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  1. Hello there! I am a new map maker from hk,and i am here to present you my new and first map De_Block!https://steamcommunity.com/sharedfiles/filedetails/?id=2108366847 I am happy with any feedback for the gameplay! btw I am new for the forum and still on school(14 years old),also I am not a native english speaker,I hope yours guys are ok about it. ~Glory to HK~
  2. Just a thread for my SE Discord Wingman Competition Entry 'Cumbre' (Summit). Which is a map based on a cliff edge in a mountain range in mexico where 2 rival cartel members plan to blow up the entrance to the bunker of their rivals. Which is situated inside the grounds of a mansion. In game pictures below:
  3. Hi, my map is getting closer and closer to playtesting, but as the complexity grows I've started moving segments out into instances to make Hammer easier to work with. What I've noticed, however, is that when using TAR - I lose all radar info for the instances. For example in the screenshot below, I've circled an area containing a house (which is actually still in the map below... Kept it for safe keeping) but because it's an func_instance, TAR no longer has the tar_ visgroup data. Is there any way around this? Or would I be subjected to manually editing the radar images? Thanks a lot.
  4. LUXURY RELEASED Ayo people, I've been making these 3 wingman projects since late last year so I thought I'd make this topic with them all included. Any kind of feedback is of course appreciated. Terracotta ----------------------------------------------------------------------------------------------------------------------------------------------- Set in Morocco after the events of Dust 2 Imgur Album Size: Large ----------------------------------------------------------------------------------------------------------------------------------------------- Luxury aka "the Yanzl art project" ? ----------------------------------------------------------------------------------------------------------------------------------------------- Set in a modern house somewhere in the hills of Los Angeles Imgur Album Size: Medium ----------------------------------------------------------------------------------------------------------------------------------------------- Delta ----------------------------------------------------------------------------------------------------------------------------------------------- Set in a hidden military bunker deep within a desert The map is still very early in it's development Size: Medium / Small ----------------------------------------------------------------------------------------------------------------------------------------------- Let's see if I can finish atleast 1...
  5. This is my new wingman map (or better layout) for the source engine discord 2020 wingman contest. Currently it has no decorations, because im still focusing on the layout. Here is the workshop link to the wip map: https://steamcommunity.com/sharedfiles/filedetails/?id=2118265586 The map will be located in a japanese castle (砦 (toride) is japanese for fort (if you can trust google translate)) I would appreciate any help or suggestions on the layout and playability of it.
  6. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2116410504
  7. Hey there, I'm looking on feedback on my very first level – de_tomb, which takes place in an ancient Egyptian archeological site. I guess I was in part inspired by Anubis. You can check out the Steam Workshop page here and a Imgur album with almost 30 images here. I am looking for feedback on how the map plays, it's layout and overall aesthetic. And any other thoughts you might have.
  8. Erect is a wingman map set around a secluded church inside a desert cliff, ran by a murderous cult leader. The cops have been informed that yet another religious sacrifice is about to go down and so they've rolled down the desert in their heavy swat vehicle and jammed it straight through the main entrance. The occultists at the back have been alerted by the loud crash. The guns are out and the hunt is on! More screenshots: Radar: I saw the announcement for the Wingman contest and I put together this map in a couple of hours. I've always wanted to make a map with a church and this seems like a perfect occasion to do so. Yes, it is a hostage map. I don't even know if Valve supports hostage maps for Wingman, but the rules of the contest allowed it so I thought, why not. I've never made a hostage map. One thing I've noticed about Wingman maps is that the objective is rarely fulfilled, because either the fights happen way too quickly, or players would much rather lurk to get the jump on their opponent, than give away their position by trying to plant a bomb. So I thought why not give the attacking team, the CTs in the case of hostage, a headstart by putting them at arms reach from the hostages. This way the winning strategy is not so evident. You can either make a run and get the hostage quickly, or you can hold the breaks and wait for your opponents to make a mistake and frag them out. Either way, I've only had time to playtest this with bots so I can't tell how it's gonna play. The CTs spawn inside the church, at the main entrance, from where they have two options. They can either walk out and wrap around the church through Long where they can take a long range engagement, or flank the Ts, or they can push forward towards the hostage, where they'll be vulnerable from three attacking points. The Ts have one entrance from beneath the hostage, one side entrance, and a roof area, with one window opening to the church hall. The roof on the left side of the church is accessible through a ladder. It's not meant to be a very competitive map. I just want to make a fun map with lots of cool things that you can do. Most of the areas that seem accessible are. I've just uploaded it to the workshop so it should be accessible in a couple of hours, as soon as it gets approved. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2095685385 Let me know what you think! Visuals inspired by Dusk.
  9. Hey there Mapcore! I've been working on my first map, which is set in an ancient Egyptian archaeological site. I guess I was inspired by Anubis (it was the last map I played before I started mapping out my level..). This is the 3rd iteration of the map. So far I've gotten great feedback from the csgo mapmaking subreddit and friends. Now I feel pretty happy with the layout and general aesthetic / atmosphere. Next up I'm looking on feedback on how it plays, any ideas for visual details, and anything else you think would help improve the map. I've only been able to play it with bots and 1vs1 with a friend (don't know many people who play CSGO unfortunately). Hope you like the map. You can check out the Steam Workshop page here. You can check out an Imgur album with 30 images (including radar) here. ***** Next I'm going to work on further optimization, and visual detailing (including custom textures and later models). Thanks for checking it out! / Snusmumriken
  10. Despot is a classic defusal map partly inspired by the cut map de_depot. It takes place in a post soviet setting and is a traditional 4 square layout. The greybox build is on the workshop at https://steamcommunity.com/sharedfiles/filedetails/?id=2076619992 please tell me what you think! This is currently a solo project and I am working on the first art pass to establish the various enviroments around the map, I plan to publish this update on 05/01/2020... Here's some screenshots plus a little sneak peak at the art direction.
  11. Set in a rural northern Indian village that has been ravaged by terrorism, this quaint village is the setting of a terroristic plot to bomb a strategic stockpile. I've been working on this map for a couple of weeks now and it's been both frustrating and rewarding learning how to use hammer as well as import custom assets. The prop lighting in the image is messed up, but the images are of a current work in progress. The attached images are obviously from its current state, but I will continue to update this thread as I progress!
  12. Just to add to the collection of "my first map" posts... de_shortbloc: a wingman 2v2 cs:go map. This was the first project I've completed to this stage, which I initially released on April 30th after 55 hours of learning my way through Hammer and then mapping and detailing. Yesterday I released an updated v2 with improved env lighting, more detailing work and random issue fixes. Will continue to fine tune as I get feedback, but as this was my first project in hammer, I was more focused on experimenting with everything in the entire map-making process so some of the stages were likely a bit rushed. https://steamcommunity.com/sharedfiles/filedetails/?id=2079112663 de_shortbloc consists of the 5th floor and roof of an apartment bloc. The radar overlay probably needs fine tuning as I realized the transparent second level doesn't work too well, and I didn't have the courage to try a multi-level radar yet. Roof layout showing CT spawn (right side by stairwell door) and roof access to bomb site in center. Main hallway from Shop, or laundry area, with door to Kitchen apartment that has bomb site access through a breakable wall. This is still CT side with T's attacking from the other end of the building. Bomb site from elevator vent access. Centered is breakable wall to Kitchen, on right is breakable wall of main hallway. These walls were a big part of the initial brainstorming, so while maybe not the most practical gameplay element, I've left them in the final version. Around the left wall is a door with balcony access. The buckets are normally stacked up, but I knocked them over while in noclip and didn't realize until after the fact. Speaking of balconies, here is the exterior approach. Only 5th floor balconies are accessible. Far balcony is a sniper box accessible from roof or vents. Ts start by the near balcony via Library apartment, and then have roof access via the fire ladder, or can continue to site via the clotheslines which are walkable. I know that might not be super intuitive, but like the breakable walls, walkable clotheslines were one of the ideas I initially built the map around, so it stayed. Again, it's not the most polished piece in the world, but I'm happy so far as a first go, and hope to improve going forward. Thanks in advance for any and all feedback!
  13. Current Objective: Layout development Disclaimers and notes: Map includes sliding door on A site. I'm gonna only put latest map here. All other screenshots are in the later posts. Edits: Update 1 Major change on enterance to A site. Added backlane on B site. Update 2 Remade dojo. Remade A site scheme. Update 3 Remade long and B site. Remove alley next to A site. Update 4 Redesigned CT area. Update 5 Redesigned A site and connections. Redesigned middle. Update 6 Swapped sites (A is now B, B is now A) Redesigned middle and A (dojo) site. Redesigned T-spawn. Update 7 Redesigned A site. Redesigned paths to B. Update 8 Redesigned A Site Redesigned B Site Redesigned Mid -> A Site connector Redesigned CT Graybox details Update 9 Remade A Site Remade B Site Remade Routes to B Remade CT Spawn Map has been shrunken Update 9.1 Remade route from T to B Fixed timings for CTs Fixed strange angle on B Site The map is available in the workshop.
  14. Hi MapCore community, Here's my 10-hours Blockout for FPS genre (aim map for CS:GO almost) Much more images on my Artstation. Any feedback would be appreciated.
  15. i just started to work on an idea for a hostage map. it is themed in the drainage system of a fueling company on a port. Rumors are going around that the 20 largest ships in the world are polluting as much as all of the cars in the world... And besides that, there are companies that refine nuclear waste into the fuel for these ships... This seemed a pretty good scenario to me.. here are some pictures of the first work i've done..
  16. Hello People, I revived my map I've started about two years ago. I started over from scratch, because since the first map I've learned a lot about optimization and general design. I mainly created this thread because I will submit the map for play testing. Currently I'm mostly focusing on the Layout, Balance, Timing, etc. but I'm open for any feedback. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1999293827 Minimap:
  17. A work-in-progress. Would love feedback, as it is not final whatsoever! The counter-terrorists have been flown in to prevent the breach of the Heber County dam, which would kill hundreds in the valley below. Stop the terrorists in a 2v2 battle for the fight of this hydroelectric power station.
  18. Hello guys ! This is my first post on this forum and also my very first level design It's still in early stage of development and I make it for standard competitive demolition game mode. I already made some gameplay tests with some friends and some modifications with their returns. I will soon fullfill all the conditions to submit it in playtest here, but first I show you a sneak peak of the map We don't see it on the map but there is an underground way going between mid and "short" just below A site. C/C are more than welcomed and remember this is my first map ahah, it can be unbalanced but I'm working on it ? Sorry if my English isn't very good, I'm Belgian Cheers !
  19. I am working on in this map for a sometime and i don't know what to do so I would appreciate feedback to make sure it's good and balanced. Thanks. de_underground_a1
  20. I’ve been working on a survival map for Left 4 Dead 2. It’s another Star Wars themed location, Echo Base on Hoth. Placed during the invasion of the Empire and the Rebels evacuation. I think this is a perfect survival scenario. It fits the similar themes and action of classic last hold out stands such as the battle of the Alamo, Thermopylae, or another L4D2 favorite Helm’s Deep from Lord of the Rings. I hope to bring this battle to life… or dead, lol, and create a fun experience and another Star Wars fantasy. Some of you have already seen me posting pictures on social media such as facebook and twitter. I decided to create a topic on mapcore and post pictures and updates here as well. Hope to talk to other mappers as I develop the experience.
  21. This is my first ever map and still in early work in progress. I would like to see what other people think of the layout and gameplay before I go ahead and detail everything. Imgur album: https://imgur.com/a/WIXgoXg https://steamcommunity.com/sharedfiles/filedetails/?id=1985470234 Bugs that I noted myself: - The floating floor at mid. - Area with tree and vegetation too dark. - Some decals that marked the sites disappeared. Feel free to comment bugs that you've found and let me know your thoughts and ideas on areas that could need improvement down below or dm me on Discord @ enki.#2927
  22. Here is a wingman map that I'm working on since about 3 month. workshop link At the moment I'm using some of the awesome resort props by @Yanzl. Other than that the map is currently filled with dev textures and wip props. If you have any kind of feedback I'll be happy to hear it.
  23. Peake

    Leisure

    Here is my map so far, has had many playtests on the SE Discord. https://steamcommunity.com/sharedfiles/filedetails/?id=1882457320
  24. Good day everyone, I have been working on a layout for past week and finally managed to get it done! The map is designed to be a 5v5 standard bomb defusal map. I am currently looking for feedback on the layout because it might need some tweaking. Map has basic clipping and basic lightning, but i really don't wanna sink too much time into stuff like that, because things change very quickly. I really want to hear what you think, what changes should I make, what angles should I adjust etc. I've playtested this map a bit, but not in full 5v5 lobby yet (looking to get a bit more feedback before submitting this map to the Mapcore playtesting sessions). Here's a link to the workshop page: CLICK HERE! And here are some previews: Overview (panorama style radar coming soon): Bombsite A: Bombsite B: Middle: I think that that's enough images for now. After the layout is finished and angles are done, I will get into detailing. Also, I will be posting updates here, whenever I will have something cool to share! I'm really looking forward to see what you think about it. Have a nice day!
  25. This is my map de_sand i kind of went for a dust/mirage feel in this map using some of there props and textures, i have never uploaded anything to map core before this will be my first map, the reason for this is i never had any faith in any of my other maps as i'm still kind of new to map making, de_sand is in a pretty early stage so the main reason i am uploading it to map core is because i want to get everything right before i continue anymore, what i'm really asking for is your support and suggestions to continue the making of de_sand. you can find de_sand here: https://steamcommunity.com/sharedfiles/filedetails/?id=1966858716 -MrFus3
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