Leaderboard
Popular Content
Showing content with the highest reputation since 11/29/2023 in Posts
-
Update 16.10.2024. -Added more roof in mid -More details in areas -Adjusted cover in A and B site -Tweaked A and B pathing for Ts Note: Due to my university starting and the timing of the Mapcore FACEIT hub schedule I didn't have too much time to do changes since the last update, so some things like the radar overview and some parts might seem outdated or unfinished. Core gameplay should still be relatively close to final.0 points
-
We've pushed an update for Skyline before it goes on the Faceit Hubs this friday. It focuses mostly on the outside / yard section of the map which now has a better defined style that we want to take the visuals, without changing the layout / cover pieces too much. We also updated the lighting to a dusk setting rather than bright sunlight0 points
-
With the map going on rotation at FACEIT, here's the latest changes: The focus this time was mostly on "space design", converting the blockout shapes to actual buildings, adding all the city architecture, the various alleys leading out of the map etc. Some of these additions did lead to layout changes which we feel are for the better. Radar:0 points
-
Hello everyone! Good luck with the contest :))))) De_Undertow is a sewer map. Now i know there are a lot of people who have childhood trauma battling trough a sewer level in a legend of zelda game or something like that but i'm here to make you whole with De_Undertow. This map has very stacked and layered design making you travel deeper and deeper into the sceptic system underneath a busy city. I have color coded each location in this map with very earthy recognizable colors to make it easy to navigate and to set you to the mood. I also wanted to do a map with more fluid take on rotation control. In De_Undertow you have to take few areas to comfortably rotate as each team. The map does have a "classic middle" area but is more of a connection point to B-bombsite and routes to A. I'm really excited to now start to playtest this map and make it as intuitive and enjoyable to play! https://steamcommunity.com/sharedfiles/filedetails/?id=3284235225 I got some mapping content on my channel here is a stream clip of me working on my earlier contest entry that i never finished.0 points
-
0 points
-
de_BuckEye
Andre Valera reacted to mehnoy for a topic
Tell me what you think! Still open to shifting some things. de_buckeye is a 5v5 defusal map set in Belize (San Pedro area) https://steamcommunity.com/sharedfiles/filedetails/?id=32462162540 points -
[WIP] de_Airport
Andre Valera reacted to FifthGoblin for a topic
0 points -
Is it fun? How is the performance? I haven't had time to optimize it...0 points
-
de_Sicily
Andre Valera reacted to TheAmazingGoob for a topic
_____________________________________________________________________________________________________________________________________________________________________________________________________Aug 3 Update One final update before Aug 4, hammered out some minor changes after a good playtest and fixed some minor technical issues. Full changes can be seen on the workshop page, but the big ones are the removal of some unfair headglitch spots on A Site, addition of some cover on B Site, some more visual improvements, primarily regarding the skybox, and the addition of a team select screen, team intro animations, and a post-match screen. Altogether, I feel the map now plays at an exceptional level, looks pretty nice for a wip amateur map, and is one that can be wholly enjoyed. Hoping for the best as phase 1 ends, and once again, best of luck to all A few updated pictures for anyone interested0 points -
0 points
-
Hope u make it to next round! Goodluck with contest0 points
-
de_Marino (WIP)
MrTrane18 reacted to Rubberhead for a topic
0 points -
0 points
-
I just uploaded a timing test version on the workshop. i will be playtesting this map soon on MapINK discord. Right now the map is not really ready for public playtesting and there are alot of bugs to exploit.0 points
-
Oh man, many thanks for video! Too bad i little abbadoned this map, coz somehow this map compilation going FOREVER -) Maybe coz this was my almost first map and i did all buildings and windows, other stuff with new meshes every time That was wrong i guess) Nice video Like0 points
-
Since the #1 playtest of the map it has seen some changes. The feedback and gameplay I've received helped me to change the layout of the A bomb site. As well to make some important changes to the map. The removal of the car repair shop. @Dredile Thanks once again for the support and feedback! The update list of 25.06.2024 - Worked on A bomb site. - Worked on A bomb site ceiling. - worked with light_barn + light_omni2 for the lighting of A bomb plant building. Stay safe and stay mapping! #MRTRN0 points
-
It's been a while since my last post here, but it's for a reason. I've been working on a lot. And I mean, a lot. I wasn't too happy with the direction the map was heading in, so I reworked a lot of the theme and layout, while keeping the core of it the same. A lot has changed, but it still is definitely the same map, just with a new direction that I am more satisfied with.0 points
-
update came out a few days ago - was able to test it thanks to the Source Engine Discord. Have a few updates to make likely after a few days of being on the Mapcore hub tomorrow as well but overall it seems like there is something to the map which is exciting. Just need to polish mid, fix extremities fight timings and consider other feedback in the coming days to make the next version even better Steam Workshop::de_fore [WIP] (steamcommunity.com)0 points
-
Hey there MrTrane I took a look at your map and played a few rounds vs bots. Here are some of my main takeaways for you to consider: CT and T spawn feel very close to each other. When I was playing on T side all the bots would regularly rush towards the fence and start combat within 5 seconds of the round starting. Buy zones were pretty tight and on T side I would regularly spawn outside of the buy zone. Plantable areas also felt pretty cramped at least on A site. The A site space felt pretty good though in size and options I like the mechanic shop theme there quite a bit. B site felt a bit unfairly close to T spawn. While playing as a T I could get to the bomb site in a few seconds and before the CTs. The middle area felt a bit empty and the map overall felt a bit small but the space mostly seems well utilized and dynamic enough for interesting engagements. Hope this feedback is useful for you and good luck with the map.0 points
-
Hello my Brazilian friend. I am a source 2 lover living in China.I have played your map on steam workshop.It's great I think, really creative. Besides, i have a little suggestion.I think the connection between the sand and the stone on the ground in the CTspawn is a bit unnatural in your map.You can try blended texture(stones covered with sand) and see how it works. By the way,it seems that you are a Hilda fan judging from your avatar and you are using it of twig!(My English is limited and you may feel confused with my words) I will continue to subscribe to your map! Good luck for you!0 points
-
0 points
-
de_Kendo
Freaky_Banana reacted to VariousBreads for a topic
0 points -
de_Kendo
VariousBreads reacted to MrTrane18 for a topic
I've made a little showcase video of the map! But there is more, another guy made a showcase video of the map as well! Stay safe and stay mapping!0 points -
0 points
-
Not only the rain is going hard! But the map it self! +REP!0 points
-
0 points
-
0 points
-
[CS2] Sponza
Lizard reacted to Un_usuario for a topic
0 points -
WIP in WIP, post your level screenshots!
Thrik reacted to Serialmapper for a topic
They are low poly static props used with the spray tool. From what i had seen their impact on the fps is insignificant.(tested on a full server of 38 real players, before and after adding them). During the compilation they are automatically joined into a larger prop depending on the distance and área they are filling. The map (de_amalia) its on the workshop if you want to inspect it.0 points -
Fantastic. Nice work on it! I’m really looking forward to playing the game itself soon.0 points
-
Free Music / SFX Resource - Over 2500 Tracks
Thrik reacted to Eric Matyas for a topic
Sharing is Caring! More brand new music for everyone... On my Epic / Battle page: "THE VOYAGE BEGINS" https://soundimage.org/epic-battle/ On My Fantasy 12 page: "DREAMY HOLLOW" https://soundimage.org/fantasy-12/ And on my Funny 8 page: "POP’S STRANGE TOY SHOP" https://soundimage.org/funny-8/ I do custom music as well if need be. In the meantime, enjoy my thousands of free tracks!0 points -
0 points
-
Torch
Lizard reacted to Andre Valera for a topic
Updated the blockout based on competitive/casual feedback. Put together a comparison video explaining the update in more detail if you're into that sort of thing. If you are interested in playtesting I've created a steam group, of course I'll also be requesting to playtest on Mapcore. Torch Playtest Group blockout2 timings Workshop Link0 points
