The title is a bit misleading. I have been mapping for a while, but after a two year hiatus I came back to it a little over a year ago when I wanted to make a neat little Wingman level for CSGO. I just want to share a few screenshots of projects that I started (and some finished) in the past year in order.
I cooperated with Sir Thomas and 9yz as level designers, environment artists, and prop artists to finish and release my first level ever, which finally got it's release in August after a few months reacquainting myself with Hammer and learning how to model for the first time.
I consider this project a failure, but learned a lot from it.
This was my first success with mapping. I won 10th place in the Source Engine Discord mapping contest and modeled more and detailed more. I eventually took help to optimize it after I released my first version.
I worked as the level designer, environment artist, and prop artist for this project. I received help from Sir Thomas and Peake to help optimize the VVIS on the level to increase the performance significantly.
This level was also featured on the Mapcore Wingman Hubs on FACEIT over the winter.
Following this project I was well on my way to learning how to model. I decided to help a bit on a Sourcemod aimed at recreating a Quake-style deathmatch game in Source.
After running into engine limitations on the beefed up version of Source, I decided to repurpose those PBR-authored Quake assets into an aim map for CSGO.
Between working Paradise and the Quake-style levels I started working on a wingman level with a number of people, including Sir Thomas, iTwins, ynel, Jayk, and Jonmcbane on an unfinished project that was nicknamed Paradise 2.
I worked primarily as a set-dresser, prop artist, and material author, creating materials from photosources I took and PBR materials on Textures.com
This was a stepping stone for what I am currently doing on my three unreleased/unannounced projects which I am excited to share when they are ready. (One of them I do share a lot about on my Twitter and will be posting a few of the assets below).
My newest project, a Wingman level in Great Britain is well underway. I am primarily working as the prop artist, material author, and set-dresser for this project. I have improved and built on my techniques for generating PBR materials from photos I take and porting them into the CSGO Spec/Gloss shader workflow.
That's all I have for now. I expect to be sharing more soon... and I hope nothing takes too long.
I also want to say thank you to everyone whose helped me along the way and I'm excited for what's next!!
Here are the links to my ArtStation, Twitter, and workshop pages.
This is a map I'm working on from time to time. I lost it once, retrieved it and builded version upon version until now.
It is supposed to be a bomb defusal map set in a favela-like environment. At least that is the plan.
For know it is still a grey boxed version where I'm trying to perfect the layout.
As you can see, I went for a traditional layout. But I tried to mix CQC and long range fights in several locations.
I started with the idea of verticality, as the complete left side of the map is on higher ground than the right side.
Some visuals of the current state of the map:
Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=659931332
I'm currently looking for feedback on the layout, as I would like to find a final version, before try detailing.
Showing the map and getting feedback would also be a way to give me the necessary motivation to at least finish what I started
Post your thoughts here or hit me up on the Mapcore discord.