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Top content from across the community, hand-picked by us.

Post in [UE4] Island Environment [W.I.P]
I've release the project on the ue4's Marketplace. LINK

There's also a playable demo that you can check out here: DEMO

This was my most time consuming project that I've started back in 2018, but then scrapped and returned to it in 2021.

It took about 8 months to complete and was a great learning experience for me. 




Mapcore X2 Prodeus Winners Announced!
The winners of Mapcore X2 Prodeus 
1st place: Paws [ Retail Therapy ]
P-link: m-MC0iuUs2j6

- $1,500.00 USD 
- One year of Humble Choice 
- Excalibur Shotgun and Gauntlets (skins)
- Biker Gloves (skin) 
- Special winners role on the Prodeus Discord


2nd Place: Grays [ Firebase Kodai ]
P-link: m-5J9cCzaepH

- $1000.00 USD 
- 1 month to Humble Choice 
- Excalibur Gauntlets + Biker Gloves (skins) 
- Special winners role on the Prodeus Discord


3rd Place: Vladd [ Maximum Menace ]
P-link: m-9yZfaAliyx

- $500.00 USD 
- 1 month to Humble Choice 
- Biker Gloves (skin)
- Special winners role on the Prodeus Discord


All of the winners will also be showcased on our Youtube channel, and because we had so many amazing entries, we’ll be showcasing parts of our Staff Picks too. 

We want to thank the wonderful folks over at Mapcore for hosting this sick competition, and a big ol shoutout to our sponsor Humble Games (who publish Prodeus), for making a large contribution to our prize pool this time around. 

Looking forward to the next competition already! Maybe will do a coop one with teams allowed? WHO KNOW!? Can't wait, see you then!
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Vineyard - Danger Zone
The Danger Zone experiment returns to the sun soaked hills of southern Italy. Between scenic towns and ancient ruins, fight to survive and be the last man standing.
Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2587298130
Made by: Hasselh0ff, KlixX, Seth, Quotingm Slimek, Andi, Squidski and T-R3x3r

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[UE4] Island Environment [W.I.P]
A project i started a month ago. The idea is to make a playable island environment. 

The ocean water i''ve used https://github.com/UE4-OceanProject/OceanProject/tree/4.18


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Mapcore X2 Prodeus Mapping Contest
Mapcore is now holding a second Prodeus Mapping Contest for original levels, with official developer support!

(Source 2) Porto - Portugal
Hey guys,

Finally got around to make a short breakdown of the Source 2 scene I made a while ago.
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Prodeus Winners Announced!
 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 Gloves (skins)
- Special winners role on the Prodeus Discord
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County [Map Release]

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Mapcore x Prodeus Official Mapping Contest
Mapcore is now holding a Prodeus Mapping Contest for original levels, with official developer support!
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[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.


More screenshots:




Additional LD - @Quotingmc

Additional props - @Quadratic
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[TF2] Undying Event
Can't believe I forgot to post here, but we finally finished our brand new Halloween map for Team Fortress 2!


Steam Workshop Link

TF2Maps Link

Creators.TF Link

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Valve Index Frunk Fans Concept
I made this, because it's getting too hot in there 


[CSGO] Engage
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.


The result:


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Swamp Performance Update
Hi Mapcore! 

We are make Swamp update! 
What's new? 


And new screens from map:



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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.



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