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Showing content with the highest reputation since 07/28/2020 in all areas

  1. catfood

    [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 wit
    43 points
  2. Lizard

    County

    RELEASE Happy to announce that we just released County! This took us a while but we are super happy with the final results. Map is now ready to be played and enjoyed by others players. If you have any feed
    41 points
  3. 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
    37 points
  4. 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
    35 points
  5. Hey guys, Finally got around to make a short breakdown of the Source 2 scene I made a while ago. I made sure I took a few WIP screenshots as I worked on it, so I could do a thorough breakdown later on, so here you have it. This engine is really fun to work with, you can model nearly everything in editor, just like you could back in the BSP era, I really hope to see more engines (specifically Unity/Unreal) follow suit, as removing the need to use so many third party apps from your workflow really makes making maps a lot more fun. (Had to divide it into two parts, as ArtStatio
    30 points
  6. 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
    25 points
  7. "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
    23 points
  8. Vaya

    CS_Apollo

    we got into the new operation. Lots of grind with this project! museum maps? never again.
    23 points
  9. csWaldo

    Furnace

    @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
    21 points
  10. jakuza

    [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!
    20 points
  11. Didn't know if I should necro my old thread for this one, but I have made some updates since it was part of the faceit hub rotation. Still throwing in some visual updates here and there. More screens at the workshop thread
    19 points
  12. 19 points
  13. Lizard

    County

    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!
    19 points
  14. 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.
    19 points
  15. Roald

    Boulder

    Boulder is a bomb defusal map based around the Meteora Monasteries in Greece https://www.trekhunt.com/blog/en/meteora-greece-monastery-map-itinerary-images-hotel/ Here is a album with some WIP pictures and a overview: https://imgur.com/a/y7RdFTg And the workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2325218920
    18 points
  16. i've been working on modeling a Volkswagen Combi T1 The plan isn't to make it a 3D model for a game engine or something like that, it's a model to 3D print. The challenge isn't much on the polycount or any sort of material, it's to make sure that each piece can be printed, is solid enough, can be assembled with the right tolerances ... It's a project I started with some friends before Covid but stopped a year ago, i'm going back on it to finish it. It's a miniature RC car (about 30cm long), controllable with a Xbox One gamepad. The
    18 points
  17. The title is a bit misleading. I have been mapping for a while, but after a two year hiatus I came back to it a little over a year ago when I wanted to make a neat little Wingman level for CSGO. I just want to share a few screenshots of projects that I started (and some finished) in the past year in order. Coverup I cooperated with Sir Thomas and 9yz as level designers, environment artists, and prop artists to finish and release my first level ever, which finally got it's release in August after a few months reacquainting myself with Hammer and learning how to model for the firs
    18 points
  18. atrocity

    de_distillery

    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
    18 points
  19. untor

    Swamp

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

    County

    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.
    18 points
  21. Starting to work on the background terrain, before going for the playable one, I'm planning on making multiple small islands that gonna have some old millitary installations and underground bunkers kinda like FarCry 1,3
    17 points
  22. I've been working too hard for a few years now, went through some deep burnouts and such, but taking control back a bit. Putting boundaries on work, and investing in a healthier lifestyle -- I realize I don't like living in a city because I don't know what to do when I take a break from work (that is, things that don't involve spending money) and have been picking biking and exercising a bit. The appartement above mine was also not used for the last 3 years but now peeps are moving in and I have to get used to the reality of living in an appartement building (especially since I work late at ni
    17 points
  23. T-Rexer

    Vineyard - Danger Zone

    We started working on a new map for Danger Zone a while ago and it is now in a state where it is playable, yet far from being finished. The map is set in Tuscany, Italy and is a departure from the usual toned down visual style of Danger Zone map to something more vivid and vibrant. We will try to make it quite colorful and unique compared to all other Danger Zone maps. The team working on the map consists of Squink, Squidski, Hasselhoff, Seth, Slimek, Quoting and T-R3x3r. Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2403831979
    16 points
  24. Update time! Finished the blockouts, and did a lighting pass. Now onto my favorite part: Texturing
    16 points
  25. So I might as well post about my current project here finally, since I've been doing so on the Discord for awhile now. Half-Life: Dark Matter is designed as if there was a fourth and final expansion to the original Half-Life from the perspective of a Black Operator named Kovac. I got the idea when I was replaying Half-Life for the 20th anniversary in 2018, I realised that although the Black Ops had appeared in a couple of mods, they certainly weren't done real justice, so I decided I would be the one to deliver it... Since then it's evolved a fair bit, and I have seven others in a team wo
    16 points
  26. dz_Frostbite has been officially added to the game as part of Operation Broken Fang http://counter-strike.net/brokenfang
    16 points
  27. I have another guide for you, this time it's for custom cubemaps. You need: Cubemaps.zip !Edit the bat files to reflect your csgo path if it's not in program files! Photoshop Cmft Studio https://github.com/dariomanesku/cmftStudio Step 1 - Get the cubemap If you have an HDR panorama ready that you want to use you can skip to part 2. You can also create one with Substance Designer and the various nodes it has for making HDRIs (https://docs.substance3d.com/sddoc/hdri-tools-186974230.html). The other option that I'll show here is to take an existing cubemap from
    16 points
  28. 16 points
  29. T-Rexer

    Calavera

    Calavera It's Dia de Muertos in San Miguel de Allende, Mexico - but a group of terrorist rebels are having none of it. Can two lone counter-terrorist agents stop them? Made for the 2020 Source Engine Discord Wingman Mapping competition. Layout and Design - T-R3x3r Art and Design - Squinky Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2242472711 Radar: Screenshots:
    16 points
  30. Have been working at a snail's pace on this. Discarded 2 different layouts. 3rd time's a charm. Playtested it a few times (Thanks to tophattwaffle's discord) and now doing the first art pass. @squeezitand I have been working on this for 2 years now, on and off. Hoping to get it completed soon. Will update when we make a bit of more progress with the details.
    15 points
  31. Well, it's actually quite simple. Ideally, you want to minimize the filler areas and maximize areas of type alpha and omega. You do this by learning how to think in 3 dimensions and how to generate interesting areas, while working within the constraints of nature and human architecture. Here is the formula for what makes a good area: Goodness of narrative comes down to story-telling, which is a very expansive topic in and of itself so I will focus on goodness of color and goodness of shape. So we'll use a simplified formula for goodness of area, shown below: Formu
    15 points
  32. ┌HP┘

    Europa

    yo! It's going well albeit a bit slow since it's a part-time venture, I've got a tiny team of guys helping out here and there particularly player locomotion and programming. I am not interested in being one of those indies that posts GIF's every day to gather a following, I find social media very distracting so I'd rather spend my time working on this, then when it's done, it's done.... I'll probably hit the socials a bit harder once it's close to release. That said, we're working to get something released for early 2021, a fully playable slice of the game. I'll share some more as soon as
    15 points
  33. Roald

    Mapcore Job Census

    Not sure if I can already call myself a Level Designer, but I (Roald van der Scheur) did sign my contract to start working at Bongfish in Graz, Austria as a Junior Level Designer on 11 January 2021! I will be working with @poLemin
    15 points
  34. Can't believe I forgot to post here, but we finally finished our brand new Halloween map for Team Fortress 2! More information can be found below: IMAGES: DOWNLOAD LINKS BELOW: Steam Workshop Link TF2Maps Link Creators.TF Link
    15 points
  35. made a thing to give hotspot texturing a go more on Artstation: https://www.artstation.com/artwork/q9O9an
    15 points
  36. JimFKennedy

    Battery

    G'day. I've been recently working on a classic 5v5 csgo map named Battery. This map takes place in and around an old WW2 bunker, converted into a gun running factory in Estonia during the early spring thaw. Bombsite B was the main focus for the map, (it was originally a wingman map) and went through about 23(?) iterations. What would be considered Middle, goes through an old dilapidated and collapsed WW2 bunker, it takes heavy inspiration from Nacht Der Untoten. Bombsite A used to have a "nuclear bomb" sitting in the middle of the site, ho
    14 points
  37. This is a mostly complete 1:1 recreation of the London Natural History Museum, sans the more recently built extensions and not including any of the real exhibitions. This has been my ''lockdown activity'', of sorts. All mesh created inside the hammer editor, and using near-exclusively custom textures ( 125+ ! ) all edited by hand. Currently only compiled for cs:go, but I intend to port it to at least gmod as well, maybe it could work as scavange/survival in l4d2? Would love to see it in HL:A too, but I don't yet own VR so if anyone's interested to port it for me - or in contributing
    14 points
  38. celery

    Prime [Wingman]

    Hi Mapcore. I'd like to introduce Prime, a new wingman level by me and 'RZL. Feedback on the layout is appreciated! Here is the overview and a look at the WIP level. Here is a look at some of the assets in action. Workshop link will be live soon, here it is: https://steamcommunity.com/sharedfiles/filedetails/?id=2445830406 Cheers, celery
    14 points
  39. dux

    The random model thread!

    Dumbass continues to learn Blender.
    14 points
  40. atrocity

    de_distillery

    Well it's been a little over a year, but I am happy to announce that de_distillery has been completed. I originally made this thread to document the progress of the level as I built it, but I ended up getting lazy and just worked on the level without forum updates. If you are interested, the level can be downloaded from the workshop at this link. https://steamcommunity.com/sharedfiles/filedetails/?id=1843682152 Below are some shots of the level fully arted. I'm going to try and do a write up later tonight of where changes were made from the beginning to the finished version, and what
    14 points
  41. Sick_TwinN

    de_pithead WIP

    The map is now finished ive learned alot while making this map and it will help in future projects link: https://steamcommunity.com/sharedfiles/filedetails/?id=2239575326
    14 points
  42. celery

    [CSGO] Paradise

    This is my entry for the 2020 Source Engine Discord Wingman Contest. This started out as an Arms Race map, about half done with the art about 1.5 months before the contest was over, and for the past two weeks I have overhauled the entire map as a wingman experience. I have done a few playtests on the Source Discord, and they've been mostly positive. I'm at a polishing stage right now, so any and all feedback would be appreciated. I'm doing a playtest on the MapCore Discord on Thursday, September 17th at 3PM CDT, if anyone wants to take a gander. There's definitely more things to polish, and ma
    14 points
  43. More concept design, more images on my artstation. I learned a lot, I know I can still do better! https://www.artstation.com/artwork/ZG0mR0
    14 points
  44. Lizard

    Hive

    Hello everyone! Hope you like honey! Because our new wingman map, Hive, has just gone live on the workshop. Set in a fictional research facility, the map pits teams in a fight over a new kind of bees that are said to produce the sweetest honey in the world. This has been a month long collaboration between me, @celery and @jakuza. We are happy with current quality of the map but there are still few things that we are trying to improve on. Some of the areas still need some smaller details, alpha sorting issues with glass brushes, lighting in some of the areas could be brighter. We are con
    13 points
  45. Judges for Mapcore X Prodeus - General Vivi - Dragonfly - FMPONE - ICARUSLIV3S The Prodeus community would like to thank FMPONE and ICARUSLIV3S for helping us judge this competition. It was very difficult judging the entries this time around and we were glad they could join us on this noble quest! -------------------------------------------------------------------------------------------- The WINNERS of Mapcore X Prodeus 1st place: Bunnymauler [ Internal Disruption ] P-link: m-DlOgFtF8dy - $1,500.00 USD - One year of Humble Choice - Excalibur Gauntlets and Biker Glove
    13 points
  46. Hey guys. The Gap, an exploration game I'm working on, now finally has a Steam store page! Check it out and wishlist here: https://store.steampowered.com/app/1458300/The_Gap/ We also have a new trailer:
    13 points
  47. Frostbite Update 4-7 We have continued to remake pretty much the entire map and this time we took on the ski lift buildings :D. The old and blocky buildings were replaced with completely new ones that not only look much better but should also offer more unique gameplay possibilities. Patch notes: [General] - Remade ski lift buildings for improved gameplay and visuals [Ski Slopes] - Adjusted ski flags and color coded each slope [Town] - Remade the centerpiece statue [Radio] - Fixed railing collision and clipping [Misc] - Mo
    13 points
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