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Lefty reacted to T-Rexer in Gibraltar
I plan on making a map set on Gibraltar, up the mountain. Mainly inspired by the COD WW2 map set there, but in a modern-day setting. I planned on converting one of my old layouts for this theme a while ago but since that never went anywhere, I will now be starting over with a new layout and just taking the best ideas of the old one.
I plan on integrating the theme deeply into the level design. My current idea is to make one of the bombsites based around the round shape of an artillery position with a massive gun above the playspace. The level will also include parts of the famous underground tunnels on Gibraltar.
A little mood board:
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Lefty reacted to Oliver in [CS2] Big Adventure Mapping Contest
Let's take a moment to enjoy how the forums will spring to life again 🥰
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Lefty reacted to BlAcky in [CS:GO] Cargo 2 - Wingman
Hey!
I've been working on a wingman map for a while now.
Would appriciate to get some feedback!
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2863810643
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Lefty got a reaction from Squad in The random model thread!
Created two pieces of detailed furniture for personal use, maybe for a project down the line. I've baked the seames and folds from a high poly model on to the texture to create extra depth. I used my own sofa as reference and I'm happy with the turnout.
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Lefty 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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Lefty got a reaction from zombi in The random model thread!
Created two pieces of detailed furniture for personal use, maybe for a project down the line. I've baked the seames and folds from a high poly model on to the texture to create extra depth. I used my own sofa as reference and I'm happy with the turnout.
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Lefty reacted to celery in Prime [Wingman]
Hi Mapcore,
Here are some pics of the level art of Prime. I'm planning on releasing the finished level soon.
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Lefty reacted to Serialmapper in de_outferno2 [final release]
For some time i have been working to a remake of my old map de_sultan that i made for CS 1.6 back in 2009, being my first ever defuse map, heavily inspired by dust2 (check it here if you are curious), then ported it to CS:S where it suffered various transformations, then i ported it almost 10 years ago to CS:GO (here). Its name "sultan" was inspired by a tomato sauce/concentrate named like this, that i was consuming at that time ?
Now it will have an inferno-ish style, using my custom assets combined with "inferno" , "canals" and "new aztec" assets. What differs from the original map are some layout changes to balance it more, being a bit CT sided, and of course the visual style.
It is not ready yet for testing but i want to share some screenshots.
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Lefty got a reaction from Serialmapper in The random model thread!
Created two pieces of detailed furniture for personal use, maybe for a project down the line. I've baked the seames and folds from a high poly model on to the texture to create extra depth. I used my own sofa as reference and I'm happy with the turnout.
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Lefty got a reaction from Mr.Yeah! in The random model thread!
Created two pieces of detailed furniture for personal use, maybe for a project down the line. I've baked the seames and folds from a high poly model on to the texture to create extra depth. I used my own sofa as reference and I'm happy with the turnout.
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Lefty got a reaction from WD in The random model thread!
Created two pieces of detailed furniture for personal use, maybe for a project down the line. I've baked the seames and folds from a high poly model on to the texture to create extra depth. I used my own sofa as reference and I'm happy with the turnout.
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Lefty got a reaction from hgn in The random model thread!
Created two pieces of detailed furniture for personal use, maybe for a project down the line. I've baked the seames and folds from a high poly model on to the texture to create extra depth. I used my own sofa as reference and I'm happy with the turnout.
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Lefty reacted to Edude in Maginot [Wingman]
Thanks for the support! I was inspired by many references, one of them being Prodigy!
The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below.
Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.
Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?
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Lefty 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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Lefty reacted to Jim F Kennedy in WIP in WIP, post your level screenshots!
Working on a Danger Zone map in the South Australian Riverland, still finishing off buildings/monuments/decorations along with general polish, but progress is coming along very well.
Riverland is designed to play differently from other Danger Zone maps, with a couple of changes that'll spice up how the mode is played.
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Lefty reacted to DutchCrazyGamer in de_zansort (rework)
Since the cs go mapping contest 2019 i did not do that much work on the map. I learned a lot in the process and started working on the rework in the start of 2020. Then in april 2020 the SE discord wingman contest started and i began working on a different map (before that i was working on a map called Pithead, a wingman map, but me and the other creator made our own maps for the contest). So from may 2020 to august 2020 i worked on a wingman map called Vaccine (back then there was no vaccine yet ). And after that i stopped mapping for a while until january 2021. This was because i was bussy with school (and got into some trouble with it). In january 2021 i worked on an entry for a community project called cube. (this is still not released). Then i quit again because i was bussy with school and in the summer of 2021 everything went wrong. I had to leave school when i reached my last year of my study and completed all the exams but missed a few grades because of failed internships. So then a rough few months started where i had a lot of stress. Since last week i decided i want to start mapping again so i did. (I am also streaming on twitch every week and have a bussy new school schedule so finding time is a bit hard)
Here a WIP Pics of the rework for zansort: https://imgur.com/a/7bRtw0g
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Lefty reacted to zombi in [CSGO] [WIP] Paris
More changes to layout and graphic side
steam workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=2547145592
OVERVIEW
TERRO SPAWN
METRO ENTRY FROM B
NEW TERRO PATH AND CHOKEPOINT ON A
BOMBSITE A
BOMBSITE B
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Lefty reacted to Kokopelli in [CS:GO] Cusco
UPDATE PREVIEW
BALANCING CT SIDE
After last week's playtest I've been working hard on refining the A site and the pathing around it. CTs were feeling overwhelmed and so the focus has been on improving defense for the CTs. What seemed to be causing the most issues for CTs was the A mid/mid connector area. For Ts, although the angles could be cleared one by one, it proved to be too impractical. But for the CTs it was even worse because they could be so easily overrun by T rushes and were punished for extending. So I closed off the entrance to connector from A mid.
UPDATED RADAR:
With this change, each team can now fully control a mid connector before any engagements. When CTs take control of A mid, they are rewarded with another connector to B mid for flanks/rotations. When Ts take control of A mid, they gain another entry point to A site. The same is true for B mid and B site respectively. Think this will greatly improve the dual-mid dynamic.
SIGHTLINE NERF
Another small but significant change was eliminating this long sightline from top of A mid to A site, which was cutting the site in half and making it real hard for CTs to rotate into the site safely. This new big piece of cover serves to block that sightline while also helping Ts find cover on the approach into the site—plus CTs can also boost up onto it to gain some interesting vantage points.
BETTER DEFENSE
Another focus with this update was improving CT defense on A site. I altered some of the geometry and placed two vendors stands to give both defending and attacking players better cover to work with. This helped eliminate even more long sightlines across the site.
IMPROVED A SITE COVER
The new vendor cart leaning against the truck creates safer plant positions for Ts.
REWORKED A MAIN
I rerouted the path from warehouse to A site to make it less overwhelming for CTs.
Ts must now push out farther before getting visibility of the site. They are then rewarded with this cubby for pushing out.
OVERHEAD VIEW