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  1. 45 points
    Squad

    [Wingman] Turnpike

    My entry for the Wingman contest. Still a bit rough in some places, but it's time to wrap it up for now. Workshop link Credits to @Yanzl for the majority of custom props and materials (and for some last-minute assistance in tweaking vmt's for nighttime setting) and to @Skybex and @Rick_D for a few other props and materials.
  2. 39 points
    Terri

    WIP in WIP, post your level screenshots!

    I haven't posted any of my work here in.. ages. Here are some scenes I worked on in 2018 and some of this year: (Unity) Underground station (Unity) Winter Lake House for VRChat
  3. 38 points
    FMPONE

    Exotic Places CS:GO Mapping Contest 2019

    Mapcore is now holding a Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT! Mapcore's Veteran Judges will be joined by CS:GO Guest Experts on CS maps, such as Pimp, Moses, The WarOwl, LAUNDERS, adreN, DDK, James Bardolph, and Anders Blume! How to Enter the Exotic Places Mapping Contest Post a "Work In Progress" thread in Mapcore’s Official Event Forum! When you're ready, update your WIP thread with a link to your playable map's Steam Workshop page. Your thread + playable map constitutes your entry to this contest! Submission Deadline Your playable map must be entered by February 1, 2020 at 11:59 PM Eastern Standard Time (EST). Judging Procedure Mapcore Judges FMPONE -- @FMPONE Puddy -- @puddpuddpudd TopHattWaffle -- @TopHattWaffle Guest Experts Pimp -- @Pimp_CSGO adreN -- @adreN_Hoag Anders Blume -- @OnFireAnders James Bardolph -- @jamesbardolph Daniel "DDK" Kapadia -- @ddkesports Jason "Moses" O'Toole -- @OnFireMoses WarOwl -- @TheWarOwl Launders -- @launders Mapcore will announce Contest Finalists on February 10, 2020 To determine 10 Finalist maps, Mapcore Judges will rate Contest maps according to the following 100 point criteria, with any ties broken by our Guest Experts: 25 points: Fun Factor (how well-designed is the map) 25 points: Originality + Relevance to the "Exotic Places" Theme (Exotic meaning it's normal definition as well as "locations seen infrequently in CS:GO") 25 points: Visual Presentation (how aesthetically pleasing and sophisticated is the map) 25 points: Overall Polish (bug-free maps; maps with Soundscapes; maps which run smoothly; other determinations relating to quality) Finalist mappers will then have one month to make changes based on community feedback. Top 4 Contest maps and the Grand Prize Winner will be declared on March 16, 2020 After March 10, 2020 Mapcore Judges and Guest Experts will rate every finalist map according to the same 100 point criteria above (Fun Factor, Originality/Thematic Presentation, Visuals, Overall Polish), with any ties broken by Guest Judge Anders Blume. Mapcore will then declare the Top 4 Contest maps and our Grand Prize Winner! Contest Prizes Top 4 Contest Maps receive: Eternal Bragging Rights A Spotlight on Mapcore (linking to each epic WIP thread) A Monetary Prize ($7,500 for First place; $4,500 for Second place; $2,000 for Third place; $1,000 for Fourth place) Map added to Mapcore’s FACEIT HUB platform for 4 months! Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software) Contest Rules Entry into this Contest is free of charge for all. Your entry must be a playable map for the PC version of Counter-Strike: Global Offensive. Remakes (maps of the same name and design of an existing map released for public download), sequels (e.g. de_dust3), and spiritual successors (new name for an old design layout) can NOT be entered. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and any non-greybox art) was not released for public download. Map entries must be submitted to the CS:GO Steam Workshop AND our Mapcore Contest sub-forum before the deadline. Map authors are free to share their map on any other websites or services they wish, however the map must remain free to download. Multiple map entries are permitted, however each entry will be judged for its own particular quality. Map entries created by teams are permitted, however entrants will have to agree how to split any prizes awarded prior to prize claim and dispatch. Mapcore encourages entrants NOT to update your Workshop map after the deadline. Entries will not be disqualified if updated, but entrants assume the risk of introducing bugs/glitches into their work. Judges will not be asked to overlook such bugs/glitches, so we recommend "finalizing" a polished version of your project before the deadline in order to “put your best foot forward”. Mapcore forum rules must be obeyed. All custom textures, models, etc. must be embedded into the map's .bsp file (FREE TUTORIAL AND TOOL). Assets must also comply with Steam Workshop guidelines. Map authors must be able to accept cash payments. Winners of hardware or physical products will be required to provide a valid shipping address. Judges, Experts, and individuals associated with organizing this contest CANNOT enter, nor provide material assistance to map entrants. If a Finalist entry is disqualified due to violation of ANY of these rules, all applicable winnings will be directed to the next highest-rated map. Void where prohibited. Contest Eligibility 1. Participant eligibility: This Contest is open to any individual, or teams of individuals, provided they comply with the following: Participants must not be an Employee or Official Staff Member of the “Organizer” (Mapcore) or “Sponsors” (FACEIT). Participants must not have taken part in the judging, or official announcement of this Contest. Participants must not be a direct relative, spouse, or direct employee of any of the above. If a Contest Judge has previously published a CS:GO level with a participant, that Judge will be fully disqualified from scoring any entry by that person. In place of the disqualified Judge's score, the entire panel of Guest Judges will be asked to rate the entry, and their rating will then be averaged. 2. Legal Age: This Contest is open to any individuals who meet the above “participant eligibility” criteria. In the event that a participant who has not reached the legal age in his/her state wins one or more prizes, he/she must provide contact details for the legal guardian who will claim the prize(s). Prize Disclaimer FACEIT will be providing Prize revenue. Mapcore assumes no responsibility. THANK YOU to our AMAZING COMMUNITY! And to our INCREDIBLE Sponsor: https://twitter.com/FACEIT
  4. 37 points
    Keeping with tradition, I'd say it's about time we took a look at what our community has achieved throughout the year. If last time I was saying how 2017 was a year of immense growth, then 2018 was surely one of significant change. And it hasn't been without its troubles and anxious moments. No change ever is, but I believe it to be for the best. We've seen some of our friends become parents, change work fields or get their first job in the industry. We've even seen a few pursue their dream projects. And for that, we have to applaud them. It takes courage to keep moving forward and to realise when it's time for something new. In the meantime, I hope this article inspires you and I wish everyone good luck! 2018: Mapcore's Year in Review SteamVR - Gulping Goat Space Farm by @Steve, @marnamai, @The Horse Strangler, @Sersch and others at Scraggy Rascal Studios produced in collaboration with Valve "Scraggy Rascal has been working with Valve to create all new SteamVR content, we've been given a lot of liberty to create these locations. Our goal was to create interesting and fun locations for the player to explore. These projects, over the last couple months, have been a crash course in Source 2,VR, project management, delivering within deadlines, working together as a team and personal growth. It has been an invaluable experience and great opportunity ... and we're just getting started!" - marnamai Darksiders III - Art by @The Horse Strangler and others at Gunfire Games "Probably one of the biggest challenges the artists and designers faced on Darksiders 3 was working with both a platforming and fully connected streamed world. This meant that everything exists all the time. While we streamed levels in and out, areas couldn't intersect and we couldn't do the classic "Small exterior, big interior" swap. This was especially challenging because of how much verticality our design must support. We had a few "vistas", but for the most part every aspect of the level was accessible. If you can see it, you will likely be able to get there, jump on it, fight around it, etc. Fury, the main playable character can double jump, swing, float, glide and even rocket jump over 10 meters high. Personally for me it completely changed how I looked at art filling up a space. Every single mesh we placed impacted design. Art was design, and design was art." - The Horse Strangler Europa by @[HP] "Europa is a relaxing narrative experience. The goal with this game is to offer just enough challenge that its rewarding to get from one area to the other for more than just the visuals by using environmental hazards, platforming sequences and light puzzles that you can beat by exploring.The game is split into linear sections and wider areas, that's at the core of the game and as you play, you keep improving your characters moving ability, which will further exploration and give you the ability to solve newer light puzzles. There's none of the typical character upgrading systems, rather, the levels will offer the incremental challenges and the sense of progression. Europa's main focus lies in environmental storytelling and immersing the player in it's universe with passive storytelling, evoking awe and bliss with colorful watercolor-like art and music." - Helder Pinto Counter-Strike: Global Offensive - Turnpike by @Squad "For a while the "Highway Restaurant" theme has been sitting in my little Concepts.txt file. When the Wingman Contest was announced, it felt like the perfect opportunity to turn this idea into a map, as its relatively small size would be fitting for the Wingman gamemode. The casual nature of Wingman made me add some elements that I would not normally add to, let's say, a Defusal map, like the TF2-esque team color coding (albeit subtle), the moving vehicles and the silly bomb target. Additionally, since the playable space is (almost) completely indoors, making it nighttime felt right, as it both emphasizes the interiors and makes for an atmospheric blorange background." - Squad Dying Light - A New Hope by @will2k "A full-fledged custom single player campaign that ties in to the original story of the main game. 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. This campaign is a one man show as I’m doing everything myself: level design, environment art/detailing, story creation, scripting/quest creation, custom dialog, custom audio, custom materials/textures, custom foliage systems, custom brushes for terrain painting/sculpting, lighting, manual nav mesh tuning, scripted NPCs…" - will2k Prodeus by @General Vivi and Michael Voeller "Prodeus is the first person shooter of old, re-imagined using modern rendering techniques. Oh, and tons of blood, gore, and secrets. Creating Prodeus has meant a lot to us over the last year. It feels great to finally be doing something for ourselves. It can be pretty ambitious at times since there are just two of us, but I’m confident we can pull it off. Keep an eye out for the end of February for a big announcement." - General Vivi Counter-Strike: Global Offensive - Ruby by @catfood "When I was on vacation in Portugal years ago I was so impressed by the city Lisbon that I really wanted to build a map that has the same vibe. At the time I was already working on different projects so I decided whenever I got enough time to work on a map this size I would go back. So early 2017 the moment was finally there, I went back to Lisbon to shoot (~2000) reference photos then made a list of things that are iconic for Lisbon and started working on Ruby. Adding a lot of height differation, warm colors, tile patterns and ofcourse trams was essentiental to get the Lisbon vibe." - catfood Subnautica by @dux, @PogoP and others at Unknown Worlds Entertainment "A mix of Survival, story, mystery, resource gathering, base building with some accidental horror and plenty of deep, deep water. We had not long finished up with Natural Selection 2 and were hungry to develop a different kind of game. During development we were (and still are) a small team but the game kept getting bigger and grew into something far larger in scope than originally planned. So we soon realised that what we had could be turned into something really unique if we put our heads down and just cranked on it." - dux Unreal Tournament 4 - Chamber by @Ubuska "I used Halo and Warframe artstyle as a reference. The goal of this project was to make fun and cool looking map with 100% custom art that is 100 mb in file size. To achieve that I used several advanced techniques such as custom vertex normals, deferred mesh decals, no bake, tiling base materials and masks. There are basically 5 or so texture maps used in the entire map, most of the filesize space was taken by lightmaps. I learned a lot doing this project in terms of composition, art direction and optimization. Hope you enjoy this map as much as I do!" - Ubuska Counter-Strike: Global Offensive - Pitstop by @Quotingmc and Quadratic "It is not often that CS: GO receives a new game-mode, especially one as competitively focused as Wingman. I was understandably pleased at the announcement of the 2018 CSMapMakers contest for the mode. Pitstop was my entry where I set out to create a thematically bold centre piece for my portfolio. With the help of my teammate Quadratic and support from multiple Mapcore members, I learnt a lot about taking a level from a simple blockout to completion; I can say for certain I’m thrilled with the end result!" - Quoting Black Mesa - Xen by @JeanPaul, Adam Engels and others at Crowbar Collective "While building Xen we had to design, iterate, and iterate (then iterate some more). We took what we thought we knew, and put it to the test. We learned how design and scope work together, and how to build momentum as a team. We are extremely proud of what we have accomplished over the year(s)! Despite the long and occasionally frustrating timeline, it has been a real testament to the commitment that this team and this community have for Half-Life." - Adam Engels Unreal Engine 4 scene by @Vorontsov "So I decided I would step out of my comfort zone and create a small environment in an engine I've never used before, UE4. Although I think I did a fairly decent job at the time there were ultimately many nuances I could have done better, but that is the artist dilemma. This project taught me the value of properly blocking out your environment, gathering as many references as you can and to have patience and not rush through assets, when breaking any of these rules I was punished for it. Stay tuned for my next project which will be a giant mech, coming soon Valve time TM." - Vorontsov Counter-Strike: Global Offensive - Opal by @MikeGon "My goal with this project was to make a fun and compact defuse map, with a simple level flow, ample verticality, and an overlapped layout! I wanted to have interior and exterior, and break the grid a lot, to avoid having that "90 degrees grid" feel in the layout. I needed to have a vista on one side of the map to help with orientation, so I decided to make it a coastal town, inspired by those found on the island of Skopelos, Greece. Expect more updates in the near future, as I'm not yet satisfied with it. Since this is my only CSGO map, I want to put all my time and effort into it, and focus on quality instead of quantity. Thank you everybody for your support and feedback! <3" - MikeGon Insurgency: Sandstorm - Precinct by @Xanthi, @Squad, @Jonny Phive, @LATTEH, @Steppenwolf and others at New World Interactive "Precinct, was a fun and challenging map to work on. We decided early on to melt District and Contact two of our very nostalgic maps together into a single large-scale urban environment. The goal was to preserve the nostalgic feeling and at the same time create something unique and fresh not just a 1:1 copy. In the block-out stage we started playing with different terrain heights, which eventually was the key to accomplish our goal. Terrain height was a bit of a trial and error process; I remember driving up a hill and not having enough torque, oops!!" -Xanthi Counter-Strike: Global Offensive - Killhouse by @FMPONE "Killhouse showcases brutal duels, player reaction times, and close-quarters combat. A highly vertical layout ensures the sort of unpredictability and replayability ideal for CS:GO’s 2vs.2 "Wingman" game-mode." - FMPONE Counter-Strike: Global Offensive - Station by @Roald and @untor "All experiences contribute to where I am at this point. I am just a hobbiest but I think I learned alot about level design just by doing it and enjoying it. Overal my goal is to improve myself on level design, but also enviorment art. I think I archieved a goal on level design and it's now time to continue on enviorment art. This is where untor morozov comes in. I have met untor a while ago. He made this map 'Waterfall' which was pretty populair. I liked his designs and added him as a friend. When I had this wingman map going on with positive feedback I just contacted him again to work on it with me and since this moment we have had a incredible teamwork. I am gameplay orientated and he is art orientated so we were a great couple. We just enjoyed work on this project and respected eachother and had alot of fun." - Roald The Gap by @Yanzl and Sara Lukanc "The Gap is a sci-fi thriller first person narrative exploration video game. You play as Joshua Hayes, a neuroscientist trying to figure out what happened, barely remembering anything about his past. It started as a project for our BA thesis and has now grown into a standalone game. It's also my first "real" indie game project, helping me learn a lot about Unreal Engine 4 and game development in general." - Yanzl Counter-Strike: Global Offensive - Alexandra remake by @Serialmapper "My first successful map was born 10 years ago for CS1.6. It was done in just 4 days. Since then it has been ported/improved several times on CS:S then finally on CS:GO. It always had a "dust" theme. Initially i wanted to remake it with an "inferno" style but when the new dust2 came i switched the plan to use the new assets. The map was and is frequently played on public servers especially in Eastern Europe so i had plenty of feedback to improve it. For some it's just another "dust" map, but for me it's my dust2." - Serialmapper Far Cry 5 - Wetland Turmoil by @grapen "I wanted to try working with location design in an (imaginary) open world game for the first time, so I made this backwater cabin neighborhood. At the time I also wanted to see what the limits were in Farcry Arcade and how far I could push it. The level has fixed spawns (a limitation of the editor), but I toyed with the idea of making it work regardless from which direction the player would have approached it. The pathing and player guidance is more or less shaped like the number eight, with the church acting as an outlook. Your task is to eliminate all the bad guys. In the end I wanted to do so much more, but couldn't due to technical limitations. All in all it was a fun experience to make it." - grapen Counter-Strike: Global Offensive - Trailerpark by @OrnateBaboon and @Skybex "We wanted to make a map for CSGO, using a theme that had not been seen in any previous version of Counter-Strike.The map had to incorporate everyday plausibility, provide for enough variety so that things remained visually interesting, but also be flexible enough to allow for the use of low geometry for easy grenade strategies. Being able to immediately recognize a theme in a map is always important, so with all this criteria in mind, A trailer park fitted the bill perfectly. There is still some way to go before a full release, but 2018 was a great year for progress on this project." - OrnateBaboon Unreal Engine 4 scene by @Corvus "I was inspired by games like stalker and the last of us. The goal was to make something photoreal with a lot of foliage. It took a couple of iterations but I think I achieved the goal in the end. While making this project I've had to learn a lot about Speedtree to make all the foliage, it was a really cool experience. Right now I'm in the army so unfortunately I can't make any more scenes right now, but after I'll come back I'll try to make more scenes like that." - Corvus Overwatch - Busan by @Minos, @[HP], @PhilipK, @IxenonI, Phil Wang, Lucas Annunziata and others at Blizzard Entertainment "Busan was a challenging map to make. Due to the game having 12 different heroes on screen we have a somewhat limited memory budget for maps, that includes all models, textures, effects, collision data, lighting information, etc... Fitting three radically different areas (Downtown, Sanctuary and MEKA Base) into one single map budget required us to find new ways to optimize our work. In the end, we were even squeezing kilobytes out of collision data to make it all fit, no kidding! But the result speaks for itself, the map was fun to work on and we are very proud of what we accomplished!" - Minos Counter-Strike: Global Offensive - Highlands by @ElectroSheep, @El Moroes and @'RZL "We wanted to make a map in Scotland because, thanks to dishonored 2, we were browsing a lot of references froms this area and we really loved it. I also went myself here in holliday after that. We asked one of our close friends to make some special props, like the police van, the taxi, the phonebox and some others. Unfortunatly the hard development of Dishonored 2 put us in a difficult state where we weren't able to work on the map. So we lost motivation. Then RZL contacted us because he didn't want the project to die so we gave him the keys. And RZL became busy too ^^. Life sometime say NO I guess, hehe. Now Highlands Is my only advanced project I still didn't finished and I'm ready to give it a try, I hope." - ElectroSheep "Highlands...is this map is a joke? Certainly no but we can say that the development is quite longer than what we expected. Perhaps we learn well how the famous "Valve time" works? :p No seriously I think we can explain that with the motivation. Of course we were motivated to create something cool with this map but with the time and, I think, with what we live in our life we never took the time to do it correctly...I mean we never had a constant rythm on the map. This (and other personal things) led to the current statut of the map; a still "work in progress" map started in 2014. But ElectroSheep came back and his goal is to finish it, and because he's right, I'll come back too to help him. Just, be patient (again) ;)" - El Moroes Battlefield V - Fjell by @Puddy, @Pampers and others at DICE "Fjell was an explosive experiment which paired a new Battlefield dynamic, planes and infantry only, with an epic gosh darn mountain top. Tackling this design combination was like dealing with a bear after you've kicked it in the balls. It was a fun challenge and even though its extreme gameplay is quite polarizing when compared to more middle-of-the-road maps, I am happy that we went there!" - Puddy Counter-Strike: Global Offensive - Iris by @BubkeZ and @Oliver "Iris was born out of a shared interest in the TV-show "Seinfeld", funnily enough. One day BubkeZ noticed I had changed my Steam profile picture to a photo of "George Costanza" and just like that the wheels were in motion! In the beginning, BubkeZ had the vision of an old city environment with lots of dirty alleyways and brick architecture. We didn't want to fall in the trap of making the map look too bleak, so we came up with the idea of making a mid-century town set in autumn. While the map certainly have visual elements from the 50's, I would say the overall theme of Iris is american auto-industry. Making the old cars was definitely my favorite part of making this map!" - Oliver Unreal Engine 4 scene by @Brightness "I have always been a fan of retro and vintage, so this was like a dream to me. After watching the first season of True Detective, I immediately fell in love with the office set and the way the series was shot. I have definitely learned a lot from this project, mostly lighting techniques that can fill your scene with a story. The goal was to recreate their environment in my own style, and I'm pretty satisfied with how it turned out. I definitely wasn't expecting this much of positive feedback and I'm really thankful for this community. I want to do something with the environments, not just as a portfolio piece, but make a short film or make a small adventure game out of them." - Brightness Counter-Strike: Global Offensive - Insertion 2 by @Oskmos "Being the follow up to the first Insertion it will have the same overall concept with the spawning and open-world like layout. However this time it will be a more urban setting and overall higher quality art assets. I always love to make environments that feels real. And that are familiar. Its all made up. But the details and various elements in Insertion 2 is from my childhood basically. Friends that grew up in the same place I have recognizes it aswell." - Oskmos _______________________________________________________________________________________________________________________________________________ _______________________________________________________________________________________________________________________________________________ The Door Challenge Submission thread Articles Designing Highly Replayable Stealth Levels for Payday 2 Level Design in Max Payne: Roscoe Street Station Effect and Cause - Titanfall 2 Level Breakdown 2017: Mapcore's Year in Review Hurg smiles upon you all!
  5. 34 points
    jd40

    Incline

    Update: No longer working on this map as of september. I may continue working on it some time after the contest. My contest map will be set on a hill with a cable car station. Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition. The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
  6. 34 points
    mr.P

    Graveyard

    Some progress, all screen grabs are taken outside of the playable area... T spawn by the cars, the broken elevator serves as entry point to the main hangar The stern, backside of the map with a ramp leading up to a objective, propellers will be added later Ct spawn, starboard side, defenders start on the elevator with instant access to the hangar
  7. 34 points
    Roald

    Anubis

    It was a bit of a struggle, but finally there is a playable graybox! I requested a Mapcore playtest for thursday 27 june. Check it out on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1774025500
  8. 33 points
    jd40

    Anubis

    Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline A sizable part of the map is still fully greyboxed so we're working to finish that up. We're also thinking of ways to colorize it or add more contrast because right now it's looking a bit flat. We'll probably go with black marble elements with white/gold writing on them. And some more overgrown stuff by the coast.
  9. 33 points
    untor

    Swamp

    First concept scene from the Swamp map. Layout is still in development. As soon as we finish the first stage of the layout development, we will try to conduct a public test.
  10. 33 points
    Mocherad

    De_Dust 2 in low poly style

    This level was created for PolyStrike, more you can check here - https://www.mocherad.com/polystrike Ohh 5 mb file limit, other screenshots you can find on my AT submitted work - Artstation
  11. 33 points
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Hey guys, happy new year Between 2 diapers, I try to find some time for this map, I'm making good progress I guess ^^ Here is the progress on the T spawn :
  12. 33 points
    OrnateBaboon

    [CS:GO][WIP] Trailerpark

    More WIP images. A beach area and another vehicle. The beach is the CT spawn, and the new vehicle area is the T spawn. Much of the detail from these parts will be coming from the 3dsky, which is still under construction.
  13. 32 points
    JimWood

    Mutiny

    Ahoy! Mutiny is a defusal map created by TanookiSuit3, Huvaligen and myself. Pirates have swarmed the island to find and retrieve some long lost treasure. The map is situated in an old pirate town, with a huge tomb close by. Here's some links to before/after image sliders for T Spawn: Before/After - T Spawn Before/After - T to Mid Some more images:
  14. 31 points
    grapen

    Everest

    Myself and @Squad are taking you on a trip to this exotic place: Everest is merely the working name. Final name tbd.
  15. 30 points
    esspho

    anchor

    Here is a link to the workshop and some screenshots. https://steamcommunity.com/sharedfiles/filedetails/?id=1807037033 bombsite A bombsite B middle t spawn ct spawn Let me know, if you got any kind of feedback.
  16. 30 points
    i'm working on a awp map, with my favorite combination: sea, sunset, flowers, rocks (no freaking crates !)
  17. 29 points
    untor

    Swamp

  18. 29 points
    Vaya

    Turbulence

    terri is making rocks. I think they are nice.
  19. 28 points
    Map is released! Every feedback will be appreciated! https://steamcommunity.com/sharedfiles/filedetails/?id=1813326589 Hey, I'm working alone on one of the biggest projects in my life! I'm trying to make danger zone map. I want to show you some my work! My idea is tropical style, I haven't seen similar style in CS:GO yet. On the map you will be able to explore a lot of regions: beaches, tropical villages, bamboo platform, cliffs, and planning also some caves and more! I realize, that there probably will be a lot of bugs, because It's very hard to make huge danger zone map without bugs, so I'm really looking for testers, if someone is interested in, just invite me on steam. Models and textures some are self-made, and some I Have bought on sites with models Here's some screenshots from some map regions PS: I don't know if Valve support this mode already, but I love making open worlds! and I wanted to try myself.
  20. 28 points
    Some progress on my map Anubis
  21. 28 points
    jd40

    WIP in WIP, post your level screenshots!

    My wingman map that's going on hold for the exotic contest. Had a modular set and everything
  22. 27 points
    grapen

    Everest

    Got to have cliffs. WIP.
  23. 27 points
    untor

    Swamp

    I heard that in the swamps people often disappear. I will be excited if you disappear in my swamp. A lot of work and a lot of things I want to do, before the first public playtest.
  24. 26 points
    untor

    Swamp

    new swamp trees set new ivy set
  25. 26 points
    Roald

    Anubis

    The point of no return Hello Mapcorians I am about to write stuff down that was a lesson for me and could be a lesson for others aswell. You may skip the text and check out the new screenshots or give some time to give this a read. For those who followed my progress could have noticed I started off big. I wanted to put in alot of art ideas right from the start and focus on the asthetics of the map already. The reason why is simply because Enviorment Art is the lesser thing I like to do, so why not work on it during the Level Design progress. I knew I was going to take a risk, but I just wanted to try and take it and see how this work out for me. At first it started out great, I had a clear vision of what I want, but afther a few playtests I had to change stuff in the layout I kinda wanted to hold on to. I did so and done 'minor' changes to fix certain things, but not enough to make it succesfull for the next playtest. During this progress I think I had 5 playtests in total with each time a small improvement, but not the way I wanted it to be. It was very hard to keep things in Hammer organised since I started off the wrong foot and put in so many details on such a small grid, it was a pain in the ass to rework it. I ended up frustrated by reworking whole areas, but still didn't fixed the issue of my workspace becoming a mess on most parts of the map. Afther the previous two playtests I decided to rework the entire map and that's what I did. I went back to graybox and reblocked some of the geometry in Hammer and cleaned it all by using a overall larger grid and less unnessecary details. I decided to do some big changes and reworked B entirly, midle and T spawn. The map still needs to be playtested, but atleast I broke the barrier to sacrifice the art, to keep more focused on the gameplay. It wasn't all for nothing though. I think its not bad to put in extra time and details on important areas like the bombsites to work with more natural cover and corners, atleast thats the way I like my maps instead of a square site with a bunch of crates Momo has not much time, if there is a great enviorment artist who can make custom assets, then please hit me up! My goal is to start on the enviorment during september.
  26. 26 points
    csWaldo

    [CSGO] Victoria

    I've spent some time making assets and I think I'm starting to get the hang of it. It's far from finished, but a lot of the major assets for the galleria are now made and in place, so here are a few update screenshots. Please let me know what you think
  27. 25 points
    mr.P

    Graveyard

    ...time has past since the events near Suez Canal at 2026, under the scorching sun on a sea of sand lies the remains of the king-class warship USS Carry. Download here: https://steamcommunity.com/sharedfiles/filedetails/?id=1833955880 Alpha 4 overview, slightly out of date compared to the Steam Workshop version
  28. 25 points
    untor

    Swamp

    Swamp Recently, there have been quite a few different publications, but no new spaces have been shown. I was focused on modeling and texturing filling objects, specifically vegetation. This is important, since vegetation plays an important role on this map. What about the gameplay. I try to stick to the original layout. In my opinion, it is quite successful, and now I am only working on the space. On the screenshots, you can see the updated T side, mid and spawn T. The screenshots do not show the final result, but they allow you to understand in which direction I'm moving. What's left: - Middle, CT side, and hangar (connector between bombsites) - Optimization (now in some places there is a drope fps at bombsite A) - The background - Final refinement of timings
  29. 25 points
    FMPONE

    DE_CACHE (new version)

    DE_CACHE by FMPONE and Volcano A bomb defusal map set around Chernobyl. Terrorists are bent on destroying the evidence of a massive weapons-cache in the shadows of Chernobyl. THANK YOU TO THE FOLLOWING (amazing) PEOPLE!: MAPCORE.ORG, Robert Yang, Lenz Monath (penE) +++ Comparison Sliders: FMPONE.com/cache +++ +++ +++
  30. 25 points
    untor

    Swamp

  31. 25 points
    Vaya

    Turbulence

    Mid currently doesn't have a bridge but A long does (with losttemple vibes) I've been watching indiana jones for inspiration here, put it that way. A little concept art for A site Terri did which I love -
  32. 25 points
    Faber

    De_chlore (Wingman

    Hello to all the members of the Mapcore forum Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1623993297 I am a beginner both on the forum and in creating maps for the CS GO I ask your attention to my first work, maps for the wingman mode This map is located in Iraq, at a water treatment plant that was thrown out of combat, and was no longer used, terrorists want to blow up supplies of chlorine that was used for water purification, it is toxic to humans, and in the event of the success of the chlorine cloud, it will cover a nearby city. Over the map worked 4 months, created many of its textures and models. In the workshop WIP version of the map was very popular, but after the release, no one paid close attention. Therefore, I hope that this forum will help me make the map popular, give tips on improvement and more. Thank you for your attention, I am waiting for your feedback and comments
  33. 25 points
    Mocherad

    [Source 2] De_dust 2

    Oh damn, another year gone.. Jesus lost my motivation again, and again i've changed the art style to Low Poly - how it was year ago - half year ago Now It's challange of my life guys, i should finish it finally!
  34. 25 points
    Quick update, managed to get a decent atmosphere going, definitely need to do a second pass on the trees & river once the skybox is sorted! Planning on having a cliff edge to the right, along with a large mountain range off in the distance!
  35. 24 points
    spa

    [WIP] de_rampart

    Rampart takes place in the Pacific in an abandoned bunker installation from WW2. I have a rough untested layout and some mockup props. I mainly try to make the two bombsites thematically stand out: One is a derelict research lab where super soldier experimentation took place (a large vat with a skeleton soldier) and the other is a haubitzer canon. I also try to work in alot of circular and organic shapes to get away from the typical straight lines that a grid based workflow can lead to. Another quirk on the level that i would love some feedback on is the breakable door/gate on the B site. I know these things can be controversial but i want to give it a try and if it doesn't work out i might try something else. One of my main motivations for this map is to create as many new materials as possible with substance and really make it look gritty, aged and worn out. I hope I have time to complete this one, but i think its pretty scaleable in terms of the amount of polish required. Feedback and comments are welcome! Workshop Link
  36. 24 points
    Roald

    Anubis

    Its been a while since I posted in here. @jd40 is now on board, working on the enviorment art on B site. There have also been some changes in the layout aswell and because of that we have done some more playtesting. Bombsite B have had a huge overhaul and also the timings have drasticly changed with a new CT spawn that provides slower timings into midle. All in all I am happy with the layout for what it is and its time to fully focus on the enviorment art. In the meanwhile I am doing a first art pass on T spawn by using @jakuza his lovely assets he have been working on lately.
  37. 24 points
    Recent progress on a wingman map, DE_MOROCCO
  38. 24 points
    Roald

    Anubis

    I wanted to wait till the layout is whole, but saw so much cool updates coming by I just have to share the things we are currently working on. @Momoderator has converted some assets we used on the Desertruin map for PVKII, we will use it as a base to expand on. The assets are originally created by @LATTEH and edited by @phonebooth I bumped into maaaany challanges already and i think the biggest challange is keeping the map compact as the egyptian structures are huge and I want to put in so many ideas in just one small map which is competitive based. Its a new workflow to focus so much on the art direction already while grayboxing the layout and I hope I can get it done well Below a few screenshots of the start of the graybox with a few of the asset placeholders being used to see how they look ingame and what feeling we are going for. Again, these are placeholders! Bridge to midle and canal functioning as A/B rotation for T's View from T spawn B main route, will change from the layout drawing as the road is terribly open and no good for gameplay
  39. 24 points
    grapen

    Everest

    I made a statue. He's a big boy. Fruit basket for scale.
  40. 23 points
    Squad

    Everest

    Here's a first look at the layout. For reference: blue-ish = low; green = mid; tan = high.
  41. 23 points
    Free time chillout sessions, wip wingman
  42. 23 points
    text_fish

    Everest

    everestswear_Medium.mp4
  43. 22 points
    grapen

    Everest

    I've started working on the fir trees. WIP.
  44. 22 points
    Radix

    Static Prop Combine in CS:GO

    Static Prop Combine in Counter-Strike: Global Offensive A step by step guide thanks to @untor What is Static Prop Combine? Static prop combine, or informally speaking "autocombine", is a new feature in CS:GO's VBSP. It allows VBSP to merge together multiple static props into a single static prop, either automatically or with user-defined rules. What is static prop combine good for? Static prop combine is another feature to optimize your maps. Most people might think that "the less geometry rendered the better". So if you use small props, it's easier to hide what is not visible. That's not wrong. But there is a problem: In Source, there is one draw call per model per material. And these draw calls are very performance-hungry. That's where static prop combine comes into play: By combining models sharing the same materials, less draw calls are performed, which greatly helps optimization. Valve has stated that Nuke runs 40% faster after they implemented static prop combine. How do I use static prop combine? The static prop combine feature was added in 2016 with the release of the reworked de_nuke. But since then it was not (?) used by community mappers, there are no (?) guides on the Internet except this documentation. @untor helped me to make static prop combine feature do its job. So we decided that it's time to publish a step by step guide how to use static prop combine. We presuppose that you are already familiar with the creation of props 0. Backup your CS:GO folder (optional) We do not take responsibility for any damage done to your files. So it's time to backup your game files now if you have not already. In general we recommend to duplicate your "Counter-Strike Global Offensive" folder, so you can use a separate installation of CS:GO for mapping while keeping the other one clean for playing. 1. Source files You must have the source files of the models you want to be combined. Usually 3 files for each prop: *.qc reference mesh (supported formats are *.smd, *.dmx and *.fbx) physics mesh So if you want to combine props made by you, you should already have these files. If you want to combine props made by Valve, you will need to decompile them first. And then change the names - otherwise, the version of the prop that is packed in the VPK would overwrite your version. In this guide we will use two different pipe props: You can download the example files here (contains the *.qc and *.smd files) : example.zip Browse to "...\Steam\steamapps\common\content\csgo\" Create a folder "models". In our example we have another subfolder "example". Save the model source files there: These are our QCs: pipe_straight.qc pipe_curved.qc Notes: Restrictions for the *.qc: Only the first $body is recognized. $model is not recognized. $appendsource and $addconvexsrc are not recognized. You can only use $upaxis Z or Y. 2. Compile your props Your models have to be compiled from this directory now: Open your model compile tool (I use Crowbar) Then browse to "...\Steam\steamapps\common\content\csgo\models\example\" and compile the QCs. The compiled model files should be in "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\props\example\" now. 3. spcombinerules.txt Browse to "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\hammer\spcombinerules\" There you will find "spcombinerules.txt". In this file the combine rules for Valves props are defined. It is a standard KeyValues-formatted text file. Each entry follows the format below. Rename it to "spcombinerules_valve.txt" (or whatever you want) and create a new text file "spcombinerules.txt". Then copy and paste the following into "spcombinerules.txt" and save it. 4. Stub QCs Stub QCs are QCs which contain a base template for the QCs which static prop combine generates. Generally, they should only include: $staticprop $surfaceprop $cdmaterials Any $texturegroups used by the models. Browse to "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\hammer\spcombinerules\qc_templates\". In our example we create a new subfolder "example", open it and then create a text file and rename it to "pipe_combine.qc": Copy and paste the following into "pipe_combine.qc" and save it: 5. Compile your map Add some of our example props to your map in Hammer and compile the map. In our example we use the following compile parameters for VBSP Compile parameters (full list here) : -StaticPropCombine: Merges static props together according to the rules defined in scripts/hammer/spcombinerules/spcombinerules.txt. This lowers the number of draw calls, increasing performance. It can also be used to lower the number of static props present in a map. -StaticPropCombine_AutoCombine: Automatically generate static prop combine rules for props that VBSP deems should be combined. Note: This does not write to spcombinerules.txt. -StaticPropCombine_ConsiderVis: Instead of using the distance limit, combine all props in the group that share visclusters. -StaticPropCombine_SuggestRules: Lists models sharing the same material that should be added to spcombinerules.txt. -StaticPropCombine_MinInstances <int>: Set the minimum number of props in a combine group required to create a combined prop. Tip:Valve had this set to 3 for the new Dust 2. -StaticPropCombine_PrintCombineRules: Confirm: Prints the combine rules? -StaticPropCombine_ColorInstances: Instances of combined props get colored. -KeepSources: Don't delete the autogenerated QCs and unpacked model files after finishing. -CombineIgnore_FastReflection: Combine props, even if they have differing Render in Fast Reflections settings. -CombineIgnore_Normals: Combine props, even if they have differing Ignore Normals settings. -CombineIgnore_NoShadow: Combine props, even if they have differing Disable Shadows settings. -CombineIgnore_NoVertexLighting: Combine props, even if they have differing Disable Vertex lighting settings. -CombineIgnore_NoFlashlight: Combine props, even if they have differing Disable flashlight settings. -CombineIgnore_NoSelfShadowing: Combine props, even if they have differing Disable Self-Shadowing settings. -CombineIgnore_DisableShadowDepth: Combine props, even if they have differing Disable ShadowDepth settings. 6. Success? The combined props look exactly like the single props. So how can you be sure that the static prop combine process was successful? - Once the map is compiled, the combined props will be packed into your *.bsp automatically. - If you add -keepsources to the compile parameters, you can also find the combined props in "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\props\autocombine\*name of your map*\" and their QCs in "...\Steam\steamapps\common\content\csgo\models\props\autocombine\*name of your map*\". - If you add -StaticPropCombine_ColorInstances to the compile parameters, instances of combined props are colored in CS:GO. 7. Additional notes Hammer: - You can manually disable static prop combine for individual props with the "Disable Prop Combine" keyvalue. - Prop scaling (Uniform Scale Override) is not supported yet (?) - If the original props don't have a collision model, you will have to set collisions to "Not Solid" in the properties. Otherwise the combined prop will be solid (automatically generated collision mesh; causes problems). - If the props differ in specific keyvalues, in most cases the default (e.g. Alpha) or the higher value will be used (e.g. fade distances) - Props that differ in the below keyvalues will NOT be combined, unless manually overridden with the appropriate VBSP option: Render in Fast Reflections (-combineignore_fastreflection) Ignore Normals (-combineignore_normals) Disable Shadows (-combineignore_noshadows) Disable Vertex lighting (-combineignore_novertexlighting) Disable Flashlight (-combineignore_noflashlight) Disable Self-Shadowing (-combineignore_noselfshadowing) Disable ShadowDepth (-combineignore_disableshadowdepth) - Props that differ in the below keyvalues will NOT be combined: Skin Color Disable Flashlight TO DO some fps tests with an actual map! which gives better results: " -StaticPropCombine_ConsiderVis" or prop combining based on distances? Is there a console command to display the number of performed draw calls/props? ... ______________________________________________________________________ Sources: https://developer.valvesoftware.com/wiki/Static_Prop_Combine https://developer.valvesoftware.com/wiki/QC https://developer.valvesoftware.com/wiki/VBSP
  45. 22 points
    grapen

    Everest

    Prockress being made
  46. 22 points
    csWaldo

    Turbulence

    @Vaya @Terri and I will be working on this. More coming soon... STEAM WORKSHOP
  47. 22 points
    grapen

    Everest

    Hey, I've been sculpting corn.
  48. 22 points
    Minos

    Kaizen

    Looking great!! One thing I noticed by watching the video is that every area feels a bit similar, which makes the map harder to navigate for first time players. One way to solve could be by color coding some areas, or having strong themes in specific areas, restricting specific props only to those areas. Let's say, CT spawn has majorly blue signs/lighting, Bomb sites are mostly red/orange, maybe the middle of the map has a lot of vegetation, the subway could have green walls etc... so you know exactly where you are without having to think about it. You have an incredibly solid base and with some minor readability/navigational/lighting tweaks, this map will be really special! Here's an example of how we did this in Lijiang Tower in Overwatch:
  49. 21 points
    ZooL

    [CS:GO] Super Leet Maker - Mapping Pack

    WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved. The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round. Introduction: After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps. I've simplified their use and made sure that they're reliable, flexible and easy to use. Models, Materials, Sounds, Scripts, Instances and an example map are included. What it contains: Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset Instances Usage: PIPES: use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf - Pipes are currently only one way. ITEM BLOCKS: Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf $item 0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see. brick_coin.vmf is a block always containing 10 Coin. JUMP APPROXIMATION FIXER: Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances. Media: Configuration: You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut Here's what it includes: Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes. Next Version: Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported. Download: I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page. https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j ENJOY!
  50. 21 points
    untor

    Swamp

    Soon first alpha playtest (mb, i don''t know about rules, i can or not make a playtest)
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