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  1. Like
    Gauss reacted to KingOfCorn in [WIP] de_golden   
    A quick update!
    I'm currently working on alot of changes on the map after doing some serious playtesting.
    There is alot of changes and tweaks coming up, the bigger ones shown on the overview below. I'm slowly wrapping up the changes for version 3 of the map and will be releasing some screenshots and updating the workshop when I'm done. 
    I want to thank everyone involved for the great support, it helps alot!
    I'll be back soon!
    Some changes coming up not shown below:
    Reshaping some structures for a more realistic feel. A huge amount of changes to angles and spots. Reworked the sideroute to B from CT from scratch. General balance changes. Adding a church between CT-spawn and mid. A facelift for the droparea at A. Minor bug and glitch fixes. Rotated the market in A and added cover.
  2. Like
    Gauss reacted to T-Rexer in Faron   
    Some early environment stuff at A side:

  3. Like
    Gauss reacted to rosk in de_Merazo   
    CT spawn didn't make any sense of how they got there in the first place. A CT teaparty was my first idea but that didn't cut it. So here's the new Counter-Terrorist spawn (which makes sense this time).

    T spawn: Now with background buildings!

    Here's a bit of background scenery from just outside the B bombsite:

    Now here's the overview, missing a few models and roofing but the layout is there 
  4. Like
    Gauss reacted to rosk in de_Merazo   
    no-one wanted another update so here's another update!
    New CT spawn:

    3D skybox!! (view from T spawn):

    A wip wip wip storage place:
  5. Like
    Gauss reacted to Lefty in de_studio   
    I'm back with a bit of an update. I have been starting to mold the theme and direction of the map to where I want it to go. My top priority is to have a balanced yet still fun map. After a playtest from back in December (thanks to Tophattwaffle) I've made several layout overhauls. Them including getting rid of mid vents, adding a mid connector to B for rotations, Adding a yard in front of B site, redefining Ct's path to mid which also connects to basement and a T path to basement to get to ether B site or CT's mid. I'm going to post some of my progress and I will be adding a new radar shortly. 
    -I do need to work on lighting a bit more. Everything is a bit too dark right now.
    -There are assets I'm using from agency and resort that are just placeholder. I do plan on replacing them with my own. 

  6. Like
    Gauss reacted to ExtraCheesyPie in [WIP] de_splash   
    too bad it looks like you can't go down the slides :'(
  7. Like
    Gauss reacted to SirK in [WIP] de_splash   
    Andu and I are working on a defusal map called splash (for now). Its still in its early stages and is desperate for some playtesting and feedback!
    Basic idea of the map is mid as central distribution hub from which the whole map is pretty much accessible. There are two things to spice things up a little: Terrorists have no direct access to mid, which makes it harder for them to get into at first glance - but they can rotate between sites unseen - if the CTs dont pay enough attention. The map is set in a waterpark.

    Some early screens

    Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=924027103
  8. Like
    Gauss reacted to Luigi4518 in [WIP]de_Horizon   
    A few more changes, first up T end of A site has been closed in to shorten A sites total area as well as allow a staging area for T's.
    B site is now mostly finished with just one or two more changes required in the major geometry of the site.
    Below is T end of B site and T entry to B site respectively.

  9. Like
    Gauss reacted to Luigi4518 in [WIP]de_Horizon   
    I'm finally back into the swing of things and B site has gotten it's much needed face lift. The lighting is another story.
    Along with this the mid connector has also been renovated.
    That's about it for now.
  10. Like
    Gauss reacted to Luigi4518 in [WIP]de_Horizon   
    Update 1:
    After tweaking the layout a bit I'm now at the stage where I'm happy with it.
    I've added a new way for T's to get to A site and widened the T entry to B side; speaking of B site the area making up the CT entry to both the front and back of site have been expanded a tad to allow for more interesting plays on site. Beyond that, removed collisions on a few props that were causing players to stick and cleared some clutter out of Mid.
    Basic timings have been calculated as seen below.

    Other than that here's some pictures of the new areas.

    That's all for now. 
  11. Like
    Gauss reacted to cruptor in Tangerine   
    it looks almost real
  12. Like
    Gauss reacted to Harry Poster in Tangerine   
    Global changes :
    -Changed name from Kasbah to Tangerine
    -Theme is now taking place in Marrakesh
       -Lack of information
      -Hotels doesnt fit to the layout
    Some new screenshots

  13. Like
    Gauss reacted to Harry Poster in Tangerine   

  14. Like
    Gauss reacted to Harry Poster in Tangerine   
    -First detailed part. ('Drop zone')

  15. Like
    Gauss reacted to Noodle King in Aerospace (Alpha)   
    Finally got some custom models imported in game! Take a look: 
    Mid, now with a unique logo sign (seen on the far right) and a new chair model that better fits the theme of an airplane.

    The new wing model, as see from the window on A-site.

    No custom models here, but it shows some of the theming we're going for.
  16. Like
    Gauss reacted to Noodle King in Aerospace (Alpha)   
    Work has begun on detailing some areas! For now we're just working on areas that we know aren't going to need as many changes. Right now, T-spawn and a bit of the surrounding area are almost done. Take a look:

    T Spawn

    T-Spawn to mid connector
  17. Like
    Gauss reacted to jd40 in [WIP] de_biome   
    I made some changes around B (right site) and mid entry into A. Dotted line means dropdown.

    Also here's some early art screenshots

  18. Like
    Gauss reacted to ZeLzStorm in [RELEASED] - Studio   
    Studio is back again with our every-other week update.  
    The last two weeks, myself and the team have begun finalising B Site and detailing CT Spawn.
    We're all very happy with the work so far as we are using almost 100% custom assets with minimal use of Valve assets.
    Images of most recent work:
    Finally, feedback is welcome and we love to hear what you all think!
  19. Like
    Gauss reacted to jd40 in [WIP] de_biome   
    Skipped mapcore playtest on the last layout instead we'll be testing this one:

    The only changes are on B. I decided to remove the round "heaven" entry into B, as cool as it looked it just wasn't fun. Apart from that I also added some more holding angles and afterplant options for Ts.
    Also started with some detailing:

  20. Like
    Gauss reacted to rosk in de_Merazo   
    My new map for the 2017 contest!
    This is my new map Merazo, set in the grape vineyards of California (In the United States of America if you didn't know!)
    Here are some of the first screenshots from my map, some of the areas are still in development but I think I've got the theme down.

    Workshop version coming soon... Soon
  21. Like
    Gauss reacted to FMPONE in de_scepter   
    A bit of a derail of this thread, but it's not even clear that the Workshop needs a downvote feature. Who gathers the most up votes would be sufficient.
  22. Like
    Gauss reacted to MadsenFK in de_scepter   
    Looks absolutely stunning!
    This view honestly has to be one of the most beautiful I've ever seen in a Counter-Strike level, so much depth.

  23. Like
    Gauss reacted to leplubodeslapin in Mapcore's CS:GO Mapping Contest 2017   
    Is it ok for Archives ? (the map that used to be cs_opera)
    No public release (or any kind of release), still a lot of work to do (a lot of the art has been thrown away).
    That would make a great deadline for me to plan everything, a great challenge.
    Very nice contest, i'm really impressed with the Guest experts you gathered and the prizes. And no votes from the community, yay \o/.
    Looks like the best contest we ever had for now, let's just hope amazing maps will come out of it.
  24. Like
    Gauss reacted to FMPONE in Mapcore's CS:GO Mapping Contest 2017   
    We're definitely going to do something like this after this CS:GO contest. No doubt about it.
  25. Like
    Gauss reacted to Mapcore in Mapcore's CS:GO Mapping Contest 2017   
    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 such as The WarOwl, Moses, Sadokist, DDK, James Bardolph, and Anders Blume!
    How to Enter
    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 Gamebanana.com and/or Steam Workshop page.
    Your thread + playable map constitutes your entry to this contest!
    Submission Deadline
    Your playable map must be entered by NOVEMBER 30, 2017 at midnight Pacific Standard Time (PST). 
    Judging Procedure
    Mapcore Judges
    Puddy -- @puddpuddpudd
    TopHattWaffle -- @TopHattWaffle
    RZL - @RizzToTheIzzle
    Guest Experts
    Anders Blume -- @OnFireAnders
    James Bardolph -- @jamesbardolph
    Daniel "DDK" Kapadia -- @followddk
    Jason "Moses" O'Toole -- @OnFireMoses
    Matthew "Sadokist" Trivett -- @Sadokist
    WarOwl -- @TheWarOwl

    Mapcore will announce Contest Finalists on DECEMBER 10, 2017
    To determine 10 Finalist maps, Mapcore Judges will rate Contest maps according to the following 100 point criteria, with all ratings tallied and given equal weight, and any ties broken by our Guest Experts: 
    40 points: Fun Factor (how well-designed is the map)
    40 points: Visual/Thematic Presentation (how aesthetically sophisticated is the map)
    20 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.
    (January 10th deadline to qualify for TOP 4 — submit by 11:59 PM EST)
    Top 4 Contest maps and the Grand Prize Winner will be declared in JANUARY, 2018
    After one month has passed, Mapcore Judges and Guest Experts will rate every finalist map according to the same 100 point criteria above (Fun Factor, Visual/Thematic Presentation, Overall Polish), with all ratings tallied and given equal weight, and ties broken by Puddy.
    Mapcore will then declare the Top 4 Contest maps and our Grand Prize Winner!

    Contest Prizes
    Top 4 Contest Maps receive:
    Eternal Bragging Rights
    A Spotlight on Mapcore for 2 months (linking to each epic WIP thread)
    A Monetary Prize ($5,000 for First place; $3,000 for Second place; $1,500 for Third place; $500 for Fourth place)
    Map added to FACEIT platform for a time, playable for all users!
    **NEW** Special Valve prizes! (CS:GO/Valve merchandise)
    Contest Rules
    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 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 art) has not been released for public download. Map entries must be submitted to the Steam Workshop and/or Gamebanana.com, as well as the Mapcore WIP 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. Changes or updates to Workshop maps will not be considered after November 30, 2017 (for Top 10) and January 10, 2018 (for Top 4). Do NOT update your Workshop map after the deadline. 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 and 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 these rules, all applicable winnings will be directed to the next highest-rated map. Void where prohibited.   
    Contest Eligibility
    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 preparation, judging, or official announcement of this Contest. Participants must not be a direct relative, spouse, direct employee, romantic partner or business partner of any of the above. 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).
    Prize Disclaimer
    FACEIT will be providing/sponsoring Prize revenue. Mapcore assumes no responsibility.
    And to our INCREDIBLE Sponsor:

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