Jump to content

SirK

Members
  • Content Count

    144
  • Joined

  • Last visited

  • Days Won

    4

Reputation Activity

  1. Like
    SirK reacted to illG in [WIP][CS:GO] Jupiter   
    Status Update:
    CT SPAWN
    Made junkyard theme at CT spawn.

     
     
    B SITE
    Added two silos for fun round angles to play with.

     
     
    B SHORT
    B short now have a boost spot over wooden fence from B long for T's to have more gameplay options and easier B short take.

     
     
    MIDDLE FROM T SIDE
    In middle T's now have a scaffolding with ladder to play with if they are smoked off in middle.

     
     
    TOP VIEW FROM B LONG
    Overall view with changes I've made for B site. As you can see from B site picture, added a large ramp that reminds me a dusts A pit with only cover that is the ground.
    T spawn now have a 45degree garages for better saving options.

  2. Like
    SirK reacted to Faber in De_chlore (Wingman   
    Hello to all the members of the Mapcore forum
    Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1623993297
     I am a beginner both on the forum and in creating maps for the CS GO
     I ask your attention to my first work, maps for the wingman mode
     This map is located in Iraq, at a water treatment plant that was thrown out of combat, and was no longer used, terrorists want to blow up supplies of chlorine that was used for water purification, it is toxic to humans, and in the event of the success of the chlorine cloud, it will cover a nearby city.



     




    Over the map worked 4 months, created many of its textures and models.
      In the workshop WIP version of the map was very popular, but after the release, no one paid close attention.
     Therefore, I hope that this forum will help me make the map popular, give tips on improvement and more.
     Thank you for your attention, I am waiting for your feedback and comments
     



  3. Like
    SirK 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.
    https://steamcommunity.com/sharedfiles/filedetails/?id=1836479638
    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

    A site


    CT spawn


    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!

  4. Like
    SirK reacted to Freaky_Banana in WIP in WIP, post your level screenshots!   
    Seeing as I will be on vacation for the next week, I wanted to get this out there. You already got a sneakpeek of A, so here is B:



    And the overview. At this point there is barely any resemblance with what Oakwood once was, but it is very recognizably the same idea. So what do you guys and gals reckon, does this deserve its own thread or do I continue posting in the Oakwood listing?

    (#Everything is wip and those light balls aren't usually present, that was just a weird compile error... does anyone know a cause?)
    (workshop link: check it out! https://steamcommunity.com/sharedfiles/filedetails/?id=1693753275)
  5. Like
    SirK reacted to Ringel in [cs:go] de_urbany [5v5 & Wingman]   
    The great success of de_urbany:

    Valve should remove the dislike-button..
    Normally you rarely get dislikes no matter wheter your map is good or bad.
  6. Like
    SirK reacted to illG in [WIP][CS:GO] Jupiter   
    CS:GO Map "Jupiter"
    Hello everyone!
    I want to show my current 2019 project called "Jupiter". Work in progress...
    Map is situated at industrial zone. Color pallet for this map is red brick, gray metal and concrete as you can see in screenshots. I want to make layout as simple as possible, with interesting aspects in some places like boosts, risk->reward action for both sides and easy to learn smoke executes.
    Right now map isn't ready for playtesting and I havent uploaded it to workshop. Just wanted to hear your opinion and maybe you can help me think out a story for this project.
    I have some toughts for story, but I would like to hear something from you guys.  Map's name "Jupiter" is meant for name of this industrial zone that I want to make look huge.
     
    MIDDLE

     
     
    A SITE
    I wanted to ask you guys - How good would be idea that you could surf on this almost 45 degree corrugated metal roof on A site? Right now jump has to be made from high platform on right of screenshot.

     
     
    B SITE

     
     
    T Entrance to MID

     
     
    Layout right now, minor changes will be made, but map will look something like this.

  7. Like
    SirK reacted to FMPONE in [CS:GO] dz_junglety (Danger Zone)   
    Looks nice but very detailed. Not sure that is going to perform well given the size of Danger Zone levels
  8. Like
    SirK reacted to neptune in [CS:GO] Crossfire Remake   
    Hi everyone,
    This map is remake version of Half-Life Crossfire. Firstly I released this map in 2015 and I updated regularly. Now I changed whole map design and details but i protect map's main lines. The map's story goes through after the test chamber accident time.
    Map support Competitive, ,Casual, Wingman, Deathmatch and Custom game mod, Custom game mod is basic Half - Life Deathmatch mod without turret and HLDM weapons. Nuke button, lifts, secret room, etc. still have and improved. Only nuke button blocked Competitive, Casual,  Wingman game mod. Here workshop page --> Crossfire 
    Custom Deathmatch Gameplay Details
    Total game time limit is 20 minutes. All players default start weapon is Glock and Knife. Grenade carry limit is 5. Healthshot carry limit is 1.  Friendly fire is on and all player is enemy. Weapon and grenade can't drop after die. All weapon and items on ground. Map have 4 resupply point. 2 resupply point on left CT Spawn 2 resupply point on right CT Spawn. Weapons and Item Lists
    Revolver                                               XM1014                                           Healthshot                              M4A4                                                    M249                                               Armor MP5-SD                                                Nova                                                 Health Charger AWP                                                      HE Grenade                                     Low Jump Module(just change gravity) FAMAS                                                  Flashbang AUG                                                       Incendiary Grenade P90                                                        Decoy Grenade SSG-07                                                  Smoke Grenade          Desert Eagle                                        Sensor Grenade  




  9. Like
    SirK reacted to zombi in [CS:GO] de_tunnel   
    Slowly adding stuff
     
     
  10. Like
    SirK reacted to Roald in Resistance   
    So I have been working constantly on this map, organising many competetive playtests itterating the layout untill this point. The testers really enjoyed playing this and I am happy myself with the layout as it is. I decided to leave it for what it is and find a Envrioment Artist to roll up his sleeves and make something beautifull out of this. However any gameplay related feedback is still welcome ofcourse!
    New workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1710165868






     
  11. Like
    SirK reacted to KingOfCorn in [CS:GO] Golden   
    Golden is a 5 vs 5 competitive defusal map. I've been working on it since mid 2017 but with a 8 month break until August 2018 when I decided to pick it up again. The goal was initially to compete in the 2017 mapcore competition but I underestimated the time and effort it took to finish the project.
    The map is inspired by the older parts of Stockholm, Sweden. An unknown terrorist cell has executed an attack in the heart of the city. Their objective is to create chaos in the normally modest and safe capital. The Counter Terrorist unit called GIGN from France has reinforced the district since the national police force is inadequate and is struggling to handle the situation.
    Be sure to enjoy the level and I appreciate all the feedback and comments I can get! 
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1716064469




  12. Like
    SirK reacted to KingOfCorn in [CS:GO] Golden   
    Thanks alot!
    I've made several improvements based on community feedback and testing since the release.
    -Better clipping
    -Work done to improve shadows and lighting in certain places
    -Minor details added
    -Fixed a couple of decals/overlays not showing correctly
    -Minor bug fixes
    -Improved overall sound
    If you find something that doesn't seem right or if you would like to give me additional feedback I would greatly appreciate it!
     


  13. Like
    SirK reacted to text_fish in [CS:GO] dz_junglety (Danger Zone)   
    Great theme, and it's good to see people mapping for Dangerzone!
    To be honest I watched the trailer at double speed because ain't nobody got time to watch 3 minutes of trees and grass set to that saccharine soundtrack. If the seagull sound is part of the ingame soundscape, I would suggest lowering the volume considerably because that's going to block important gameplay sounds. You may also need to diversify a bit more between areas of the map so that players always have a quick point of reference to figure out where they are.
     
    All in all, liking what I see so far.
  14. Like
    SirK reacted to Vaya in Yard {remake of cpl_mill}   
    haha yeah I basically did a quick detail pass to get it acceptable. Planning on speaking to my favourite artist tonight to see if he's willing to help me get it 'acceptable' I could probably do it with enough time but I have lots happening just now.
  15. Like
    SirK reacted to Ringel in [cs:go] de_urbany [5v5 & Wingman]   
    I already worked on the "make it real" update.
     
    I didn't liked the wall on the top left screen. In early versions there was a tunel leading to a street. I removed them because I had too many func_details inside the map.
    Now that I made a whole bunch of them into displacements I opened it again. I also changed the building a bit. It feels much better that way.

    At the bottom left screen I removed the small house and the right buidling. I also adapted the one building to the twin towers.
     
     
    The windows on the top left screen were odd I removed and replaced them only to erase it completely.

    I removed the one building on the bottom left screen and thus made the other building bigger.
    Thats it. Need to wait until I got more ideas.
     
    Really good feedback @Roald ty again.
  16. Like
    SirK reacted to fewseb in Yard {remake of cpl_mill}   
    I bet its nice when half of the responses on reddit were telling you that the visuals weren't good enough (despite you saying multiple times its a work in progress) and that it would never make into the faceit hub looking like it is (despite already being in the faceit hub)
     
    Aside from that, good work on the map so far, I hope you'll retain the orange-yellow in the color scheme when you get around to the art pass.
     
    May the best map win
  17. Like
    SirK reacted to Vaya in Yard {remake of cpl_mill}   
    https://steamcommunity.com/sharedfiles/filedetails/?id=1580596076 updated based on a ton of feedback from the hub. the map is getting leaner and I'm trying my best to retain what made mill great.

  18. Like
    SirK reacted to michal3210 in [CS:GO] dz_junglety (Danger Zone)   
    Map is released!
    Every feedback will be appreciated!
    https://steamcommunity.com/sharedfiles/filedetails/?id=1813326589
     
     
    Hey,
    I'm working alone on one of the biggest projects in my life! I'm trying to make danger zone map. I want to show you some my work!
    My idea is tropical style, I haven't seen similar style in CS:GO yet.
    On the map you will be able to explore a lot of regions:  beaches, tropical villages, bamboo platform, cliffs, and planning also some caves and more!
    I realize, that there probably will be a lot of bugs, because It's very hard to make huge danger zone map without bugs, so I'm really looking for testers, if someone is interested in, just invite me on steam.

    Models and textures some are self-made, and some I Have bought on sites with models
     
    Here's some screenshots from some map regions

     

     

     

     

     

     

     



     
    PS: I don't know if Valve support this mode already, but I love making open worlds! and I wanted to try myself.
  19. Like
    SirK reacted to Roald in Resistance   
    Well I was trying a few brick textures on one dev wall... and then I found one and just started detailing the whole building 😅 So a first art pass on this area then:





    Will have to smoothen the curved path, haven't done much work on the floor since I quickly made it for the screenshots
  20. Like
    SirK reacted to FrieChamp in DE_TENEMENT   
    This is not the US. This is MapCore. Locking this thread before it violates MapCore's rules any further:
     
     
     
  21. Like
    SirK reacted to Vaya in Yard {remake of cpl_mill}   
    https://steamcommunity.com/sharedfiles/filedetails/?id=1580596076
     
    Hey guys - been working on an update to Mill that focuses on making the gameplay work better with CSGO's utility and pacing amongst my 5million other projects. Art is quite ugly just now but it's not the focus

     
    have a look and let me know what you think!
     
    peace out
  22. Like
    SirK reacted to Serialmapper in [CS:GO] de_aldebaran [WIP]   
    I made other sprites and some ivy props


  23. Like
    SirK reacted to csWaldo in [CSGO] Victoria   
    Sorry pal, I'm from Germany. London would be a bit of a trip for me
  24. Like
    SirK reacted to csWaldo in [CSGO] Victoria   
    I've spent some time making assets and I think I'm starting to get the hang of it. It's far from finished, but a lot of the major assets for the galleria are now made and in place, so here are a few update screenshots. Please let me know what you think



  25. Like
    SirK reacted to Anduriel in WIP in WIP, post your level screenshots!   
    Here's another sign of life from my de_losttemple remake. This project got dropped and picked up again a few times and I feel really bad about that. Still I absolutely want to finish it. There's one big step I have yet to take to get closer to that goal, which is learning how to make textures. I will need a good amount of custom content to give it the look I've got in mind. So still a long way to go, but here's at least a WIP screenshot of the A site.
×
×
  • Create New...