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

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.
  • 45 replies

[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.
  • 88 replies

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.
  • 8 replies

[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
  • 2 replies

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

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

Breach

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


https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0

Thrill

Assets from Thrill. Includes a zoo map.


https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0

Cruise

https://www.dropbox.com/s/q3ybhzd1p2q522t/Cruise.zip?dl=0

Resort

https://www.dropbox.com/s/dwasa7bs5g3wo1a/Resort.zip?dl=0

Zoo

https://www.dropbox.com/s/xehbw0k67tximp4/Zoo.zip?dl=0

Castle

https://www.dropbox.com/s/e76x6st0nsbpafq/Castle.zip?dl=0

Water Pack

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


https://gortnar.com/vmt/liquids.zip 

 

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.


https://gortnar.com/vmt/sbs_shaders.zip

https://gortnar.com/vmt/painter_templates.zip

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.


https://gortnar.com/vmt/pbr_to_source.zip 

 

If you have any questions, ask away!

 

 
  • 9 replies

[Gmod] rp_wildwest
I just released an RP map that I've been working on since late November.
Steam workshop link

 
  • 4 replies

Post in WIP in WIP, post your level screenshots!
Started working on the actual map now!
Im posting progress pics on my Twitter (where I also post stuff about my indiegame that im building by myself (plz follow me))

https://twitter.com/Oskmos 

Cheers!
 

Post in [CSGO] de_ruby
Catfood's shares some screenshots of his newest creation 'de_ruby'! Check them out!
https://www.mapcore.org/topic/20374-csgo-de_ruby/?do=findComment&comment=431310

[CS:GO] Chalice (Wingman)
I just published 'Chalice' to the workshop, a small Wingman map inspired by a fortification in northen Italy, and a spin-off to my earlier map Scepter. Assets from 7 different maps came together to make this: https://steamcommunity.com/sharedfiles/filedetails/?id=1362837520
  • 13 replies

Post in WIP in WIP, post your level screenshots!
I have not posted here for a good while. I'm putting in the effort to learn UE4, so here's what I've been working on. Crits are welcome if you got any.

Post in WIP in WIP, post your level screenshots!
A wip scene 

Any suggestions on how to improve it will be appreciated

GRAND PRIZE WINNERS Declared!
Grand Finalist Maps Have been declared in our latest CS:GO Mapping Contest!
  • 38 replies

A NEW HOPE: Will2k's Dying Light Single-player campaign [WIP]
Greetings
I'm now developing a full fledged single player campaign titled " A New Hope".

Now onto the screenshots
  • 46 replies

[VR] From Other Suns
Hey guys, been working on this over at gunfire games for a while and we recently released it last year in november. (#recently)
  • 2 replies

Post in [CS:GO] DE_Breach - Released!
Hey guys, the map pretty much almost done, so here's one last update before release.

Also to those that have played on the map, don't forget to submit your signatures (send a picture of your signature written with a thicker pen or with a tablet)

[TF2] Shoreleave
Hey all,

Just wanted to show off this new map I worked on with a friend. It's been in development for nearly two years with ups and downs but we finally got to a point we're happy to release it!

You can check out a neat little trailer we made up or the screenshots below. Thanks for taking a look! 

 

Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1238849347

 





 
  • 0 replies

Contest Finalists have been declared!
Contest Finalists have been declared!

CONGRATULATIONS, FINALISTS!
https://www.mapcore.org/topic/21413-contest-finalists-have-been-declared/
  • 35 replies

Post in WIP in WIP, post your level screenshots!
Finally got an inspiration to make another scene. Wanna hear your opinions

Post in WIP in WIP, post your level screenshots!
I made a third map for an HL2:EP2 contest, go download the mod TeleportVille here! http://www.runthinkshootlive.com/posts/teleportville/

The theme of the contest was teleportation. My map is called The Crab.

Push & Pull - The art of guiding players through an environment
Did you miss Corwin's excellent in-depth article last year about guiding players through an environment? Be sure to check it out and add it to your library.
  • 19 replies

[Portal 2] Refraction
[Portal 2] Refraction
  • 9 replies

Dishonored : Death of the outsider // Curator and ghost town
Kikette shares some of his work with his colleagues at Arkane Studios on the new Dishonored 2 Expansion!
  • 16 replies

Post in WIP in WIP, post your level screenshots!
UE4 scene: derelict Chineese or Soviet Missile Silo

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