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poLemin reacted to Conflig in [CS2] Manor (Wingman)
Hello. For the last 5 months, I have been working on my new map called Manor. This is my first finished map and there was a lot a thing to learn but I'm really happy I can now share it with you. All feedback is welcome!
2v2 Wingman map set in 18th century manor located in Czechia.
It is set during an autumn night and features an exterior and two-story interior.
Workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=3354923062
Main reference images
There are many things to fix and many areas to improve or rework and again I would appreciate any feedback. Also if you have any questions feel free to ask. I have some progress screenshots some blackouts and also some Blender tools I've created along the way which I will be sharing later
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poLemin got a reaction from Squad in Timber
Time for a short update here:
Since the last update for Stage 1, I've been resting and keeping busy with life stuff. But that does not mean that Timber hasn't received some love. @fewseb recently joined me as a Level Artist and is on it to make the map look as best as possible in.
Here is a first glimpse at what @fewseb has been working on (CT Spawn):
Moving forward, there will be some more gameplay tweaks put in, in order to make the map shine for the FACEIT hub rotation. We will also start working on some custom materials, since for now we've only worked with stock assets. Time to get fancy 😎
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poLemin got a reaction from Squad in Timber
Time for a small update. Since last time my focus laid mostly on B site. It felt really overwhelming for CTs, not being able to handle the main entrances with just one person, given that the rest of the map required so much CT man power.
A site changed since I changed the cover configuration on site and reduced the arch ways under the bridge. It got a little bit to messy coming into this area, so this should result in a bit of a cleaner experience.
Other areas got more subtle adjustments with slightly changes of angles, cover placement or detailing. As always, I'll leave you with a couple of screenshots:
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poLemin got a reaction from Orel in Fachwerk [WIP]
If that's not the "Gerlachschmiede", I don't know what is. Looks awesome! Excited to see more!
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poLemin reacted to Andre Valera in Torch
Here's the main reference for the project! It took forever to find but my personal favorite blend of village and castle aesthetics.
https://imgur.com/a/ktPTo9R
It's been a while since I've posted anything about Torch but I do plan on writing a more formal review of the process before the end of the year.
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poLemin got a reaction from Lizard in Timber
Time for a small update. Since last time my focus laid mostly on B site. It felt really overwhelming for CTs, not being able to handle the main entrances with just one person, given that the rest of the map required so much CT man power.
A site changed since I changed the cover configuration on site and reduced the arch ways under the bridge. It got a little bit to messy coming into this area, so this should result in a bit of a cleaner experience.
Other areas got more subtle adjustments with slightly changes of angles, cover placement or detailing. As always, I'll leave you with a couple of screenshots:
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poLemin reacted to Kardio in Timber
To map naturally grown villages is always a challenge, because the layout never follows a typical square (boring dust 2) pattern. Round shapes, houses squeezed in, huts added in weird angles. So I have a lot of respect for this kind of work.
And I can see, that the ground contains many stairs instead of being entirely flat. Fascinating! Don't forget some church bell sounds.
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poLemin got a reaction from Andre Valera in Timber
Time for a small update. Since last time my focus laid mostly on B site. It felt really overwhelming for CTs, not being able to handle the main entrances with just one person, given that the rest of the map required so much CT man power.
A site changed since I changed the cover configuration on site and reduced the arch ways under the bridge. It got a little bit to messy coming into this area, so this should result in a bit of a cleaner experience.
Other areas got more subtle adjustments with slightly changes of angles, cover placement or detailing. As always, I'll leave you with a couple of screenshots:
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poLemin reacted to Vaya in Big Adventures Contest - Stage 1 results!
Hello all
You've all surpassed our expectations, and we've been blown away by the number of high quality submissions to the Contest! This is the biggest contest we've held to date by far, and the mapmaking community has truly risen to the challenge.
After 2 weeks of review here are the go forward maps from the Stage 1 judging from our 3 judges:
Map name Mapcore Topic Workshop link Alpine https://www.mapcore.org/topic/29585-alpine-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3221491619 Apple https://www.mapcore.org/topic/29917-apple/ https://steamcommunity.com/sharedfiles/filedetails/?id=3233720152 Barranco https://www.mapcore.org/topic/29593-de_barranco-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3227991278 Bath https://www.mapcore.org/topic/29756-de_bath-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3259420299 Beached https://www.mapcore.org/topic/29938-beached/ https://steamcommunity.com/sharedfiles/filedetails/?id=3302965335 Bounce https://www.mapcore.org/topic/29579-de_bounce/ https://steamcommunity.com/sharedfiles/filedetails/?id=3225215564 Bridge https://www.mapcore.org/topic/29702-de_bridge-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3240246166 Buckeye https://www.mapcore.org/topic/29721-de_buckeye/ https://steamcommunity.com/sharedfiles/filedetails/?id=3246216254 Canopy https://www.mapcore.org/topic/29592-canopy-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3231465363 Citadel (by Sh1ft) https://www.mapcore.org/topic/29879-cs2-citadel/ https://steamcommunity.com/sharedfiles/filedetails/?id=3296138943 Coaline https://www.mapcore.org/topic/29601-de_coaline-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3223564524 Contact https://www.mapcore.org/topic/29576-de_contact/ https://steamcommunity.com/sharedfiles/filedetails/?id=3247503946 Copper https://www.mapcore.org/topic/29868-copper-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3290934397 Crude https://www.mapcore.org/topic/29685-crude/ https://steamcommunity.com/sharedfiles/filedetails/?id=3237446696 Dartagnan https://www.mapcore.org/topic/29947-de_dartagnan-work-in-progress/ https://steamcommunity.com/sharedfiles/filedetails/?id=3273796914 Dunes https://www.mapcore.org/topic/29632-de_dunes/ https://steamcommunity.com/sharedfiles/filedetails/?id=3261128705 Echolab https://www.mapcore.org/topic/29669-de_echolab/ https://steamcommunity.com/sharedfiles/filedetails/?id=3239216729 Elevation https://www.mapcore.org/topic/29771-de_elevation-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3262775891 Equation https://www.mapcore.org/topic/29937-de_equation-big-adventure-entry/ https://steamcommunity.com/sharedfiles/filedetails/?id=3285513317 Erosion https://www.mapcore.org/topic/29731-erosion/ https://steamcommunity.com/sharedfiles/filedetails/?id=3279747898 Fachwerk https://www.mapcore.org/topic/29616-fachwerk-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3245038278 Factory https://www.mapcore.org/topic/29929-de_factory/ https://steamcommunity.com/sharedfiles/filedetails/?id=3302613150 Flick https://www.mapcore.org/topic/29574-de_flick-updated-photos/ https://steamcommunity.com/sharedfiles/filedetails/?id=3262390709 Fore https://www.mapcore.org/topic/29580-de_fore/ https://steamcommunity.com/sharedfiles/filedetails/?id=3244765366 Gloriosa https://www.mapcore.org/topic/29684-gloriosa-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3238509273 Golden https://www.mapcore.org/topic/29932-golden/ https://steamcommunity.com/sharedfiles/filedetails/?id=3286163323 Grail https://www.mapcore.org/topic/29602-grail/ https://steamcommunity.com/sharedfiles/filedetails/?id=3246527710 Honour https://www.mapcore.org/topic/29761-honour/ https://steamcommunity.com/sharedfiles/filedetails/?id=3260668378 Inertia https://www.mapcore.org/topic/29849-de_inertia-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3283015859 Jura https://www.mapcore.org/topic/29783-de_jura-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3261289969 Kendo https://www.mapcore.org/topic/29696-de_kendo/ https://steamcommunity.com/sharedfiles/filedetails/?id=3243015889 Kowloon Walled City https://www.mapcore.org/topic/29583-kowloon-walled-city/ https://steamcommunity.com/sharedfiles/filedetails/?id=3231162414 Leagues https://www.mapcore.org/topic/29923-leagues/ https://steamcommunity.com/sharedfiles/filedetails/?id=3301752508 Lux https://www.mapcore.org/topic/29747-lux/ https://steamcommunity.com/sharedfiles/filedetails/?id=3302009197 Marble https://www.mapcore.org/topic/29715-marble/ https://steamcommunity.com/sharedfiles/filedetails/?id=3247314493 Matinee https://www.mapcore.org/topic/29710-cs_matinee-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3245391564 Minas https://www.mapcore.org/topic/29642-minas/ https://steamcommunity.com/sharedfiles/filedetails/?id=3230427672 News https://www.mapcore.org/topic/29692-de_news-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3240414571 Palacio https://www.mapcore.org/topic/29637-palacio/ https://steamcommunity.com/sharedfiles/filedetails/?id=3249860053 Pango https://www.mapcore.org/topic/29916-pango-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3298833586 Rail https://www.mapcore.org/topic/29645-de_rail-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3252251249 Relic https://www.mapcore.org/topic/29575-relic/ https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933 Saguaro https://www.mapcore.org/topic/29777-saguaro/ https://steamcommunity.com/sharedfiles/filedetails/?id=3263564177 Scorch https://www.mapcore.org/topic/29681-scorch/ https://steamcommunity.com/sharedfiles/filedetails/?id=3237337808 Shepherd https://www.mapcore.org/topic/29922-shepherd/ https://steamcommunity.com/sharedfiles/filedetails/?id=3287246469 Skyline https://www.mapcore.org/topic/29609-skyline/ https://steamcommunity.com/sharedfiles/filedetails/?id=3247917616 Sol https://www.mapcore.org/topic/29891-sol/ https://steamcommunity.com/sharedfiles/filedetails/?id=3297722815 Stronghold https://www.mapcore.org/topic/29568-stronghold/ https://steamcommunity.com/sharedfiles/filedetails/?id=3262011327 Taisha https://www.mapcore.org/topic/29562-de_taisha/ https://steamcommunity.com/sharedfiles/filedetails/?id=3228604299 Talence https://www.mapcore.org/topic/29804-de_talence-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3287777905 Teriea https://www.mapcore.org/topic/29638-de_teriea-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3231465169 Timber https://www.mapcore.org/topic/29857-timber/ https://steamcommunity.com/sharedfiles/filedetails/?id=3275538574 Tomb https://www.mapcore.org/topic/29712-tomb/ https://steamcommunity.com/sharedfiles/filedetails/?id=3243129765 Tundra https://www.mapcore.org/topic/29733-tundra-wip/ https://steamcommunity.com/sharedfiles/filedetails/?id=3237619935 Warden https://www.mapcore.org/topic/29742-warden/ https://steamcommunity.com/sharedfiles/filedetails/?id=3256988376 Wild https://www.mapcore.org/topic/29908-wild/ https://steamcommunity.com/sharedfiles/filedetails/?id=3300443462 Wrecked https://www.mapcore.org/topic/29668-wrecked/ https://steamcommunity.com/sharedfiles/filedetails/?id=3263081962
We will be announcing the plan for the stage 2 FACEIT hub rotations soon via the discord channel. Congratulations if you made it through to stage 2!
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poLemin reacted to Rebze in Delayed Announcement Date for maps proceeding to Stage 2
Our judges are working hard judging the 267 maps that got submitted in the Big Adventures Mapping Competition. To give all maps a chance to be looked at properly, the announcement of the maps proceeding to stage 2 has been delayed to August 18th.
All further deadlines and announcement dates in the competition are unaffected by this.
If there are any questions feel free to reach out to us!
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poLemin reacted to Radix in Counter-Strike 2 Workshop Q&A
Question: How to create water in CS2?
Answer1:
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poLemin got a reaction from Andre Valera in Timber
Heyo!
[ Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3275538574 ]
Time to throw my hat in the ring with Timber, a bomb defusal map set in a bavarian town, with loads of timber-framed houses, surrounded by an old town wall. It's a theme that has had its grip on my for a long time now. It's due to be done with. Since I started fairly late and still needed to learn the ropes of S2, I'm just doing this on my own, potentially picking up one or two artists who'd be interested in working with me in case I make it to the 2nd stage.
The gameplay/layout is based on a few ingredients that I wanted to put emphasis on:
Underground route
The idea was to have gameplay in the middle section of the map happen on two levels. One is a "north/south" fight, while the other one a "east/west" fight. This was realized by having a sewer section which players can quickly access by jumping into the well shaft. The undergroun section also allows for quick rotations, albeit dangerous due to the limited space. Elevation everywhere
While elevation differences are not as high as on maps like Nuke, I wanted to have gunfights happen at slightly elevating ground, forcing the player to react, rather than prefire. I wanted to avoid flatness as much as possible. Landmarks/Subthemes
Arguably one of the topics Timber still has a lot to improve on, but I wanted to make sure that players know where they are at all times, which proves difficult in a city map. I tried to eliviate this by having the middle of the map VERY town heavy with lots of houses, while the eastern side is covered by the city wall, and the western side shows more presence of foliage. The southern side of the map is facing a valley, while elevation goes up towards the northern side. A plethora of different towers and spires furthermore help finding one's bearings. Simplicity
With this project I'm not trying to re-invent the wheel, but use concepts familiar to players, in order to enhance the ease of getting into a map and enjoy it. I'm aiming for a map that's quick to pick up, while giving players tools to use their own creativity and shine. With that, I'm just going to leave you with a couple of screenshots:
Feel free to check out the workshop and let me know what you think https://steamcommunity.com/sharedfiles/filedetails/?id=3275538574
Cheers
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poLemin reacted to JimWood in de_elevation [WIP]
Here's the link to the workshop submission!
https://steamcommunity.com/sharedfiles/filedetails/?id=3262775891
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poLemin reacted to vachinski in Golden
de_golden: A 5v5 Bomb Defusal Map Inspired by Historic Gold and Coal Mining Islands
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The map is set on a small remote island somewhere in the Pacific Ocean, where life revolves around a gold mine facility and a miners village, founded in the 18th century when it was discovered by sailors.
The island is quite small and was inspired by real-world gold and coal mining locations on islands such as Takashima, Ikeshima, Sado, and the famous Hashima Island.
Download the map here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3286163323
or explore the layout at Sketchfab:
https://skfb.ly/p6JoT
Location
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The gameplay of the map mostly takes place in two areas of the island:
— Bombsite A is set in an industrial facility owned by Kanejima Mining Corp., which is responsible for running all mining operations on the island. This facility was built around the 1970s and includes a mine shaft with a tall tower visible from all around the map.
— Bombsite B is set in an old miners village, with a central point consisting of a metal statue portraying the founder of this mining settlement. This area is surrounded by older buildings, including workshops and residential houses built in the traditional style.
Layout
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The map's layout is relatively compact, with a decent amount of verticality, designed for quick rotations and flanks, fun peeks, and exciting duels. In it's core, it basically follows a standard three-lane map layout with two additions:
— There is a long tunnel /Banana/ between the T entrances to sites A and B. It can be used by the Ts for quick rotations or by the CTs for fast flanks.
— There is a ladder in the middle of the Mid area that links to a lower-level CT connector /Vents/ which connects both bombsites. Control of this area is crucial for CTs, as it enables fast rotations between the sites. If they lose control, they must rotate all the way through CT spawn, which takes significantly longer.
Next steps
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We have been working on the map for several months now, with multiple iterations and layout adjustments. It is still in its graybox stage (obviously), with assets, props, and textures being prepared in the background while we're playtesting and fixing timings, balance, and other issues.
As de_golden transitions from its blockout stage, we are excited to add detailed textures and custom models to bring the island's unique blend of traditional aesthetics and mid-20th-century industrial elements to life. The industrial facility will feature weathered metal surfaces and machinery, while the miners village will showcase authentic Japanese architecture with wooden structures and tiled roofs.
Get involved
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We are actively looking for any feedback and more playtesting from the community. Join us on this exciting journey as we refine and perfect de_golden!
vachinski — level design and art direction
wavybby — props and textures
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Download de_golden
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poLemin reacted to mendaxyz in Shepherd
Hi everyone!
I'm happy to finally be able to show what we've been working on recently, and hope ya'll enjoy!
A rural English village is raided by terrorists on a sunny morning. The SAS are dispatched in response to this threat.
Shepherd supports bomb defusal and deathmatch game modes.
https://steamcommunity.com/sharedfiles/filedetails/?id=3287246469
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poLemin got a reaction from tchick in Timber
Time for a small update. Since last time my focus laid mostly on B site. It felt really overwhelming for CTs, not being able to handle the main entrances with just one person, given that the rest of the map required so much CT man power.
A site changed since I changed the cover configuration on site and reduced the arch ways under the bridge. It got a little bit to messy coming into this area, so this should result in a bit of a cleaner experience.
Other areas got more subtle adjustments with slightly changes of angles, cover placement or detailing. As always, I'll leave you with a couple of screenshots:
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poLemin got a reaction from jd40 in Timber
Time for a small update. Since last time my focus laid mostly on B site. It felt really overwhelming for CTs, not being able to handle the main entrances with just one person, given that the rest of the map required so much CT man power.
A site changed since I changed the cover configuration on site and reduced the arch ways under the bridge. It got a little bit to messy coming into this area, so this should result in a bit of a cleaner experience.
Other areas got more subtle adjustments with slightly changes of angles, cover placement or detailing. As always, I'll leave you with a couple of screenshots:
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poLemin got a reaction from Lukyvald in Timber
Time for a small update. Since last time my focus laid mostly on B site. It felt really overwhelming for CTs, not being able to handle the main entrances with just one person, given that the rest of the map required so much CT man power.
A site changed since I changed the cover configuration on site and reduced the arch ways under the bridge. It got a little bit to messy coming into this area, so this should result in a bit of a cleaner experience.
Other areas got more subtle adjustments with slightly changes of angles, cover placement or detailing. As always, I'll leave you with a couple of screenshots:
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poLemin got a reaction from Freaky_Banana in Timber
Time for a small update. Since last time my focus laid mostly on B site. It felt really overwhelming for CTs, not being able to handle the main entrances with just one person, given that the rest of the map required so much CT man power.
A site changed since I changed the cover configuration on site and reduced the arch ways under the bridge. It got a little bit to messy coming into this area, so this should result in a bit of a cleaner experience.
Other areas got more subtle adjustments with slightly changes of angles, cover placement or detailing. As always, I'll leave you with a couple of screenshots:
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poLemin got a reaction from T-Rexer in Timber
Time for a small update. Since last time my focus laid mostly on B site. It felt really overwhelming for CTs, not being able to handle the main entrances with just one person, given that the rest of the map required so much CT man power.
A site changed since I changed the cover configuration on site and reduced the arch ways under the bridge. It got a little bit to messy coming into this area, so this should result in a bit of a cleaner experience.
Other areas got more subtle adjustments with slightly changes of angles, cover placement or detailing. As always, I'll leave you with a couple of screenshots:
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poLemin reacted to tchick in Wild
https://steamcommunity.com/sharedfiles/filedetails/?id=3300443462
Hostage rescue scenario taking place in a wild natural reserve.
CTs are on a mission to locate and rescue two agents kidnapped by a group of smugglers. The Operator on site implied that they might be held in a hideout where illegal "blue candy" production is taking place...
Key features of this map include:
A lot of verticality, but never in a penalizing way. Water areas allow you to drop down without taking damage. The staging areas are designed so that whenever CTs enter a new large "room", they have multiple options for action. If a path is blocked by a smoke grenade, they never have to wait for it to dissipate and can take an alternative route to reach the hostages. With several "one-way drops," the timings are planned so that the time taken to reach a hostage is shorter than the time taken to return. This system also applies to the Ts, who can always reach the rescue zone in time to prevent the CTs from rescuing the hostage, regardless of their position on the map. It is important to highlight this last feature because many hostage maps are similar in the sense that Ts camp at their spawn, and the CTs wait for the utilities to dissipate and then manage to rescue a hostage only because the Ts made a mistake and they can't reach the rescue zone in time.
I hope to succeed in addressing this problem.
The setting is losely based on the Sedona park in the United States, but it might change. I want to have 2 distinct environments and colors for the interior and exterior and of course some specific hero props and textures for the underground Lab, the Mine, the T and CT spawn.
This map is based on an old idea I had almost 10 years ago... The game has changed a lot and I have been reworking the layout from scratch every few years.
I'm finally happy with the result. Time to make this idea a reality thanks to the Big Adventure contest!
Enjoy!
Screenshots:
Radar:
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poLemin reacted to Lefty in Sol
Sol is a defusal map set in a historic area in Cusco, Peru
Team: @Kokopelli @SethTooQuick @Lefty
The goal was to create a really convincing space following CS design principles. Players will fight through winding streets and iconic landmarks, such as the great Cusco Cathedral.
Mood Board of overarching theme:
The map began with a list of key points of interest:
T Spawn - Arch
Ts spawn in front of a large archway at the top of a sloped road, based on the Arco de Santa Ana.
CT Spawn - Plaza
CTs spawn in a commercial area featuring the iconic stone arches of the Plaza de Armas.
A Site - Outdoor Market
A small park between commercial buildings with various vendor stands.
B Site - Cathedral
An epic, large scale cathedral based on the Cusco Cathedral.
Mid - Street
A winding road extending from T to CT spawn, linking various parts of the map.
First Version of De_Sol is available on the workshop HERE <<<
Radar v1:
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