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Rump3L reacted to Wintrius in [TF2] Ether Estate
This map has been my passion project for well over a year. I love Medieval mode and wanted to fill the void of a proper Medieval KotH map. Features are prone to change. Enjoy thy battle!
https://steamcommunity.com/sharedfiles/filedetails/?id=3362591018
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Rump3L 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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Rump3L reacted to mendaxyz in Shepherd
Our map is in Group 5 for the playtests, which means it starts on the 18th. We've updated the map in preparation, including changing the CT Spawn and Site B. We've updated the workshop here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3287246469
Also, is anyone familiar with if we need to be present for playtests? We may miss the first week due to family obligations. Thanks!
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Rump3L reacted to Citizen_001 in cs_matinee [WIP]
Did some more work on the areas around CT spawn and parts of the parking garage. Also updated the workshop entry with the latest progress + 8k lightmaps. Did a little cleanup of the images and description of the workshop entry while I was in there too.
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Rump3L reacted to JorisCeoen in [CS:GO] Zen
Zen (Bomb Defusal) - Released!
It's taken a little over 5 years of development, but after numerous tests and changes I can finally present Zen in a satisfactory state.
Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2954659602
Zen takes place in a medieval Japanese castle, where terrorists want to destroy the historical sites and monuments within the castle boundaries. As restoration is already underway, they see an opportunity to halt the process. It's up to the Counter-Terrorists to stop them!
Credits
Joris Ceoen (Artwork & Level Design) Shawn Olson (Technical assistance on 3DS Max & Wall Worm Model Tools) Used assets, creditted according to their license
Monument to Hijikata Toshizo (by 3Dystopia (Sketchfab)) Buddha Statue (by AliceVision (Sketchfab)) Additional assets were used under a bought license
Pindola Bharaddvaja (by 3Dystopia (Sketchfab)) Testing and assistance
Mapcore testing hub Roald for in-game showcase of numerous problems Rebze for testing guidance and impossible amounts of patience (literally years) Final note
It's been a long journey, and the map has undergone a lot of changes since it's original concept. While it's been quite simplified from its roots, it finally has some polish regarding the gameplay and basic detailing.
The map still requires some touching up, such as further optimization and improved artwork (and preferrably also some thematic colouring). However, with the release of Source 2 in sight, I will await the new techniques and tools in order to continue the next iterations of Zen.
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Rump3L reacted to Edude in Maginot [Wingman]
Today I was checking some old versions of Maginot and took the opportunity to record a small timelapse video of some areas.
Check out!
A few of the scenes were already being built on 2020, but I decided to categorize them as "2021" for better cohesion.
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Rump3L reacted to Rikuda in Rainfall
Hello everyone! Welcome to Faroe Islands.
This is my second completed project (visuals and the other stuff will be improved in the next month), which I made together with rastick (layout), and Cheburek (3d models). I did level art and materials for this map.
Video Trailer
WIP - to Visual screenshots:
Before/After - T-spawn
Before/After - Plant
Screenshots with post-processing
Screenshots of reference:
Also special thanks:
g3om (help)
Yanzl (detailsprites)
STEAM-LINK
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Rump3L reacted to Edude in Maginot [Wingman]
Maginot (Wingman) - Released!
After a long journey to finish the development, I'm satisfied with the results and pleased to present: de_Maginot.
Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2841387399&searchtext=
Map Trailer:
Balkan terrorists have occupied a deactivated bunker from WWII. Storing ammo, bombs and even WMDs, they are scheming an attack against Paris.
After verifying the accuracy of an anonymous report, the GIGN planned an operation to reclaim this no longer desert bunker.
This map was inspired by the controversial Maginot Line located in France and has been in development since July 2020.
Designed for Wingman but has 4v4 support.
Special Thanks:
Sora, Vinhado, Daren2340, Hibiki, Geison66, Loki, Celery, Baulin, Akgb, R2d02, Tomotoloco, Squidski and Fmpone.
Hope you have fun in this historic place!
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Rump3L reacted to MacRipley in WIP in WIP, post your level screenshots!
Some progress on de_dharma ?
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Rump3L reacted to Jim F Kennedy in [CSGO] Vandal
G'day, again.
Currently working on my map 'Vandal', a Wingman map set in the Land Down Under.
Heres an overview of the map so far.
Also heres a screenshot of it to gawk at while you're here.
Infact, heres a bloody gallery of screenshots.
https://imgur.com/a/Tt5Tbif
Oh, and heres the workshop page too if thats your fancy.
https://steamcommunity.com/sharedfiles/filedetails/?id=2789383372
(It might be outdated...)
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Rump3L reacted to celery in Prime [Wingman]
Hi Mapcore,
Just echoing some stuff I've posted elsewhere in regards to this map. Hoping to release soon.
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Rump3L reacted to celery in [CSGO] Paradise
Hi Mapcore,
Hoping for this to be the end of the line for Paradise. I'm happy to announce that this is the "final" update, or at least what I'm planning and hoping to be the final one. This has been a year and a half journey having worked on this level and very happy to show it off. I've learned a lot having worked on this and it's definitely time for me to move on and let this one go, probably for good.
Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2538231993
Bon voyage, everyone enjoy your vacation!
-Will "celery" Granda
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Rump3L reacted to hgn in Convexer - (and also my map)
Turns out I will be releasing these tools, its called Convexer, and has some new fun features
Overview:
It will be available soon from here: https://harrygodden.com/convexer.php
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Rump3L reacted to Radu in [CS:GO] San Juan
What's up, Mapcore? It's your boi, Radman, with some fresh mappa. I finally got around to officially releasing it on the workshop. It's been a while in the works, still has a few rough edges to smooth out, but just wanted to get it in people's games for the moment.
Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2728946194
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Rump3L reacted to zavaro in [NS2] Nothing
After shipping Tanith officially back in December, with update 340, I had some requests and a backlog of ideas that I wanted to work on. Prior to Tanith, my plans for Natural Selection 2 were to detail my good friend Malpractice's Nexus map which was popular in the competitive circuit (and somewhat in the public eye for a period). At the time, I didn't feel like I could honestly create anything that would have lived up to what we both wanted to do. Tanith was sort of a fallback for learning under the tutelage of the other members of the mapping community, and the output far exceeded my wildest dreams. It's currently the most played map by far in the recently released matchmaking system, and it's played commonly on public servers as well. I've received a lot of kind words from many people, and now that I've overcome my impostor syndrome, I wanted to do things right by Mal.
Introducing: ns2_nothing
The map is still in its infancy, but I'm slowly working through it to create something moody. I really wanted to capture the feel of the original map from Natural Selection.
Here's the unfortunately named "Pipe Room." I'll probably change that at some point.
And this is "Painted Corridor"
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Rump3L reacted to Radu in WIP in WIP, post your level screenshots!
I have returned with some updated San Juan
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Rump3L reacted to CacouQ in de_sillar (WIP)
Hi all,
I am new to Mapcore and relatively new to mapping. However I have always been fascinated with architecture (my first word was roof, which still sounds strange to me today) and I have found a hobby in using the SDK editor. I by no means expect an amazing final product to this map I am starting to work on, especially given I have no knowledge of making custom assets so I will be relying on what is available. However for now I will give you the idea behind my map as well as a gallery of pictures I am using for inspiration. For now all you need to know is the idea is to have a fun, fast paced competitively viable cs-go map made in however long it takes to get there (probably will still be here updating in a decade knowing me.)
Why Sillar?
In 2020 I was watching a series called "Race Across the World". In this series pairs have to try and make it from one location to another in the least possible time with limited resources such as money. The second series was a race through Latin America and in one particular episode one of the pairs went to a city in Peru named Arequipa. The architecture and in particular the white materials used to build much of the historical center caught my eye immediately, and upon further research I found that this material used in much of Arequipa is called Sillar, a type of rhyolite that was formed over centuries from volcanic activity in the region's nearby volcanoes. At some point I intend to make custom textures based on Sillar but that is a long way off considering I haven't yet even come up for a map design.
What notable features do I want my map to have?
One feature I would like is fast rotates, I am not a huge fan of Nuke but I liked how the incredibly fast rotates made the map harder to learn but more rewarding for those who mastered it like Astralis. Another feature I want is a unique middle, I do not want a middle of the form seen for example on Dust 2 or Mirage. I want a system in which the counter terrorists maybe dedicate 1 player to each site but there are opportunities to push forward and take map control like on Overpass, and the middle section would somehow be split into multiple connectors. The idea is that it would be quite easy for counter terrorists to hold the bombsites at first however if they loose control over middle it becomes incredibly hard to go for a fast retake and CTs will either be forced to take longer rotates through spawn areas or take loads of risks going through open courtyards and streets. I also want to utilise sound as much as possible - quicker routes to sites or certain regions of the map might come with the trade-off that you make sound-queues. I also want a good mix of one way drops, wall bang spots, fair boost spots and water elements. I think having a sky box with the volcanoes that surround Arequipa in the background would also add something to the map. In general, I also want to utilise elevation and geometry to the greatest extent possible - I don't want to fill the map with generic crates, I want the angles to come naturally from the map's design and in doing this I will probably save myself a lot of work later on. I also want to experiment with lighting a lot, since it always seems to be left unused in many maps to its full potential.
Image Gallery
Since I haven't yet got a map design, I will share some inspirational photos I found of Arequipa, I would like in some way to include the Plaza de Armas and the nearby Cathedral but I will try to avoid copying things from real life, and merely take inspiration from the architecture:
This is probably ambitious for a first map, however I intend to get as much fun out of the process as possible and share it with others along the way!
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Rump3L reacted to celery in Rusty Metal Panels (Procedural Material)
Hi Mapcore,
I've been working on my level de_prime lately and wanted to share a material I made for it. I'll be posting the low-res images, but you can find the full size images here: https://www.artstation.com/artwork/NGG3k1
Alternate HDRI
Cheers,
celery
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Rump3L reacted to celery in celery's Veggie (and asset) Stand
Hi Mapcore!
I've released a few projects over the last few months and been making a few custom assets for CSGO. I wanted to share these with the mapping community to use in their own levels.
It's free for non-commercial use, but please contact me about their use in any monetized setting (operation map, sponsored level, commission).
All of the assets are by me, apart from portions of the Hive assets, so those in particular must be attributed to Jakuza as well when used.
Here is the Google Drive link with all the ZIPs for the individual maps, instructions and READMEs included:
https://drive.google.com/drive/folders/1QPjqN1p45Mw-Fg3htsdU_S1LCX2txoqo?usp=sharing
The assets featured are from Hive, Paradise, and Infamy. As I release more levels, there might be more assets released.
Keep in mind, Infamy as a level never released, so the assets are not up to the same standard of quality or optimization as the other assets included, but still feel free to use them.
Here are some previews of the assets:
infamy_preview.mp4
I spent a little time yesterday updating some of the Paradise assets for release. They are improved versions than the ones currently used in the map, and I might recompile a new map update soon.
If there are any issues with these, please drop a note.
Keep on mapping,
celery
celery#6002
@celeryslice on Twitter
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Rump3L reacted to celery in Prime [Wingman]
More to be shown soon. Here's a tiny sneak peek of the bombsite.
