route: B route: CT spawn:
  3. 15 points


    I'm back again with my regular an update. Been working on Berth for about 15 weeks. There's plenty left to do in the art department with some placeholder props to replace and new ones to create, but the map is entirely playable. Currently in the clip shop, release imminent. Once on the workshop I'll continue arting it up. Hope ya dig.
  4. 14 points

    [RELEASED] - Studio

    Studio has officially been released! We hope you all enjoy playing the map as much as we enjoyed creating it. You can find a link to Studio here. Please check the very first post of this thread for more information! http://steamcommunity.com/sharedfiles/filedetails/?id=1204635926
  5. 11 points


    INFO: Current version: rc2 Current version file name: de_soat_rc2 Author: me DOWNLOAD: Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1209173869 GameBanana: https://gamebanana.com/maps/197803 GameMaps: In the process GoogleDrive: https://drive.google.com/open?id=15dk5xSlKtkC8pYtWRDP4r1E9iSu_taY4 Description: This designed mostly as a "casual" for 8x8 - 10x10 players especially, but also can be played 5x5. Large and complex bomb defusal map set in Uzbekistan mountains. Terrorists are bent on destroying the unstable country economy by attacking one of its major power plant. Map overview: Larger version SCREENSHOTS Ps: Hey, post your feedback and bug report here, this will be very helpful for me, thank you.
  6. 8 points

    [CS:GO] Arena CTF - Grotto

    Sorry to revive a dead thread, but I just released a significant update for this map that was rotting away on my computer! I'm working on some new custom game-mode stuff for csgo so I thought it would be a healthy exercise to revisit this and finally finish my update. It does many things, all trying to hopefully make the map feel more polished. Mainly I replaced the old game-mode scripts with much better ones, lowered movement speed so you don't feel nauseous and tried to clean up the design of the various pickups on the map. I also put alot of effort into trying to "update" the visuals, however it's still a map I started around 2 years ago... so it will probably always look a little amateur compared to some of the recent releases (looking at you de_grind). Here it is: http://steamcommunity.com/sharedfiles/filedetails/?id=732528059 Here are some screens of the revamp: Anways, I hope you all get a chance to check it out! Many hours went into this, more than I care to admit. Hopefully this is the last time I press F9 for this one. Cookies to whoever finds hurg first
  7. 7 points

    [CS:GO] Waterfall

    Waterfall Residence coming soon.
  8. 6 points

    What's going on with your life?

    I finally landed that job I wanted. Or a ~13 month mat. leave position anyway. Really happy to be back in a structure daily life. Can't complain much. Also met a nice woman. Shes smart and cool, doesn't seem like anyone Tisky would fall for so I think I'm safe.
  9. 6 points
    Harry Poster


    Sorry for posting this TOP 10 Anime fights
  10. 6 points
    Noodle King


    Well, It's been a long time, but Aerospace is finally getting a full release! Thought I'd make a separate forum to showcase the final product. First of all, Id like to thank the Mapcore community for helping Aerospace become what it is. If it wasn't for your feedback, Aerospace would be a three-story unthemed mess. Thankfully you guys were there to guide me along In my time developing Aerospace I've learned a lot about mapping, and look forward to future projects as well. I'll still be updating Aerospace and responding to feedback, but a working full release version is ready! Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1204544481 Alpha Post: https://www.mapcore.org/topic/21139-aerospace-alpha/ Screenshots:
  11. 4 points


    They need some fixing right now
  12. 4 points

    Wolfenstein 2: The New Colossus

    On the off chance you understand Swedish here’s a pretty nice little 3 part video of a studio visit to Machinegames by Fragzone, not too informative to a developer but still a neat look at the studio and their process. I have a lot of respect for the guys over there. It feels like they have a really strong direction to how they make (and stick to how they make) their games and I think it really shows. Wish I had the chance to work with a bunch of them before they left Starbreeze.
  13. 4 points

    de_icarus (former de_corp)

    Hi Mapcore, I'm ready to share some progress on my map de_icarus (former de_corp here). Its been through some iterations and playtest and I've settled on the current layout. It still needs some polish and detailing in places, and skybox needs some love + callouts. Workshop Link Its been quite the ride so far on this map as its my first for csgo and hammer and im learning each step as they come. Its been absolutely great to have such a rich amount of tutorials and resources as well as community feedback, and general helpfulness! Full credit: Resources: - Rick_D for CS_Agency textures and props - TopHATTwaffle for realworld textures and tutorials - Skybex for Stadium/Workout texture references and props - Shawn Olson and Orvid King for WallWorm - Textures.com - VTFEdit - VIDE Playtesting and feedback: - Benjamin "Aranha" Thorhauge - Roald - PvtJelo - Horderp - Mapcore.org Community - /r/CSMapMakers Community Feel free to post any comments and questions!
  14. 4 points

    Max Payne... 16 Years Later

    MP1: Quick save, kill everyone while slowmo-jumping once, repeat 17 times until you get it perfectly, move on. Need to replay this someday, been way too long.
  15. 4 points

    [PVKII] Bt_Glacier

    Hey everyone, I'm a level designer working on Pirates, Vikings, and Knights II and this is our map called Glacier. We've been working on it for some time now, but we want to push the visuals a little further before we release it. Design wise, I'm very happy with how it plays out so I'm just looking to see if anyone has any visual feedback that has been working with source. Ideas or ways to make things look better etc. To give you a background on the level, Glacier is set in the frozen northern part of our world. This channel is a crossroad of unique ice formations that connect various landmasses together. The knights had an foot hold here, building towers and a fort to defend larger landmasses further down. They even found some unique crystals in the snow they started to mine out. As time went on the knights let the ice take over and forgot about this fort which aloud the vikings set up a camp on one of the small landmasses across from them. The pirates crashed their ship and were stranded, but being resourceful, they pulled their ship in and built a base in the ice cave they were stranded on. Their goal was to steal some forgotten treasure, steal a ship and head out. Our game is a little wacky, but that's my main overall view on how these three factions ended up here and what they're fighting for. Currently there is no color correction going, but the screenshots do show our final compile visuals. More screenshots here https://imgur.com/a/u6vZD This video is pretty old now, but it gives you an idea on how it plays PVKII steam page has more videos and screenshots on the game if you're not familiar with it. http://store.steampowered.com/app/17570/Pirates_Vikings_and_Knights_II/ Thanks everyone!
  16. 4 points
    Congrats for winning this issue!
  17. 3 points

    Battlefront 2

    Belgium just declared loot crates as gambling. Woop.
  18. 3 points


    I haven't updated for ages so here I go: One thing I've learned is that everything is subject to change for the better so don't fall in love with your first draft. Compare V1 and V3 together and you can tell lots has changed. Not only the layout of the map but the map's functionality, size of areas, choke points and gameplay styles ect. Playtesting your map is important but, what is more important is how deal with feedback and incorporate it into your map. Constructive criticism is important for pointing out the flaws of your map that you otherwise would have failed to notice in the first place. Not all feedback though will benefit your map so take everything with a grain of salt. Great video for that Here. When I finished with V2's revise I thought it was final and there was't anything I need too improve. After my 2nd playtest I soon realized there was way more to improve upon. The negative outweighed the positive by a lot. Nothing unsalvageable but tons of small issues of the map built up. That's why just looking at V3's layout is way easier to figure out the paths to sites then V2s layout. If your interested in seeing ether playtest I'll post it: -Playtest1 -Playtest2 biggest lesson learned don't ever create so much dead space in a map that it's literally "dead space". It's been coined the name No Man's Land during a playtest. I love the fact that it shrunk significantly in each version. Here is some screenshots of progress.
  19. 3 points

    Battlefront 2

    It took Mortal Kombat to get a violence ratings system. It'll probably take a few more SWBF2's to get a gambling rating.
  20. 3 points

    The Steam Sale Thread

    Killer is Dead is free for a limited time on HumbleBundle https://www.humblebundle.com/store/killer-is-dead-nightmare-edition
  21. 3 points
    Noodle King

    Aerospace (Alpha)

    Well Aerospace is getting close to done! I've been working hard the last few days getting the last things dealt with. All the areas are fully detailed and functional now. No new update is live on the workshop, but that will probably come this weekend, I'll tell you guys when! There's lots to talk about, so lets get started! The final radar image, all polished and pretty. This image has both floors side-by-side for a full look at everything. I'll use this for the workshop page. The biggest changes you'll see are the totally reshaped A-site and the narrowing of B-site. While on the topic of branding and such, here's the new logo! I don't think I've shown the old one on here, but that's probably for the better, it was pretty bad. The real meat and potatoes of this update is the redone A-site. Looks a lot more like a plane, doesn't it? The T's enter from behind the camera, while the CT's have entrances on either side of the bar. This design is more asymmetrical, and I think it gives the T's an easier time pushing and holding ground on their way to A. CT's will also have more options on what angles to hold, either being able to choose to push aggressively to mid or staying back and defending the bombsite. The area behind the camera from the previous screenshot. The new CT spawn! Since I redid A, I also had to redo the CT spawn. The door in the center of the image leads out to A, and there's one identical to it just off to the left. The way down to B can be seen on the right. No more dev textures on B finally! I experimented with lots of textures, but most of them were too busy. As you can see on the walls in the back, I've opted for a more simple design. It gives your eyes a place to rest and keeps the map tidy looking. Since A got changed up, I had to remove the side area with the kitchen that connected to the old bar. I liked the look of that area though, and didn't want to scrap it. I found a use for it down on B in this side room. On the door over to the left you can see it works quite nicely. It took a while to get this area right. This is the T's path to the lower floor and B. I didn't want to use boring old ladders and I wanted the CT's to have a little more time to get settled on B. The view from the bottom of the last screenshot. The corner at the end leads up to the stairs. Found this screenshot in my library. Just thought it would be cool for you all to see how far Aerospace has come Overall, Aerospace has been a roller coaster ride of changes and reworks. If I had gotten the layout right the first time I would have been done in July! It's been a great learning experience though, and I'm glad you've all been here for support and suggestions. There will still be things that need improving, but the full release is almost ready. If you find any bugs or things that I could improve on, don't hesitate to comment. Like I said, the updates will go live in a couple days once the final touches are done. Hope you all like it, and have a nice day!
  22. 3 points
    Harry Poster


    It has to happen someday and its today. Tangerine meets workshop http://steamcommunity.com/sharedfiles/filedetails/?id=1202481627 Released but not forgotten, every feedback count. In last 3 weeks of polishing, I've fixed over 300 bugs but I believe that there is still some. (R.I.P. particles) Good luck to everyone in this contest.
  23. 2 points


    http://steamcommunity.com/sharedfiles/filedetails/?id=1206809088 updated workshop link for tomorrow's playtest
  24. 2 points

    Max Payne... 16 Years Later

    That + quick save + jump off a rooftop just for the sake of it.
  25. 2 points

    Max Payne... 16 Years Later

    You have to fix that ASAP.
  26. 2 points

    [RELEASED] - Studio

    Looks sick guys . Very polished .
  27. 2 points

    [RELEASED] - Studio

    The map looks fucking insane, holyshit! Congratulations on the release and goodluck in the competition! <3 Edit: by the way, i'm so joining the decoy contest, it's so awesome of you to do this!
  28. 2 points


    Could you increase the height of this window in Middle? It's easy to jump out of as a Terrorist, but as a CT it is very easy to get stuck. It happened to me several times when starting from the car. Great work with the map, it has a very cozy atmosphere. I particularly like A-Long
  29. 2 points

    Battlefront 2

    Maybe they did hit a creative wall with Disney in that regard. You know how slow it is to get stuff back and fourth with big organizations and especially have them approved. Then again, you're right about EA being big enough to push for that option. I might be wrong here, but I think they're trying to go for something similar to Paladins. The game allows players to enhance or modify a character's abilities through a card system. These cards can be purchased by using a special currency that is only obtainable from duplicates and completing quests/challenges. So, you can't really straight up buy these cards, but you can purchase loot boxes which drop cards and transform duplicates into the required currency. Mind you, the game has 4 currency types: crystals, essence(used for cards), gold and vip points. I haven't worked out why there are so many of them, but I'm sure there's a catch. Though, an important thing to mention is that the game is F2P and progression seems quite fast. You even get basic loot boxes as reward after a few matches. There are currently 34 characters and you can unlock all of them in roughly 150 hours, as well as a great portion of the cards.
  30. 2 points

    Battlefront 2

    All they needed to do was make crates cosmetics only and everyone would have loved it. I'm sure EA have the creative license to make new helmets for the storm troopers, new heads or bodies for the droids and all the different camo patterns you can think of. They're big enough to push for that creative freedom from Disney. Imagine you could customise your storm trooper armour with different boots, breastplates, capes, visors, insignia and everything in between. People would be buying crates like hot cakes. It was a bad idea putting stat-changing items in a loot box.
  31. 2 points
    Still a long ways to go, but I wanted to share some screenies I gathered from my horror game. (Apologies for the incredibly dark/poor lighting, it was quickly thrown in while I was placing assets so I could get a feel for the environment and is nowhere near final quality) Any feedback will be greatly appreciated! :]
  32. 2 points
    Sean Noonan

    Games W.I.P Thread

    Continued work on this...
  33. 2 points

    The random model thread!

    ArtStation link with much more images.
  34. 1 point

    [RELEASED] Transmit

    Transmit has been released! Thanks to the Mapcore community for their feedback throughout the duration of this project. After about a half year of work on this map, I am glad that I was able to complete it! I learned a tremendous amount about map-making from designing Transmit, as well as from seeing other creator's submissions. Thank you and, as usual, any feedback is welcome. Here is the Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1145357592
  35. 1 point
    The Horse Strangler

    [CS:GO] De_Grind

    Sup peeps. Just finished another csgo map with buds @'RZL and @MaanMan. We've been working on this one for a good while now, maybe since December of last year. It was challenging at times, but we're finally happy to put it out there. WORKSHOP LINK Do you hate it, do you love it? Not enough sand? Let us know.
  36. 1 point

    [CS:GO] De_Grind

    That trailer is amazing! Getting me hyped up to play this map in competetive mode
  37. 1 point

    Max Payne... 16 Years Later

    Your grammar is fine. But you should definitely play MP1 and 2!
  38. 1 point

    So I have some spare keys...

    A revival of a old thread I could not find anymore. No time to explain - remastered https://www.humblebundle.com/gift?key=VwUbGyu8xTpfVM6s Kholat https://www.humblebundle.com/gift?key=AWteCAebXeYXvwxW Grey Goo https://www.humblebundle.com/gift?key=tnbaecMqupy67DNu
  39. 1 point

    The Steam Sale Thread

    Brutal Legend for free for a limited time on HumbleBundle https://www.humblebundle.com/store/brutal-legend
  40. 1 point

    [PVKII] Bt_Glacier

    Some quick remarks after looking at the screens: That rock texture is very noisy and dark. Visuals would improve a lot if you changed it to something smoother and tinted more like grey/blue. The pirate base would look gorgeous with the ice texture instead of the rock, right now it's way too dark for my taste. I would simply remove the rock altogether, replace it with blue ice everywhere and play with blue lights. The water seems too dark as well. Ice and snow works best with a blue lightwarp https://developer.valvesoftware.com/wiki/$lightwarptexture You might want to use $seamless_scale to avoid warping on displacements https://developer.valvesoftware.com/wiki/$seamless_scale Displacements should be done in a very specific way, see http://www.littlelostpoly.com/terrain-vs-source/ Otherwise the lighting looks weird and the seams are very apparent, like on the 2nd screen. Use displacement blends everywhere.
  41. 1 point

    Battlefront 2

    Wow, Micro-transactions have been turned off! https://www.ea.com/games/starwars/battlefront/battlefront-2/news/pre-launch-update Edit: https://twitter.com/EAStarWars/status/931332890717143040 Edit: It's temporary, but hopefully some sort of middle ground comes out when it goes back online. What do you guys think? Maybe try out the game, it runs flawless so far! That guy is just be picky for the sake of it, also looks like he's playing a pirated copy, no wonder.. No disrespect but listening to him is like cancer.
  42. 1 point

    FIFA 2018 WC

    Yeah right, you’re talking like an Italian
  43. 1 point

    Battlefront 2

    blizzard makes fun of EA as they make SC2 free
  44. 1 point
    El Moroes

    [CS:GO] de_highlands (WIP)

    RZL and Skybex didn't want to see it die Thanks to them, really
  45. 1 point

    Games W.I.P Thread

    Me (Level Designer) and a couple of friends are making a fps game for university project (we have 12 weeks to make it). This is a small art pass on our apartment scene. the rest of the game is still currently getting made including city areas and mechanics hope you guys like it
  46. 1 point
    Sorry for resurrecting an old thread, but I think it makes sense. I just want to inspire others with that the world is full of possibilities and if you fight and work hard for something, you can make dreams come true. I know that I am in a superior position when it comes to welfare and student loans and stuff by just living in Sweden, but keep fighting everyone. If I can make it, I believe that you can too. I just signed the agreement of an internship position as a level designer at DICE here in Sweden Starting in January 2018
  47. 1 point

    The Man In The High Castle

    I binge-watched S1&2 this January when S2 came out and can't wait for S3. If you really still want to watch it @blackdog, I think you should just leave that for your next holidays (if there are any) and binge them before S3 hits release.
  48. 1 point
    Sean Noonan

    Games W.I.P Thread

    I started working on something as part of #Blocktober. It's early days, but it could turn into something. Not sure yet. Also, hello, I'm a long time lurker, but haven't posted before!
  49. 1 point

    [CS:GO] De_Grind

    Looks amazing! Watch huge truck. It's huuuge. Let's call it hu(r)ge. Even huge garage can't handle it. (It's really huge.)
  50. 1 point
    Hey guys, been a long time i didn't post anything i have been working on : Here is my recent work : Yorkshire Dales vista, All rendered in UE4 dynamically (foliage is using volume light sample to receive GI, but still not perfect in dark area,caused by the way the foliage tool work... ) More Screenshots on my artstation ! https://www.artstation.com/artwork/0VAd4