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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!
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De_Dust 2  in low poly style
Poly Strike!

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[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.



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Post in WIP in WIP, post your level screenshots!


Post in [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.



Post in [decompiled] dz_blacksite | dz_sirocco
Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

Removing $alphatest from the material or adding $translucent

First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp.

Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. 

The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. 

The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 


All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.



[UE4] Darksiders 3 Art Dump
Hello Mapcore peeps, it's ya boi Horse Strangler aka BananaSandbags aka BillGatesFan69.

Been working on this one for around two years now with the talented folks over at Gunfire Games. The game releases tonight (at the time of writing this post). Darksiders 3 is a Adventure/RPG hack and slash. A lot of the art here focused on a semi-stylized PBR look. It's not quite Blizzard hand painterly, but it's seen a lot of inspiration from it. Was a fun time transitioning that look and style to a pbr heavy engine like UE4. I plan to do a writieup of some of the interesting art challenges we faced working on the game for the site in the near future, so keep an eye out for that one!


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Post in [WIP] de_aurelia (remake)
I replaced the initial water texture with a texture made by @Yanzl, also i replaced those "dust" palms with pines, also made by him, and oleanders.


Post in Yanzl's Source Emporium
Yanzl is showing us a comprehensive process for making a color correction file in Photoshop.

Post in [CS:GO] de_highlands (WIP)
Well I wanted to wait a bit longer to have more to show but as it's progressing very slowly, here are some shots from almost finished areas. I spent last month to update the art with better texture work and detail, and also optimisation (if combine props works...) hope you will like it.

One Choice (csgo walking simulator)
Hey, I just want to say that I finally finished the project.

It's short (5 minutes) walking simulator in CSGO.

You can check it out and let me know what you think about it.



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Post in [TF2] Ctf_frosty
Hello guys !


It's done !!! yeah !!!


It's available here on the workshop, made a new upload to celebrate this rare moment.



Post in Overwatch
Control point map out on PTR today, set in Busan, Korea!
Each 3 points feature a different distinct theme: City, Temple and MEKA Base. The design of each point should feel very different with varying environment hazards and vertical elements. Go check it out!



Post in CS:GO Workshop: Weapon Finishes
Hello Guys, how are you? Today i posted two skins i made as a collaboration with a friend
here's a preview:

If you like it, here's the workshop link: http://steamcommunity.com/workshop/filedetails/?id=1316560642

Post in WIP in WIP, post your level screenshots!
UE4 scene

Compile Pal - Easily configurable Source map compiling
Compile Pal is the amazing assistant for Source that makes compiling your maps a breeze.
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[TF2] Ctf_frosty
Time to make a thread for my next tf2map.

Still a lot of work (and a looot of optimisation). It's a classic ctf map (2 base, 2 flag and 3 point win) with a large middle battle zone.
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Case Study: Dark Souls 3's Tutorial & Attempts At Increasing Accessibility
We've all had moments where we play a section of a game, and just sit back, saying to ourselves, "damn, that was really well designed!"

I recently had that kind of moment after completing the tutorial in Dark Souls 3. I enjoyed it so much that I replayed it 3 or 4 times from the beginning, screencapping as much as possible, and attempting to understand what the designers attempted to do and why it worked out so well. 

I wrote a lengthy post about it, especially after having been inspired by the Push & Pull series that was recently featured on Mapcore.

You can find the post here: http://www.panecasio.com/blog/2016/4/13/dark-souls-3-cemetery-of-ash

I'll forewarn you by saying this is a really long read, but I littered it with illustrative screenshots, so I hope it's not too dry. (I still think I need an editor!)

Interested in hearing what my fellow design-minded people think of the the tutorial in Dark Souls 3, if you've played it.

PS: yes, @cashed, I am finally done writing this and am going to work on my CS map again.
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[Due Process] Multiplayer FPS Level Designer
We're looking for a level designer to work on our upcoming tactical FPS Due Process. This position is onsite and will require you to be local to Seattle. This is a paid position and relocation assistance is possible.

To apply for the position, send an email with your resume and a link to your portfolio to [email protected] or you can check our the listing at https://www.linkedin.com/jobs/cap/view/628059980/?pathWildcard=628059980&trk=mcm
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Yanzl's Source Emporium
Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO.


Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.


Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map. 



Assets from Thrill. Includes a zoo map.










Water Pack

Collection of 4 different water textures that work both on high and low shader settings. Free to modify. 



Source Engine Tools

Streamline the Source engine workflow. Mostly substance stuff.

Substance Shaders (and templates)

Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness.



VMT Editor 

PBR to Source

A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material.



If you have any questions, ask away!


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