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  1. Decided to share some wips of a personal old west project. More process shots, wip images, and walkthroughs at my website.
    1 point
  2. Hi everyone, I've got a site up with over 2500 tracks of free music and sound effects that you are welcome to freely use in commercial projects, non-commercial, personal, whatever you like. It's all original...all my own work. All I ask is to be attributed as indicated on my homepage: http://soundimage.org/ If anyone needs some custom tracks created, I do those as well at very low cost. Most people are pleasantly surprised at how affordable it is. Just let me know!  ? I sincerely hope my tracks are helpful. Any and all feedback is welcome and always appreciated. All the best, Eric
    0 points
  3. Dredile

    De_contact

    Oh yah updates. I feel like I can smell the asbestos and micro particles from aged buildings and shit while working on this, and it's slowly shaving years off my life. Oh wait, that could just be a result of mapping..
    0 points
  4. pav

    de_jura WIP

    Some screanshots from art progresss. Some of this are still placeholders but i think you get overall vibe :)
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  5. Roald

    Skyline

    Today the second week of the current Mapcore Faceit hub rotation starts and we decided to soon push out a big update. For those who already played the map, this will feel completely different. We decided to go back to the drawing board and fix some issues we had with the map: - T's options are limited in terms of paths and timings - The central lane to A feels weird and limited - Bombsite A has hard (left and right) angles to check when coming out A long or A main and is a combination of long & short angles at the same time. Our solutions/changes: - We moved T spawn 1 second forward to favor their timings anywhere in the map. - We redirected T's pathing into mid to increase their timings (CT's only have 1 second to hold the active angle) - The covers for CT on the outside/yard area have been reduced, while the tree got moved closer and a new cover for them has been added. - The vent system now leads down into the secret stair to give T's an extra option from the central lane. - B ramp was moved closer to B site, which opens up earlier longer angles for T's to use, while the general timings remain the same. When having ramp control it should be much faster to get to B. Also the entrance into B got a complete overhaul where dropping down has a function to avoid any long angle from the site (a CT could now hold ramp from site basically). - A site has quite an overhaul, the main entrance has been moved to the side, more separated from A long. We wanted to give the players a more close-ranged path. We expect the Squeaky area to be a bit like the Dark position on Anubis where you can jiggle between A main and A long and be quite flexible. We cut off one 'pit' in the pool to simplify the bombsite, it is now a large planter that helps with blocking sightlines and segmenting the fights. Images:
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  6. Grum1x

    de_Echolab

    In the heart of Venezuela lies an abandoned laboratory, once a hub for scientists conducting secretive virus experiments. Following a catastrophic failure, the facility was sealed off and quarantined. Over the years, the building has deteriorated, with the surrounding forest gradually reclaiming the site. A terrorist group now seeks to infiltrate the derelict lab and plant bombs at two key locations, aiming to release dormant viruses and trigger a new pandemic. Counter-Terrorist forces must navigate the ruins to thwart this plan, defusing the bombs and averting a global disaster. STEAM WORKSHOP : https://steamcommunity.com/sharedfiles/filedetails/?id=3239216729
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  7. NikiOo

    Lux

    I'm going to Stage 2, in fact I am winning this contest. The map will be on the Faceit hubs from the 4th of October to the 18th of October. I didn't like A site, both structurally and thematically, so I reworked it. It is now set between 2 molten salt storage tanks, and the bomb target is a heat exchanger. This is more interesting visually and it's more flexible so I can move things around without worrying so much if the change I want to make will cohere with the theme or not. Here's some screenshots -- I want this to be a map where you have to keep track of what's happening around you and coordinate with your teammates in order to win, instead of just focusing on your duel and marching forward.
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  8. themastry

    de_bora WIP

    Welcome to a mysterious island where a fair of weapons used to destroy the world is to take place. have fun https://steamcommunity.com/sharedfiles/filedetails/?id=3247298582
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  9. Karthoum

    de_Sicily

    Just to clarify with your references - the city of Catania, where the church and "slummy" buildings are in real life, is built out of scorched rock recycled from volcanic destruction in the past. The streets are all ashy and covered in black soot pretty much permanently. This contributes to the run down look but in reality it's anything but, the area is full of life and people. You have picked a particularly good area to get inspired by, the Elephant Fountain square is surrounded by thin beautiful alleys and parks with lots of stairs.
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  10. pav

    Tatry

    POLSKA GUROM!
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  11. TheSlammerss

    de_sento

    Inspired by Hakone Japan from previous travels I was heavily inspired and worked with Nitro and the team to come up with this space. Here are a sampling of a few of our references that we will be looking to bring out come the art phase.
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  12. Broken

    de_sento

    always a blast playing this one! nailed a good three story layout!
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  13. pav

    de_jura WIP

    This is new radar for Jura More clear and more readable, now you can see every path
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  14. samkss.png

    de_bastion [Wip]

    Terrorists are trying to blow up a church or old bastion to create chaos before upcoming ice hockey world championship in local stadium. Counter-terrorists must intervene to save this event and protect these historical monuments . de_bastion is set in European historical city center witch contains Bastion and Church (bombsites). I wanted to make blend of medieval and renaissance features inspired by historical European architecture/ narrow streets and cobblestone path but unfortunately im not so skilled in Hammer since I worked in maya for my whole life :DD. It is heavy wip.
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  15. MrTrane18

    Panlong WIP

    Amazing progress and the art for the community tag is great too! Best of luck in the judging process, can not wait to see where you take this map in the second round!
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  16. MrTrane18

    de_Tildza

    31.07.2024 Update. - Working on the B bomb-plant building roof. - Working on the A bomb-plant building. - Working on T Spawn and GARAGE building. - Reworking B bomb-plant building. Drop by the map if you have a spare moment, check it out, shoot a few rounds, and drop feedback instead of a grenade. Many thanks! Stay safe and stay mapping #MRTRN
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  17. KingOfCorn

    Tundra [WIP]

    And some more WIP
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  18. Ketal

    Intercept

    T spawn progress
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  19. KelC

    de_Backstreets WIP

    Hi! This is my first source map I've created, put lots of work into this and I hope you all enjoy it!!! https://steamcommunity.com/sharedfiles/filedetails/?id=3227903892 I'm aware the minimap in game is a bit scuffed, been trying to fix it for a while and I'll keep trying throughout the contest!
    0 points
  20. Ghoti

    de_kogai

    Just updated the map. Here are some screenshots:
    0 points
  21. Korppu

    de_cartsa [Wip]

    Some updated pics
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  22. Lukyvald

    Alpine WIP

    @g3om
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  23. NikiOo

    Lux

    Here's a view through the airlock — I've been playing around with different kinds of silos, to see what works and what doesn't work. Here's Mars silo — Here's (purple) Neptune silo — Here's Saturn silo — Everything is soaked in a massive cooling pond, which means you drop off the silo wherever you like. I know everyone likes to post their mood board, so here's mine — Here's the spray pond pipe — This pipe above is specifically made to counter zont1x — it's impenetrable and it covers your upper legs and torso so he can't shoot you in the body. It's also just tall enough that you can jump onto it without crouching, but only if you time it right, so all the noobs will be left in the ditch.
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  24. Twist

    De_Talence (WIP)

    First update Gameplay We have reworked both sites and middle. The key idea of A plant is that Terrorists can't reach it safely without taking the middle, but if they do, for CTs it's incredibly difficult to retake it. Art We decided main art style — a little old town in Scotland with some modern parts. General mood: autumn sunny day after rain.
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  26. MrTrane18

    de_Taisha

    Hey guys! I see you have made amazing changes to the map. I wish to give you, the 3rd Showcase video with an extra Instagram showcase. I could not fit everything in the video. Haha. My bad! Best of luck in the future updates of the map! Do not forget about the naming of your .vmap file if it is on MapCore hubs. Heads up. Stay safe and stay mapping!
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  27. celery

    Mapcore Job Census

    Still working at EA Full Circle, but just got promoted to Surfacing Artist II.
    0 points
  28. Stunning map! Really, really, really cool! Creative use of the environment for gameplay too, especially around mid and T Spawn! Probably my favorite entry so far! Don't get discouraged
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  29. Map "name" (de_salutation_valley) Steam_Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3242584657 Pictures:
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  30. tomm

    Marble

    shiet I've been working on the same theme for 2 weeks now, picked the same name as well
    0 points
  31. Huplet333

    de_teriea WIP

    add graffiti on the walls, or parallax effects, and the job is the best and highest quality of all
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  32. NikiOo

    de_teriea WIP

    I think the best thing you can do to improve the look is to focus on the wall textures. They're too noisy and too saturated and too homogenous. If you look at any real photo of this city, you'll notice: A lot of buildings have soft, desaturated colors. There is often a lot of color in the window details -- the frames, the awnings, the shutters. Newly painted buildings next to buildings with old, weathered paint. Paint aging in different ways. Sometimes paint peels smoothly, sometimes it peels sharply -- I think sharp blending might look better with more saturated colors. Sometimes underneath the paint there is cobblestone wall, sometimes there is white plaster, sometimes there is brick, sometimes there is mud. The interiors look really nice, they look like a real place. The exteriors don't -- except for the left one-third of the last photo. I think also mixing four different kinds of grass and three different kinds of crate in a single scene makes it look very surreal. Each asset is stylized in its own way and when all the assets are stylized in the same way, you don't notice it, but when they're not, it stands out a lot.
    0 points
  33. TheOrbitHeart

    de_spiral [WIP]

    You are a god send! I was breaking my head over the wall trying to remember who made that video. Once I get the clipping done I'll upload this thing to the workshop for people to check out.
    0 points
  34. catastrophe

    Gloriosa [WIP]

    Gloriosa is now available in the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3238509273
    0 points
  35. Orel

    Fachwerk [WIP]

    Updated possible layout with changes to A site and other stuff. After breakout away from pc for month, I hope to start updating layout in Hammer and making actual wip version of map soon.
    0 points
  36. Huplet333

    Scramble

    Good
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  37. MrTrane18

    de_barranco [WIP]

    I've made a showcase video of the map in the 25.04.2024 state. I see some mix of multiple official maps here. In a good design way. Like you're floating the map once you go from place to place. Good luck with the map-building process!
    0 points
  38. ynel

    Canopy [WIP]

    Very close to being done with the first version of the layout/blockout. This is gonna be a lot of work, but I'm here for it!
    0 points
  39. JCK-1

    de_teriea WIP

    Just so you know, (Under Contest Rules) "5. Maps that were under creation prior to the announcement of this Contest can be entered, except for any map which was released for public download on the Steam Workshop."
    0 points
  40. AlphaOwl

    de_Taisha

    Hey everyone, it's been a hot minute. I've been a bit busy catching up on some school stuff, so it took me a little longer to put together the version I was planning for public release. But here it is! Now available on the workshop! It would be wonderful if people could help give feedback on the gameplay and layout! Not too much has changed, outside of visual/out-of-map areas changes. So I'll mostly leave it to new screenshots I've taken of the map to showcase what it looks like. I'll try to get some comparison shots in the future, but changes will likely be made after a playtest on the Mapcore server. A Site: A Main: Middle: B Site: B Main: T Spawn/CT Spawn: Map Overview (Currently trying to get RadGen working):
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  42. Once I drank with a deer. I swear to god. Back in my drinking days, I was chilling on top of a small hill, and boom next thing I know, I am chilling with a deer like 15 meters from. Eating grass, making eye contact and not running away. One of the best solo dranks from back in the day. I mean. Maybe someone will find this more useful than the time spent reading the OP post. I mean. What. Haha.
    0 points
  43. MrTrane18

    Alpine WIP

    Also I like to make videos. Hope this one will give you motivation and warm your heart, Showcase
    0 points
  44. I love the glow through the stained glass window and how it illuminates that art.
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  45. Thrik

    AI generated art

    Nice. These tools feel sort of cheap to use yet the results can be very impressive. I wonder how much they’re being used in game dev now. Here’s my effort.
    0 points
  46. FMPONE

    Level Design Help Files

    If this is how they taught every subject, I would have done much better in school.
    0 points
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