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Showing content with the highest reputation since 01/23/2020 in all areas

  1. 58 points


    Info: Hello everyone! For the last few months me and @Thewhaleman have been working on our contest map called Chlorine. This defusal map is set in a recently closed and abandoned aztec themed waterpark. The map includes areas that support a variety of strategies and play styles to accommodate every type of player. My goal with this map was to create a dynamic gameplay space that allows players to execute a variety of different strategies. Chlorine features two bombsite that are distinct from each other in terms of gameplay style as well as visual direction. Bombsite A is located in the outside area of the waterpark, thus is more open and allows for more complex strategies. Bombsite B features more straight forward approach, being located inside a temple that almost acts as a movie set imitating a night settings with a starry sky. Overview of the map: Screenshots: Workshop link
  2. 43 points

    [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
  3. 43 points


    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up... The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment. By @Yanzl, @'RZL and @Oliver aka The Basalty Boys DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383
  4. 41 points
  5. 40 points
    some screenshots from my latest project, on which im working on in free time! It still needs some improvements, but it looks good in current state I think dz_Arctic!
  6. 38 points


    Hello everyone ! I think it is a good time to post some screenshots from my newest csgo project that I'm working on with @jakuza. He already made some models and materials that I used in the listed locations. More to come in next passes, County is a map that features everything that comes to mind when typical european thinks about rural part of the USA. It is a danger zone map that features variety of locations you would normally see in rural cities. What I tried to do was to tie these location with some story as well as their placement on the map. I really wanted to avoid 'random structures scattered across the map' feeling some of the community made maps have. First art pass is mostly done in most of the locations. In upcoming weeks I will focus on Motel and Quarry locations which are not shown here in this post. List of locations with a lot of creenshots (a lot of screenshots actually) Church: Police station: Sawmill: Farm: \ Trailerpark: Haunted house: Creek: More to come!
  7. 36 points


    Welcome to the outskirts of Louisiana! A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over. However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill. Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature. SUBSCRIBE AND PLAY! Screens under spoiler
  8. 35 points

    [CS:GO] Ravine (wingman)

    Hi all! I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately . The map is set in snowed in castle connecting two sides of a river. Layout: More screenshots: Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084 Credits: Additional LD - @Quotingmc Deer head props - @Quadratic
  9. 34 points
    Hey all. Sorry I've not been around very much recently! Had a lot going on IRL and with work. Hope you are all doing well! Been working on this scene for a while now but finally finished it up. You can check it out on Artstation. This has been a really fun project and I've learned a lot about UE4 and environment art in general. Really wanted to push myself to learn some new software. Speedtree is amazing! https://www.artstation.com/artwork/bK8EPn
  10. 34 points


    Anubis was a long and time-consuming project, but time flew as it was a lot of fun to work on with my teammates @jd40 and @jakuza who did an amazing job! I think we can be proud of what we reached so far and looking forward to where we can bring this project. The below screenshots do not do any justice to the actual beautiful footage ingame, so yeah check out the workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1774025500 new workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1984883124
  11. 32 points


    Mutiny has been officially released! Check it out on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1978052734 If you're interested in seeing some in-depth information about the map along with an interactive map, take a look here: http://jimwood.co.uk/mutiny We've also added a trailer, check it out below! Finally, here's a couple of the screenshots shown on the website:
  12. 30 points


    Hey there! We just released a new update before the deadline is there! I'd like to thank the awesome staff from the FaceIt Mapcore Hub for the organisation and ofcourse the awesome people for playing the maps and giving us feedback and stats to work with. For that special thanks to @Thewhaleman & @JimWood for providing the demo parser, its been very useful! We have done some small layout changes and heard some birds whispering they want more colors, so there you have it! @jd40 & @jakuza have been working their asses off to create new cool assets and doing some more environment work on the map, so a big shout out to those two amazing artists! Enough talking, time to check out some screens and perhaps have a look ingame! Cheers
  13. 30 points
    Mapcore is proud to present the Top 10 Finalists of our Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT! Each Top 10 Finalist Entry now has One Month to continue updating their level. ++ Top 10 Finalists, listed in Alphabetical Order: Anubis by Roald, Jakuza, jd40 ++ Basalt by Yanzl, 'RZL, Oliver ++ Chlorine by Lizard, TheWhaleMan ++ Graveyard by invalid nick ++ Ivory by Quadratic, QuotingMC ++ Jingshen by El Exodus, Freyja, Lefty ++ Mustang by Squad, Grapen ++ Mutiny by TanookiSuit3, JimWood, Huvaligen ++ Mocha by Bevster, tr0nic ++ Swamp by morozov, Bubkez ++ Victoria by synkope Honorable Mentions, in alphabetical order: In the (hopefully very) unlikely event any Top 10 Finalist is disqualified for failure to abide by our Contest Rules, these are the maps that may receive a second look. Bregov Cappadocia Feast Gongji Oasis Rampart Safi Zenith Congratulations to the Top 10 Finalists above! The final round of judging will commence on March 10th, 2020. Read more in our official Rules post.
  14. 27 points
    Mapcore is proud to present the Top 4 Grand Finalists of our Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT! Each Top 10 Finalist Entry had One Month to continue updating their level, and our Mapcore Judges and Guest Judges chose these Four Finalists as the Big Winners of our $15,000 event. We are so proud to have hosted another exciting opportunity for growth, inspiration, and awe. On behalf of our entire community, congratulations to the winners, and thank you to all whom participated -- you truly made this Contest one to remember! ++ GRAND FINALIST WINNER Anubis by Roald, Jakuza, jd40 WINNINGS: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($7,500) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) ++ SECOND PLACE WINNER Chlorine by Lizard, TheWhaleMan WINNINGS: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($4,500) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) ++ THIRD PLACE WINNER Mutiny by TanookiSuit3, JimWood, Huvaligen WINNINGS: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($2,000) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) ++ FOURTH PLACE WINNER Jingshen by El Exodus, Freyja, Lefty WINNINGS: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($1,000) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) ++ Congratulations to the Top 4 Winners above! Thank you to everyone whom participated! "May Hurg Be With you~"
  15. 25 points
    The project that I've been working on from on and off. It started off in Unity but then I've moved it to Unreal. Its pretty close to completion, thinking of a night setting aswell
  16. 25 points


    Welcome to Jingshen! Jingshen is a fictional small village in the beautiful landscapes of Asia. It may seem like a quiet and peaceful place - but watch out! There is trouble on the way to bring mischief and destruction. It won't be quiet anymore very shortly. Jingshen is a bomb defusal map which was designed to deliver a unique playstyle while being just familiar enough allowing new players to pick it up quickly. Brought to you by @Freyja (Environment Art), @Lefty (3D Art) and @El_Exodus (Level Design) Download the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1984637676 Overview: More Screenshots here: https://imgur.com/a/nOCp3ls
  17. 25 points
    Working on a new environment
  18. 25 points


    @Quadratic and I are in full-on crunch mode pushing to get Ivory in the best possible state before the deadline and I am very pleased with what has been achieved thus far. Here are a few of the last screenshots before the final release!
  19. 23 points


    Early concepts for Chlorine for those who are interested.
  20. 23 points


    After a tough crunch time and several screenshots flipped, I can happily present my submission for the contest: https://steamcommunity.com/sharedfiles/filedetails/?id=1984227885 There are a few areas (specifically custom content) where I would have liked to get some more work in, but since I did a solo run, I had to settle on something manageable. I am happy with the result, and hope you guys like it too I'll leave you with some screenshots. And some more:
  21. 22 points


    we got into the new operation. Lots of grind with this project! museum maps? never again.
  22. 21 points
    "Get to the choppa!" A man is being held hostage in his mansion located in the Swedish skerries. Secure him and bring him to one of the TWO rescue zones to call in the chopper. Keep the landing zone clear and extract the hostage! Made for the 2020 Source Engine Discord Wingman Contest TEAM Fnugz | Gameplay MadsenFK | Art Andi | Models SHOUTOUTS Yanzl | Mapping hotline ZooL | Grand vscript wizard Terri | The People of Mapcore. Additional Credits Yanzl | Making and sharing the majority of the assets used Skybex | A few assets WORKSHOP LINK MOOD BOARD
  23. 21 points

    What's going on with your life?

    Achievement unlocked: you kept the baby alive for 1 year
  24. 21 points


    We've just released a big update, check it out on the workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 We've added fresh grass, weathering on buildings and a bunch of other visual and gameplay tweaks. Thanks to everyone that provided us feedback and to everyone organizing this contest!
  25. 21 points
    From a danger zone map I'm working on
  26. 21 points

    de_gongji assets

    Hey all, since we didn't get top 10 in the contest, probably gonna call it quits for this map for now. So we're gonna release all the assets. I've included a txt file with this stuff, however in short: 1. Use these assets at your own risk (some are bad and were made early on when I/we were still learning) 2. When using, give credit to the de_gongji team 3. Please don't use this stuff for commercial purposes. If you would like to, then contact me directly. https://drive.google.com/file/d/12ZxgaeVz2Jd0SQ7GxyI9p-LpT3JObze9/view?usp=sharing I hope you guys can make some cool stuff!
  27. 21 points


    It's out! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1984015802
  28. 21 points


    Almost ready, until then some more wips...
  29. 20 points


    @esspho and I are teaming up for a new defuse map. Welcome to Norilsk, a soviet mining city in the arctic circle shaped by freezing temperatures, high pollution and 45 days of night in winter. Some of the mood and references we are going for: Concept art I made of how this could look in source: 3d concept for the layout, developed by esspho: https://3dwarehouse.sketchup.com/model/3d130ab7-062e-48e3-88f7-7d255d7aae88/defurnace-concept Concept overview with pathing: Greybox is in the works. Let us know what you think
  30. 20 points
  31. 20 points

    [Wingman] Paro

    Got this done just in the nick of time. I guess this is the rough draft, since the map contains basically no detail as it is. But it was a fun project and worth the crunch. Pics below: Thanks @Roald for making such a cool graybox. And good luck to everyone in the contest!
  32. 20 points

    The random model thread!

    I followed latest BlenderGuru's tutorial series to make a chair and I'm pretty happy, the result is very cool ! And thanks to this tutorial I also wanted to make a table with it And ... well why not make a stylish bench too And I made lowpoly versions of these for fun and ported them over Source 2 for HL:A. They don't fit very well with the game's art thought but it works
  33. 20 points
    I think the time has come, Tyrinni is banned for constantly flooding threads with long, boring, pedantic arguments. May this be a second celebratory moment for our community.
  34. 20 points

    WIP in WIP, post your level screenshots!

    Some more wips from my Insurgency: Sandstorm level
  35. 20 points


    I am happy to announce Ivory now has a publicly available release candidate which can be downloaded from the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1961184536 We will continue to make final adjustments in the coming days; good luck to everyone submitting an entry to the contest!
  36. 19 points
  37. 19 points
    Playtest soonTM
  38. 19 points


    Hello guys. New update. For the last month I was working on map terrain, bunch of smaller generic structures and underground areas. Terrain is almost done. Only one terrain patch that is still work in progress because Jakuza had some cool ideas for it Should be done next week. Right now I'm working on mine shafts that leads to bigger and more open underground chambers. Also some generic buildings to scatter across the map. Cheers!
  39. 19 points

    WIP in WIP, post your level screenshots!

    Some mountains I sculpted for the skybox of my upcoming wingman map. It was the first time I really attempted to sculpt large terrain and I am quite please with how it turned out.
  40. 19 points

    Anubis Assets

    Hey everyone, Here are all the assets from Anubis + a zoo file. Unfortunately some of the models aren't complete or really useful. I meant to clean everything up a bit before doing this, but I haven't gotten around to it and I figure it's better to just put it up now than keep delaying. Hopefully I find the time to come back and fix some of these up later on. Anyways, here ya go: https://www.dropbox.com/s/ryx5i5ssab1d569/anubis_source.zip?dl=0 Also, please let me know if something in the zoo is missing from the files and I'll upload it asap.
  41. 19 points


    Art by me, original layout by @tr0nic. The map is inspired by South American colonial era architecture and regional coffee production. Workshop link.
  42. 19 points
    Some screenies of a level I've been working on for HL:Alyx. Assembling this scene would've taken a year in Source 1.
  43. 19 points


    Since its been a year ago we were working on this project I decided to do a playtest and try out some small ideas. Afther the playtest I realised I wasn't really happy with how it played and decided to do some big layout changes. Here is an album: https://imgur.com/a/5GAeTIM Even though I reduced the options for Ts, the map was very much T sided because of their OP position in Apps and the fact CT had a hard time rotating. Based on these main points I have strengthen CT positions on the sides and midle and made the B apps hole more open so Ts are more exposed. New album: https://imgur.com/a/gGFT1nJ
  44. 19 points


    Due to a critical error, func_buyzone and func_bomb_target do not work on the map. I fixed it and am already compiling the map in its final form. here are some screenshots and radar:
  45. 19 points


    Final release: Workshop Version
  46. 18 points

    Frostbite - Danger Zone

    The Danger Zone experiment has opened up a new location atop of an old ski resort. Amidst abandoned cabins in the frigid cold, who will be the last man standing? A community Danger Zone map created by: Chief, Hasselhoff, KlixX, Quoting, Seth, SkratchPost, Slimek, Squdski, Squink, T-R3x3r Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2168101259
  47. 18 points


    As I mentioned above, I thought it would be fun to post some early blockout shots, and then post some final shots and talk about some of the design choices behind them. If people enjoy this, I can post a few more. Bomb A Changes After multiple playtests I identified a few problems with how bombsite A was playing, and how players perceived the spaces they were flowing through. In the old version, players would come down around this bend here, and be presented with option of ducking into this building to take a more protected, but tightly choked route, or they could try and work their way through the street choke and into the bombsite. The street opening here didn't have large cover, so this required a smoke or you would be destroyed by snipers. The less obvious thing that was occurring here was that players felt they were not aware they were transitioning into a bombsite/contested zone. Because you were walking down streets to get here without any changes in spaces, players did not perceive the immediate threat that was waiting around this corner. After some thought, I realized I could create a better choke point , add better cover from snipers, and create a clear delineation of spaces by adding a tunnel with vehicle cover. This also fit well with the aesthetic of Edinburgh. This would however end up impacting the secondary route that players always took into the bombsite. More on that below. As I mentioned above, players would go through the structure's interior, and be spit out at the back of the bomb site. This had its pros and cons. However, the one thing it did allow was for Terrorists to rush this point at a much faster rate than the CT's had time to deal with. In an effort to allow CT's better timing to both bomb sites, some work went in to slowing down the terrorist by just a second or 2. This also allowed me to build a courtyard that would be a bit more memorable than just an interior hallway. This also made the approach into A more interesting, especially when I did an overhaul on the bombsite in later iterations. When I started this level, I had a few core ideas I wanted to execute on. One of these ideas was how I wanted to go about differentiating the bomb sites. I knew I wanted one bomb site to be an interior or more close quarters fight, and the other to be a bit more open and long range. Possibly open enough that it might even be a bit uncomfortable for Counter Strike. Originally Bomb A was down in this recessed patio space. While I thought it may be interesting to fight down into this space, or hunker down to cover this area, it only took a few playtests to show me I was wrong. First, this spot became a grenade pit. You could almost guarantee that you were going to get 1 or more nades thrown at you here. Second, the recess made a lot of the fights kinda gross. You were trying to fire over the railings, and the players who were on the street above, you could only see their heads. The space really wasn't playing out the way I wanted. I had the idea to raise it up instead of the recess, and this turned out to be a much better choice. This got rid of the strange angles, cleaned up the fire fights, and made the space a bit easier to navigate through.
  48. 18 points


    Hi Mapcore! We are make Swamp update! What's new? Performance! And new screens from map:
  49. 18 points


    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.
  50. 18 points
    Updated the map with better lighting and more detail. Slight changes in timings as well, but only by moving the CT spawn a little bit. https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
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