'RZL reacted to jd40 in Incline
My contest map will be set on a hill with a cable car station.
Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition.
The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
'RZL reacted to SethTooQuick in Gongji
I've made some yellow bumpy dudes for the subway. You can see them in-game in the post from Jack above.
These photos were taken from Substance Desinger directly. I modeled and baked them in Blender and did the rest in Substance Designer. Wanted to show it off with height because it's cool.
'RZL reacted to mr.P in Graveyard
Some progress, all screen grabs are taken outside of the playable area...
T spawn by the cars, the broken elevator serves as entry point to the main hangar
The stern, backside of the map with a ramp leading up to a objective, propellers will be added later
Ct spawn, starboard side, defenders start on the elevator with instant access to the hangar
'RZL reacted to Bewitched101 in My first try
Hi I'm new here. This is my first try in lvl design. I'm still working on it. I just wanted to know your opinion. According to the idea, this is the bridge leading to the castle. I wanted to add as many details as possible to the bridge itself. The entrance to the castle must be blocked off by stones and in order to get inside it will be necessary to walk along the wall and climb the stairs, but the stair cannot just be seen from the bridge. I used candles as a direction indicator. And I actually just downloaded this your Unity yesterday, so I don’t know much yet. I also know that lvl designers fall into two categories; "One" follow the technical part and the "Second" place objects so that the player is not lost on the map or vice versa and also knows where to go and where not. Is it true? Can anyone tell me more about this in a nutshell?
'RZL got a reaction from Byron in MapCore CS:GO Playtesting 4.0
How do I pack the radar files correctly?
What do the colors in the playtest submission overview mean?
What do the "Status 1" and "Status 2" columns in the submission overview mean?
Who's renting the server and how can I donate to keep the server alive?
Is the playtest of my map getting recorded via GOTV?
What custom configs are running on the server?
What plugins are running on the server?
Do you also do 5vs5 playtests?
Who is part of the MapCore Playtest Team?
'RZL reacted to spa in [WIP] de_rampart
Rampart takes place in the Pacific in an abandoned bunker installation from WW2.
have a rough untested layout and some mockup props. I mainly try to make the two bombsites thematically stand out: One is a derelict research lab where super soldier experimentation took place (a large vat with a skeleton soldier) and the other is a haubitzer canon.
I also try to work in alot of circular and organic shapes to get away from the typical straight lines that a grid based workflow can lead to.
Another quirk on the level that i would love some feedback on is the breakable door/gate on the B site. I know these things can be controversial but i want to give it a try and if it doesn't work out i might try something else.
One of my main motivations for this map is to create as many new materials as possible with substance and really make it look gritty, aged and worn out.
I hope I have time to complete this one, but i think its pretty scaleable in terms of the amount of polish required.
Feedback and comments are welcome!
'RZL reacted to El Moroes in Deathloop - New Arkane Lyon's game
Hey guys, let me present you our new baby
Hope you'll enjoy this teaser !
“DEATHLOOP” transports players to the lawless island of Blackreef in an eternal struggle between two extraordinary assassins.
Explore stunning environments and meticulously designed levels in an immersive gameplay experience that lets you approach every situation any way you like.
Hunt down targets all over the island in an effort to put an end to the cycle once and for all, and remember, if at first you don’t succeed… die, die again.
'RZL reacted to poLemin in Tbilisi
Throwing my hat into the ring as well!
I'm doing a solo run again and will create a level out of the city of Tbilisi, Georgia. Name is subject to change of course. First steps will be gathering reference pictures and drawing a layout idea on paper. More progress will follow
'RZL reacted to FMPONE in 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!
Mapcore's Veteran Judges will be joined by CS:GO Guest Experts on CS maps, such as
Pimp, Moses, The WarOwl, LAUNDERS, adreN, DDK, James Bardolph, and Anders Blume!
How to Enter the Exotic Places Mapping Contest
Post a "Work In Progress" thread in Mapcore’s Official Event Forum!
When you're ready, update your WIP thread with a link to your playable map's Steam Workshop page.
Your thread + playable map constitutes your entry to this contest!
Your playable map must be entered by February 1, 2020 at 11:59 Eastern Standard Time (EST).
FMPONE -- @FMPONE
Puddy -- @puddpuddpudd
TopHattWaffle -- @TopHattWaffle
Pimp -- @Pimp_CSGO
adreN -- @adreN_Hoag
Anders Blume -- @OnFireAnders
James Bardolph -- @jamesbardolph
Daniel "DDK" Kapadia -- @ddkesports
Jason "Moses" O'Toole -- @OnFireMoses
WarOwl -- @TheWarOwl
Launders -- @launders
Mapcore will announce Contest Finalists on February 10, 2020
To determine 10 Finalist maps, Mapcore Judges will rate Contest maps according to the following 100 point criteria, with any ties broken by our Guest Experts:
25 points: Fun Factor (how well-designed is the map)
25 points: Originality + Relevance to the "Exotic Places" Theme (Exotic meaning it's normal definition as well as "locations seen infrequently in CS:GO")
25 points: Visual Presentation (how aesthetically pleasing and sophisticated is the map)
25 points: Overall Polish (bug-free maps; maps with Soundscapes; maps which run smoothly; other determinations relating to quality)
Finalist mappers will then have one month to make changes based on community feedback.
Top 4 Contest maps and the Grand Prize Winner will be declared on March 16, 2020
After March 10, 2020 Mapcore Judges and Guest Experts will rate every finalist map according to the same 100 point criteria above (Fun Factor, Originality/Thematic Presentation, Visuals, Overall Polish), with any ties broken by Guest Judge Anders Blume.
Mapcore will then declare the Top 4 Contest maps and our Grand Prize Winner!
Top 4 Contest Maps receive:
Eternal Bragging Rights
A Spotlight on Mapcore (linking to each epic WIP thread)
A Monetary Prize ($7,500 for First place; $4,500 for Second place; $2,000 for Third place; $1,000 for Fourth place)
Map added to Mapcore’s FACEIT HUB platform for 4 months!
Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software)
Entry into this Contest is free of charge for all. Your entry must be a playable map for the PC version of Counter-Strike: Global Offensive. Remakes (maps of the same name and design of an existing map released for public download), sequels (e.g. de_dust3), and spiritual successors (new name for an old design layout) can NOT be entered. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and any non-greybox art) was not released for public download. Map entries must be submitted to the CS:GO Steam Workshop AND our Mapcore Contest sub-forum before the deadline. Map authors are free to share their map on any other websites or services they wish, however the map must remain free to download. Multiple map entries are permitted, however each entry will be judged for its own particular quality. Map entries created by teams are permitted, however entrants will have to agree how to split any prizes awarded prior to prize claim and dispatch. Mapcore encourages entrants NOT to update your Workshop map after the deadline. Entries will not be disqualified if updated, but entrants assume the risk of introducing bugs/glitches into their work. Judges will not be asked to overlook such bugs/glitches, so we recommend "finalizing" a polished version of your project before the deadline in order to “put your best foot forward”. Mapcore forum rules must be obeyed. All custom textures, models, etc. must be embedded into the map's .bsp file (FREE TUTORIAL AND TOOL). Assets must also comply with Steam Workshop guidelines. Map authors must be able to accept cash payments. Winners of hardware or physical products will be required to provide a valid shipping address. Judges, Experts, and individuals associated with organizing this contest CANNOT enter, nor provide material assistance to map entrants. If a Finalist entry is disqualified due to violation of ANY of these rules, all applicable winnings will be directed to the next highest-rated map. Void where prohibited.
1. Participant eligibility: This Contest is open to any individual, or teams of individuals, provided they comply with the following:
Participants must not be an Employee or Official Staff Member of the “Organizer” (Mapcore) or “Sponsors” (FACEIT). Participants must not have taken part in the judging, or official announcement of this Contest. Participants must not be a direct relative, spouse, or direct employee of any of the above. If a Contest Judge has previously published a CS:GO level with a participant, that Judge will be fully disqualified from scoring any entry by that person. In place of the disqualified Judge's score, the entire panel of Guest Judges will be asked to rate the entry, and their rating will then be averaged. 2. Legal Age: This Contest is open to any individuals who meet the above “participant eligibility” criteria. In the event that a participant who has not reached the legal age in his/her state wins one or more prizes, he/she must provide contact details for the legal guardian who will claim the prize(s).
FACEIT will be providing Prize revenue. Mapcore assumes no responsibility.
THANK YOU to our AMAZING COMMUNITY!
And to our INCREDIBLE Sponsor:
'RZL reacted to Roald in [FC5] Moonshine
So I made this map to try out a new map editor, work with another game/gamemode and expand my portfolio and thought it would be cool to share it with you guys.
Its a stealth mode where you are imprisoned in a Vietnam camp in the jungle. You have to find your way out of the camp (solo or coop) and while doing so eliminating three targets and get to the extraction point
'RZL reacted to T-Rexer in [decompiled] dz_blacksite | dz_sirocco
Blacksite Danger Zone map decompiled:
Hammer will not run very smooth with this map!
Sirocco Danger Zone map decompiled:
Prop scaling on the oil pipes is wrong!
'RZL reacted to Roald in de_tracks
While on the search for a enviorment artist for Resistance I have came up with a new concept de_tracks.
Basicly I wanted to create something mechanic. My first idea was to make parts of the layout change when you enable a trigger, but scrapped that idea pretty quickly. But it was no waste, since it brought me these tracks that can be repositioned easyly and bring some cool dynamic to the map and connects parts on a interesting way. I started with this idea on midle and just worked my ways trough the bombsites and spawns in one go and got this concept + itteration in only two days. Its not been tested with actual humans and I am planning on doing that any time soon. I am not sure about the exact theme, but the basics are there. Enjoy!
Some usefull nades: https://imgur.com/a/L8uH3Gp
midle (from CT window)
midle (from below window)
Midle from T entrances
B site (from T main path)
Trying out something new. This is the T connector from B -> A and since its a very small map I was thinking of removing it but then considered using these sliding doors which make sound and also block a long seightline
Thanks for Terri for making my life a litle easier with the auto radar!