REYO reacted to Squidski in de_gongji assets
Hey all, since we didn't get top 10 in the contest, probably gonna call it quits for this map for now. So we're gonna release all the assets.
I've included a txt file with this stuff, however in short:
1. Use these assets at your own risk (some are bad and were made early on when I/we were still learning)
2. When using, give credit to the de_gongji team
3. Please don't use this stuff for commercial purposes. If you would like to, then contact me directly.
I hope you guys can make some cool stuff!
REYO reacted to JorisCeoen in [CS:GO] Exotic Places Contest TOP 10 FINALISTS
All I would really care for is some feedback on what further progress I could make on the map. Feedback about things I might have missed or that caused the map to miss out (not about things missing in the map, which I obviously know about like nodraw spots and no 3D Skybox). Congratulations to the finalists
REYO reacted to Mapcore in [CS:GO] Exotic Places Contest TOP 10 FINALISTS
Mapcore is proud to present the Top 10 Finalists of our Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT!
Each Top 10 Finalist Entry now has One Month to continue updating their level.
Top 10 Finalists, listed in Alphabetical Order:
by Roald, Jakuza, jd40
by Yanzl, 'RZL, Oliver
by Lizard, TheWhaleMan
by invalid nick
by Quadratic, QuotingMC
by El Exodus, Freyja, Lefty
by Squad, Grapen
by TanookiSuit3, JimWood, Huvaligen
by Bevster, tr0nic
by morozov, Bubkez
Honorable Mentions, in alphabetical order:
In the (hopefully very) unlikely event any Top 10 Finalist is disqualified for failure to abide by our Contest Rules, these are the maps that may receive a second look.
Congratulations to the Top 10 Finalists above!
The final round of judging will commence on March 10th, 2020.
Read more in our official Rules post.
REYO reacted to Ben Miller in Dig (WIP)
Here is my WIP submission for the 2019 Mapcore contest. The map aims to be simple and easy to learn.
The lore of the map surrounds the CTs discovering alien technology in ancient ruins, but the Ts are looking to stop their research.
The map is set in a dig site at some ancient ruins in North Africa. The environment will contain research and excavation equipment as well as ruins and ancient alien structures buried in the sand.
Workshop Submission: https://steamcommunity.com/sharedfiles/filedetails/?id=1891552351
REYO reacted to poLemin in Feast
After the MapCore playtest it was clear that a bunch of changes needed to happen. Mid seemed to be a big problem because of misjudged timing. In addition a lot of the one-way drops that can be overcome with skill jumps seemed to disruptive to the flow. Furthermore people complained about A-Site a lot, so I gave it a complete overhaul. Time is running low, and I am worried about finishing this project in time. However I will try my best and keep going. Workshop update is still pending on approval, but here is some progress:
REYO reacted to JorisCeoen in Daigo
Once more have I made some progress on this map. It's now been a while in beta-state, but will stay so even after the last updates. Daigo is not entirely what I've wanted it to be, and misses a lot of polish and atmosphere that I wish I was able to include in its current state. Since I feel that is not possible I've decided to redesign a large portion of the map. This includes all of the roofing, ground textures, trees and much of the woodwork. The fish, newest basewall rocks and cornerstones are there to stay, but everything else will undergo a completely new design. I will also incorporate more color to the map to make it more alive and thematic. Needless to say, this will take a lot of time, and Daigo might not get an update within the next month or two.
The redesign should also be beneficial for the performance on the map, which I was made aware is currently terrible. I've learned so much over the past month that a lot of the stuff I had made months before, now don't make sense to me anymore. So I'd rather take this drastic decision now, and complete Daigo in a way that works for everyone, including me 😉.
To not end it all so dramatically, I'd love to share some screenshots of how the map looks now, if you hadn't ever seen it yet. Below are some last screenshots of Daigo as it stands now. Download link: https://steamcommunity.com/sharedfiles/filedetails/?id=1881843696
I'd like to make a special mention regarding the programs I've been using to design all of the layout and artwork, which are the Wall Worm tools for 3DS Max!
REYO reacted to JimWood in Mutiny
Ahoy! Mutiny is a defusal map created by TanookiSuit3, Huvaligen and myself.
Pirates have swarmed the island to find and retrieve some long lost treasure.
The map is situated in an old pirate town, with a huge tomb close by.
Here's some links to before/after image sliders for T Spawn:
Before/After - T Spawn
Before/After - T to Mid
Some more images:
REYO reacted to Viiconov in Patoosh
Hi guys! I have to admit that I’m not very active here on Mapcore, but this contest has motivated me to finally make a 5v5 map for Counter-Strike, which is something I’ve been failing at for a very long time, but now I’ve finally managed to finish a greybox for a defuse map, and for the moment I'm calling it "Patoosh". I didn’t make the layout with a particular theme in mind, but I’ve got some ideas in the back of my head. Here’s an overview of the map:
That overview doesn’t look as satisfying as I thought it would. In fact, it looks a bit chaotic, doesn’t it? Anyway, it doesn’t feel like that in-game, every area is very much self-contained. Perhaps a screenshot will show the map better:
The layout of Patoosh is a bit different than the “standard” layout: the Terrorists’ main routes into the bombsites split off from a building that’s in front of their spawn, and one of those routes is an underpass that runs underneath Mid. It’s probably useful now to show a diagram of the layout:
It’s also quite small. Mid can feel like a real battlefield, and the weird layout (which I really didn’t plan that way) gives CTs plenty of opportunities to flank the Terrorists. During rotates, that building the Terrorists use for their main entrances into the bombsites can be used by either team as a kind of second Mid route. Perhaps it’s a bit like Inferno, but I’m not sure. It all happened by accident.
At the moment there’s one thing I’m really concerned about, and that’s the line of sight that runs through CT spawn, which just about covers the entire width of the map. That doesn’t seem like a good thing to me. But other than that, I’d love to hear from you people how I can improve this layout, since I really can't tell too much about it just by running about the place. I’ll soon be going on holiday for a while, so I might not respond to every comment, but any feedback is appreciated, really! Here’s a link to the map on the Workshop. Have fun!