SirK reacted to Puddy in [CS:GO] DE_Breach - Released!
Thanks! I actually missed that the thread had updated (was on vacation at the time)! Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line.
WARNING: Designer art below. Everything is heavily WIP. You have been warned!
A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!
A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.
Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.
CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.
+ lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
SirK reacted to El_Exodus in Mapcore FACEIT Hubs
as some of you might have seen we're expanding our Mapcore Hubs on Faceit to South America, Southeast Asia and Oeania.
That means we're going to need help from the community to get these running smoothly. If you're interested to help out as a moderator, please go ahead and fill out this form
SirK reacted to untor in De_cache WIP (new version)
I liked what I saw. I will not say that all my expectations were met, but some of them came true.
I think it's worth waiting for the release of the 10th, for a final opinion. But now it feels like a new Erangel 2.0 in PUBG, everything seems beautiful, but a lot of distractions.
Even visually adopted similar decorating methods.
SirK reacted to JorisCeoen in Daigo
Once more have I made some progress on this map. It's now been a while in beta-state, but will stay so even after the last updates. Daigo is not entirely what I've wanted it to be, and misses a lot of polish and atmosphere that I wish I was able to include in its current state. Since I feel that is not possible I've decided to redesign a large portion of the map. This includes all of the roofing, ground textures, trees and much of the woodwork. The fish, newest basewall rocks and cornerstones are there to stay, but everything else will undergo a completely new design. I will also incorporate more color to the map to make it more alive and thematic. Needless to say, this will take a lot of time, and Daigo might not get an update within the next month or two.
The redesign should also be beneficial for the performance on the map, which I was made aware is currently terrible. I've learned so much over the past month that a lot of the stuff I had made months before, now don't make sense to me anymore. So I'd rather take this drastic decision now, and complete Daigo in a way that works for everyone, including me 😉.
To not end it all so dramatically, I'd love to share some screenshots of how the map looks now, if you hadn't ever seen it yet. Below are some last screenshots of Daigo as it stands now. Download link: https://steamcommunity.com/sharedfiles/filedetails/?id=1881843696
I'd like to make a special mention regarding the programs I've been using to design all of the layout and artwork, which are the Wall Worm tools for 3DS Max!
SirK reacted to Roald in [Wingman] Station
Woop woop! for me its the first time a CS:GO map 'gets to use', so thats pretty cool!
Morozov and I have thought about some major changes in layout and looks, but stuff got in between like the mapcore contest for an example, so we leave that for later and hope to gain some feedback on this map and hope you guys enjoy it!
If you havent checked it out yet ingame or are to lazy, here is a review by SlickShotGames:
SirK reacted to michal3210 in [CS:GO] dz_severo (Danger Zone)
Hey, I'm working on my new Danger Zone map. It's called Severo
Map is still W.I.P
Action takes places on a fictional desert island somewhere in America. There's a lot of america's houses, gas station, motel, and more to explore for equipment to fight!
Every feedback is appreciated
Also I made animations for some models, to make map more "alive"
SirK reacted to propaganda in de_cassels (WIP first post in 9 years lol)
Hello folks, haven't posted in almost 9 years, some familiar names still around I see which is great. Quit mapping and gaming in 2010 when our second child was born, kids are getting older now thought I would fire up Hammer for shits and giggles, de_cassels was a map I started long ago for CS source, it got put on the back burner and never got finished, thought I would dig it out for CSGO, even though I don't play (4 hours playtime since the release lol). Anyway good to be back, good to see some of the original gang having some success as well.
SirK reacted to spa in Rampart
Long time since I posted here, but Ive been busy playing around with materials and props that I know I need no matter any layout changes, as well as trying to refine some of the spaces that feel "safe" without over-committing.
Ive had one play test (props to the Source Engine Discord Server!) that was a pretty cool experience with lots of informative and constructive feedback. However I will definitely need another play test soonish with the new changes even if they are relatively subtle:
blocked some nasty sight lines on long A and added a small cover made pit at A less deep and lowered heaven position (definitely focused too much in aesthetics there) moved Tspawn back a few inches to give CT more time to get to mid expanded box at B and reduced sight lines expanded wall at B to make it harder for T to get to site. moved the bridge at B closer to make it easier for CT to cover position. lots of small stuff! Changes are not online yet as i only have the old grey box but here's a few teasers until i get it ready with new radar etc.
SirK reacted to El_Exodus in de_Vice
Man the lighting still hurts my eyes.
Try to get a natural lighting with light_environment going first. And only when that's natural, start adding your neon lights to the map. Right now I wouldn't want to load up the map ingame tbh.
Use your references properly and analyze why they look the way they look.
SirK 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
SirK reacted to untor in Swamp
Welcome to the outskirts of Louisiana!
A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over.
However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill.
Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature.
SUBSCRIBE AND PLAY!
Screens under spoiler
SirK reacted to Roald in Anubis
Well two themes on my list are already taken (Tiger Nest Monastery and a Pirate town/bay) so yeah lets just get a thread out there with a theme idea.
While working on the PVKII mod I enjoyed working on the map Desertruin (set in ancient Egypt) so perhaps its also cool to create a map with this theme for CS:GO.
Edit: I will be working with @Momoderator he will be working on the custom assets for this map!
Here is a litle moodboard, there are so many more cool refs! Mostly from Assassins creed
SirK reacted to DMU222 in CS Dust in UE4
Quixel mad this really weird add in which they recreate Dust 2. The result is quite graphically impressive, but would definitely not work to well in a competitive level. Nevertheless, it's impressive work.
What confuses me is why the guy remade the map using scanned screenshots, would have been way easier to just decompile the map and use something like hammuer to get a reference mesh.