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Showing content with the highest reputation since 11/13/2017 in all areas

  1. 52 points

    [CS:GO] DE_Breach - Released!

    Hey guys, the map pretty much almost done, so here's one last update before release. Also to those that have played on the map, don't forget to submit your signatures (send a picture of your signature written with a thicker pen or with a tablet)
  2. 46 points


    At Mapcore, we believe in empowering the mapping community. We hold contests in order to reward and encourage mappers on their journey to success, and because we love maps. With an amazing partner in FACEIT, we expected unprecedented participation and enthusiasm from CS:GO mappers, and you all certainly delivered! We want to thank EVERYONE who participated for creating such wonderful levels, especially our Top 10 Finishers! It is now our privilege and honor to declare 4 Grand Finalist Maps. 4th Place Kaizen by Andre Valera, & Jakuza Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $500! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919 3rd Place Studio by ZelZStorm, TanookiSuit3, & Hollandje Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $1,500! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1204635926 2nd Place Abbey by Lizard, & thewhaleman Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $3,000! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1215935299 GRAND PRIZE WINNER Biome by jd40 Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $5,000! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1224923995 ~~~Thanks to: our lovely guest judges, FACEIT for their incredible teamwork, and Valve for contributing to our prize pool. Last but not least, THANK YOU for making this another special 'Core event! "May Hurg guide you..."
  3. 41 points

    Contest Finalists have been declared!

    Meet Your Contest Finalists... Mapcore's Mission: Mapcore contests earn mappers thousands of dollars, promote their work, and provide a well-deserved platform for their excellent levels. Teaming up with FACEIT, we've offered contestants the biggest mapping contest in Counter-Strike history! Thanks to FACEIT and to all participants. Your combined efforts are part of a long journey of growth and practice. At Mapcore, we intend to hold more contests and continue being a positive, engaging, helpful environment for all members seeking to improve and grow. What's Next? In one month, 4 of these 10 maps will be selected as Grand Finalists by our Mapcore Judges and Guest Experts! We look forward to seeing all of the community feedback, iteration, and improvements awaiting these brilliant maps. Rules: Click here to read full Contest rules. Reminder: Grand Finalist maps receive exciting prizes and will be officially featured on FACEIT. TOP 10 FINALISTS: *In Alphabetical Order Abbey by Lizard, thewhaleman https://steamcommunity.com/sharedfiles/filedetails/?id=1215935299 Apollo by Vaya, CrTech, Vorontsov, JSadones https://steamcommunity.com/sharedfiles/filedetails/?id=1206809088 Asylum by Libertines https://steamcommunity.com/sharedfiles/filedetails/?id=864761519 Biome by Jd40 https://steamcommunity.com/sharedfiles/filedetails/?id=1224923995 Berth by grapen https://steamcommunity.com/sharedfiles/filedetails/?id=1216945465 Kaizen by Andre Valera https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919 Offtime by Squad http://steamcommunity.com/sharedfiles/filedetails/?id=1216276542&searchtext= Sirius by Exodus https://steamcommunity.com/sharedfiles/filedetails/?id=1217279476 Studio by ZelZStorm, TanookiSuit3, Hollandje https://steamcommunity.com/sharedfiles/filedetails/?id=1204635926 Tangerine by Harry Poster https://steamcommunity.com/sharedfiles/filedetails/?id=1202481627 CONGRATULATIONS, FINALISTS!
  4. 38 points
    Added a station building and made a better snow shader
  5. 33 points

    2017: Mapcore's Year in Review

    (New logo by Yanzl) I'm sure that by now most of us have our sleeves rolled up and are ready to tackle yet another year, but before we move forward let's take a moment to look back at what 2017 meant for our community. It was a time of immense growth for both professionals and amateurs alike. A time when everyone seemed to have surpassed their former selves. And without slowing down, some have even managed to land their first job in the industry. I don't know what this new year holds, what challenges to overcome will arise, but I know for certain that I'm excited to see everyone become even greater! 2017: Mapcore's Year in Review Overwatch - Oasis by Phillip K, Bram Eulaers, Helder Pinto and others Dishonored 2: Death of the Outsider - Curator level by electrosheep, kikette and others Payday 2 - Brooklyn Bank level by General Vivi Sniper Elite 4 - Regilino Viaduct by Beck Shaw and others Counter-Strike: Global Offensive - Offtime by Squad Team Fortress 2 - Shoreleave Art pass, props and sound by Freyja Wolfenstein II: The New Colossus - Farmhouse Modeled, textured and composed by BJA Half-Life 2: Downfall by marnamai Counter-Strike: Global Offensive - Studio by ZelZStorm, TanookiSuit3 and Hollandje Portal 2 - Refraction by Stract Counter Strike: Global Offensive - Breach by Yanzl and Puddy Counter-Strike: Global Offensive - Berth by grapen Counter-Strike: Global Offensive - Kaizen by Andre Valera and Jakuza Counter-Strike: Global Offensive - Asylum by Libertines Half-Life 2: Episode 2 - FusionVille: The Shadow over Ravensmouth by Klems Unreal Engine 4 scene by Dario Pinto Counter-Strike: Global Offensive - Grind by The Horse Strangler, `RZL and MaanMan Counter-Strike: Global Offensive - Aurelia remake by Serialmapper Counter-Strike: Global Offensive - Tangerine by Harry Poster Counter-Strike: Global Offensive - Abbey by Lizard and TheWhaleMan Counter-Strike: Global Offensive - Apollo by Vaya, CrTech, Vorontsov, JSadones Counter-Strike: Global Offensive - Sirius by El Exodus Unreal Engine 4 scene by Corvus Counter-Strike: Global Offensive - Subzero by FMPONE Counter-Strike: Global Offensive - Biome by jd40
  6. 31 points

    Mapcore Job Census

    Today was my first day at Splash Damage as an Associate Level Designer. I broke into the industry, yay!
  7. 31 points

    [TF2] Shoreleave

    Hey all, Just wanted to show off this new map I worked on with a friend. It's been in development for nearly two years with ups and downs but we finally got to a point we're happy to release it! You can check out a neat little trailer we made up or the screenshots below. Thanks for taking a look! Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1238849347
  8. 31 points

    WIP in WIP, post your level screenshots!

    Finally got an inspiration to start working on another scene. Wanna hear your opinions
  9. 30 points
    Greetings I've been away for quite some time (October 2017) and my last post then was about me tinkering with Dying Light Developer Tools. This "tinkering" went from 0 to 100 real quick as I'm now developing a full fledged single player campaign titled " A New Hope". I spent around 5 days watching short tutorials videos (around 20, 3-5 min each) from Developer Techland to cover the tools/sdk basics and get me up and running. I then delved into making small test maps for a trial and error approach since I was a fresh newbie with the tools. The tools are a blast to use and I can't commend Techland enough for the work they did with the game and the tools. Since this is a relatively big campaign, I had to plan and write down the story, map objectives, events, and NPCs on paper as well as lay down the layout and how and where I want the encounters and sequence/fights to happen. The most difficult, yet the most fun and rewarding part was the scripting/programming and quest creation process. The map as it is now is about 25-30% complete but perfectly playable and bug-free with 1 full sequential quest in place (I could upload it to the workshop now but I'm not gonna do it The final map will hopefully be 3-4 times larger than the current area (which is rather large) and will feature approximately 20-25 minutes of gameplay (numbers not final) in addition to 1 hour+ of world exploration, scavenging, and random events/encounters (the current finished part of the map has around 7-8 minutes of quest gameplay and 30+ minutes of exploration depending on playing style and skills). The map features unlockable safehouses with player stash and sleeping/time-forwarding ability as well as day/night cycle adaptation. It also features traders/shops, random events, fights with special infected and humans, ziplines, environmental traps, and plenty of scavenging, looting, and exploration. Story-wise, it will see the main protagonist, Kyle Crane, leaving the City for the countryside to search for a specific elusive medicinal herb and bring it back to Dr. Camden who believes it could be the cure to the Harran Virus. I don't have a set date yet for the release but I'm working tirelessly on the campaign while in parallel, still learning new things in the tools (still have a lot to cover and learn but the focus now is on cutscenes, animation, interactive dialog among others) The tools are awesome to work with; I've put in a little north of 150 hrs so far and only started to scratch below the surface. On a side note, Source engine is slowly becoming a distant memory. Now onto the screenshots
  10. 30 points


    So the deadline finally caught up to us, and to be honest it feels like being caught with my pants down having to release Brewery as it is right now. What you see here is a "pencils down" version of the map -- or rather what we have so far! Here is a link to the workshop entry. I joined Brewery pretty late in its development. I am responsible for the environment art on Brewery, and I wanted to do something interesting with the theme. What we are going for is a historic brewery, built and used around 1920s. So you will see furniture and architecture from between the 20s and around the 50s. Breweries has been around for ages, and I wanted to capture the era from when a lot of craftmanship and love was put into the art of brewing, as opposed to the very industrialized look of a modern Brewery. I was also inspired by mechanical design from the same era. This mechanical design can be seen all around Bombsite A. There is a long list of custom models being made for this map. Furniture, woodpaneling walls, columns, arches, beams, kitchen and brewery equipment... The list goes on. Here's a few screenshots of whats presentable of the map. And here is some pictures of the models made for the map so far: Anyway, we hope you like what you see. We still have a lot of work left ahead of us. The first art pass for the map is around half-way finished. So our plan going forward is to finish the first art pass before thinking about polish and further iteration. We will run playtests as soon as we are ready for it. But at the moment we still have some work to do art-wise on B before we are ready for feedback (art-wise). See you on the next update!
  11. 30 points

    [WIP] de_biome

    Just got done with the first art pass. There's some work left but the map should be in a presentable state for the deadline. Maybe I'll try to squeeze in that last minute playtest on sunday or tuesday.
  12. 29 points
    An update for my Old western RP map. Haven't worked on it for a while because I ran into hard limit issues, Issues I'll have to face at some point. :c
  13. 29 points
    The Horse Strangler

    [VR] From Other Suns

    Hey guys, been working on this over at gunfire games for a while and we recently released it last year in november. (#recently) We're now allowed to post stuff about it, so I thought it be cool to do a little art dump on it. I didn't specifically make any assets for this game, but did a lot of level design, art passing, lighting, and general composition. FOS is a game shipped on the Oculus, and was my first serious VR title. It was certainly a challenge working with considerably lower budgets (our target frame time is under 9ms I believe per eye). FOS is a hybrid rogue like with fps and loot based mechanics. It sees you piloting a ship across the galaxy, and running into random threats and encounters, including being able to board other ships that all are randomly generated and unique. As a result our job was to make a lot of puzzle piece type sections that could fit together, and seem continuous and whole.
  14. 29 points
    Andre Valera


    Hello Mapcore! Thanks for checking out the progress so far Excited to announce that Kaizen is being developed by Jakuza and myself Besides a couple tile textures and some early proxies (brushes [no pun intended] off shoulders) Jakuza made most of the content so if you think it's terrible please msg him directly (thank you) Level Design / Environment Art Lead / Content Art Lead - Jakuza Level Design Lead / Environment Art - Andre ^officially generated information All jokes aside Kaizen is currently in development and we would love to share some of progress so far. We're diving knees first into the deadline Workshop link coming soon!
  15. 28 points
    I'm refurbishing another old map of mine de_aurelia,
  16. 27 points
    Been working on a city scene with interiors for a few days
  17. 27 points

    The random model thread!

    Some props I made for de_abbey
  18. 25 points

    The random model thread!

    Hey guys, a week later and I just finished my latest piece, very happy with this one. Check it out! Some details: built and rendered in Modo, completed in a week, texturing is a mix of Substance Painter and native Modo work. Geometry is light weight, boolean'd a lot, making heavy use of the rounded edge shader. Artstation link w/ more images.
  19. 25 points

    [CS:GO] DE_Breach - Released!

    So... Today it is! Goddamn finally amirite?!
  20. 25 points
    Not really WIP anymore but this is where we all post our shit now so
  21. 25 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!
  22. 24 points

    [CS:GO] DE_Breach - Released!

    THE MAP IS NOW RELEASED http://steamcommunity.com/sharedfiles/filedetails/?id=1258599704 We will be running it on the Mapcore Server tonight, feel free to join and celebrate! CS:GO Server IP: Central EuropeSlots: 20 players
  23. 23 points
    I've been working on an old western Gmod RP map for over a month now. I've only just started detailing, still very much WIP though.
  24. 22 points


    Hey there. The holidays have been very busy for me and I also managed somehow to catch both sinisitus and bronchitis. Ain't nobody got time for that, so I kept going and prepared one last update for the duration of this contest: http://steamcommunity.com/sharedfiles/filedetails/?id=1216945465 Before screenshots, I figure I'll just type down the story behind the map, for anyone interested. Initially I didn't think I'd even participate in the contest since I needed to wrap up my previous project. Yet when we were two months in, during the last days of July, I did a quick sketch for a layout on a piece of paper and got to grayboxing. Two hours later I had this thing: Much of it is still there today with some variation. With so little time remaining (3 months at this point, before the extension was announced) I needed to make the map as small as I possibly could, within reasonable expectations of 5v5 gameplay. The theme had to be something I was comfortable with, and where I could borrow a lot of stock content. My goal was to rush it and not have any dev stuff by the first deadline, I figured I had to in order to even have a chance at top 10. Admittedly I was a bit surprised at making it. As for the layout itself, I wanted to take some inspiration from Mill and Overpass for some familiarity. liked the idea of having a slightly faster route to one site, much like Overpass, although making it scary to rush. I also wanted to give CT's the option of playing more dynamically with different positions and crossfires like Mill. During the old era of CS, Mill was my favourite map and I still think the A site of that map is the most exciting site in the history of CS. Despite Berth being so compact and simple, I feel good about the options currently available to both teams. I consulted with an old friend and teammate alike, did some iterations and carried on. I really wanted to go for an overcast environment and ended up bashing my head trying to make it work. Spoilers: it didn't. There were just too many issues that I couldn't ignore, not to mention everyone hated it (hehe). After a LOT of palette iterations, I settled for mostly green and yellow, ironically inspired by the Mako reactor of FF7 after doing a re-run of that. I had some closed testing along the way and felt I was on the right track, though after the faceit playtests I got some good feedback that pushed me to change some things up. Thanks everyone who played and provided feedback, also a special shoutout to @Terri for taking the time to go so far as making a video and heatmaps. In the past few weeks I've cleaned up angles, removed some overly cheeky boosts and provided more art. Now for the update: I think most notably, the map should feel a little less spacious. I removed accessibility to the giant metal stairs for both teams to prevent cheap boosts and awkward angles. B-site has received a makeover for a memorable look. It's now possible to reasonably hold "catwalk" while also removing a nasty headpeek. Underpass is now more fair for T's. Where does that leave the state of the map? Well, I'm not done, I want to continue workin on the art, but that will have to wait until after the contest. Thanks everyone who took the time to check out my map, also thanks Mapcore and Faceit for this opportunity. Already looking forward to the next contest, whatever it may be.
  25. 22 points