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  1. Hello gamers I'm making a map which is going to be set in the narrow streets of Valetta, Malta. I originally wanted to take part in the exotic places competition, but I didn't have much time so I gave up. On the plus side, I did end up with a layout that now I can work on. The layout is smaller than the average map, with contact times and rotates of about 10 seconds, with the only exception being mid, where players from both teams can reach it in under 4 seconds. My intention is to make the middle of the map very important, allowing the Ts to rotate freely if they control mid. My biggest worry is that the map is too small for 10v10. Please give it a shot and tell me what you think, all feedback is greatly appreciated. (Screenshots on the workshop page) https://steamcommunity.com/sharedfiles/filedetails/?id=1932804303&searchtext=limestone Reference: radar:
  2. Hello everyone, I would like to hear your opinion of the map) Link - https://steamcommunity.com/sharedfiles/filedetails/?id=2921694114
  3. Hi all, I recently started working on Caligula, a classic 5v5 map for CS:GO. Caligula is set on the island of Malta in the 1960's. For this project I'm going for bright colors and great visibility. So far I worked on the main layout. I then slapped some textures on it, to define a mood and see how I can set this map apart from other maps with the usual "mediterranean" setting. I'm also playing around with my own dev textures this early, to spot any problems with visibility early on. The layout has not been playtested yet, so any feedback is greatly appreciated. This friday I'm doing a first playtest, so I expect the layout to change a lot after that. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2412138868 Thank you for showing an interest in my project and I look forward to any feedback! Latest screenshot: Original OP: An overview shot of T spawn. T's spawn on that little bridge over there. The way up to A, towards the church in the distance. Bombsite A is right behind the church. Bombsite A features some old Greek ruin. To get to bombsite B from T spawn you have to go through this little fish shop. The official callout for this place is simply "fish". The area where T's can set up to enter B. Bombsite B, featuring an old statue, currently a boilerplate prop. A view into bombsite B.
  4. Here I create a Sci Fi Door. I use the program Maya. The door will be animated later. More pictures will follow.
  5. Hello Mapcore! There is going to be a lot of "my firsts" here in this post so please bear with me. My first UT map! Decided to post my first "finished" iteration of a map that I've been working on. This started as a fun project and over time changed into something that I personally would like to pursue in the future. Am a huge fan of older FPS, whether it be Quake, Half-Life or UT. Heads up there is going to be a lot of bare bone blocked out Level Design stuff here. Not the most exciting I know, but I would really appreciate some feedback from other enthusiasts and professionals from the field. So HUGE THANK YOU to all who share their knowledge! Since this has begun as a fun project it is obvious from the map that it was iteration first and plan later. Trying to finish this map has made a couple of things obvious to me that If I started a map from scratch now, I would go differently about it. So, I decided to create a closed asymmetrical map. The idea was to create memorable locations for the players to help orientation on the map. Thematically around canals / waste processing. I don't have the layout at hand right now, but if you have Unreal Tournament (2004) then you can download it here and try it out yourselves. Looking forward to your feedback. *Piston Room* *Outside of waterfall room* *Quick navigation examples* FLAG
  6. Hello nerds ? I have been working on this map for few months already. Map has been updated with major changes after last playtest and because I'm happy with current version I decided to show it here. Feedback is aprreaciated! Steam workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=2547145592 Overview CT spawn TT spawn Mid and TT entry A site B site
  7. This is my third greybox map, which takes place in some unearthed ancient Egyptian ruins and is inspired by real ruins such as the Philae temple but applied to a more mountainous setting. It has already been playtested a few times in the Mapcore discord but any feedback is of course welcome. As always if anyone is interested in creating assets for the map let me know. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2847371895 This is the current radar as of 19/11/22. Screenshots are in the spoiler below.
  8. This is Nocturne, Halloween map made for Halloween (2022) for the game Team Fortress 2. Plan was to finish this up sooner but been too busy this year. Actually crunched a week now to get this done. Almost there... So please go vote for it if you like it or dont like it. Thanks. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2863064447 PS: Still working on it.
  9. A project i started a month ago. The idea is to make a playable island environment. The ocean water i''ve used https://github.com/UE4-OceanProject/OceanProject/tree/4.18
  10. Hello all! This is my first map for Garry’s Mod, for the Trouble In Terrorist Town game mode. Been out of the saddle with mapping for a while so I'm excited to show everyone what I've been working on! (While this is a WIP; it is fully complete and functional! Server Ready!!) The map features multiple objectives for the innocents to work toward, that also work in parallel with the Traitors. The innocents must activate the power to make the traitor tester operational, but the Traitors can use the power to activate deadly traps. I tried to create lots of variation in space to take advantage of people individual playstyles. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2827944051 As always feedback is welcome and appreciated! Thank you all, have a wonderful day. -Waspi
  11. After creating several AIM and FY maps, I decided to start working on a hostage rescue map. After about a month of work, I'm proud to present Exodium: Download (version 0.33): Steam Workshop Gamebanana This map is my attempt to re-balance hostage rescue mode so that it wouldn't be so T-sided. To do this, I did two things. First, I placed the hostages into two separate locations, similar to how bombsites are located on defuse maps. Thus, unlike a map such as Assault or Office, terrorists will now have to split up to effectively guard the hostages. Secondly, I made the map dynamic. Instead of returning to CT spawn when a hostage is picked up, the CTs instead go to a new area that becomes accessible to rescue the hostage (see blue area in layout). More specifically, there are three doors to the hostage rescue zone that are closed at the start of each round (marked in red). The two doors near the chambers will open when the CTs pick up the hostages, while the door at terrorist spawn will open after a 10 second delay, to discourage terrorists from camping at T-spawn. When a CT picks up a hostage, the round becomes a footrace to the rescue zone. Because the player carrying a hostage moves at only 200 units/second (as opposed for 250 units/seconds for knife players), the terrorists still have a chance to cut off the CTs before they reach the rescue zone. However, I also placed three separate rescue zones in three separate lots/warehouses, thus terrorists will have to choose which rescue zones to guard when they reach the back area. If they camp the wrong rescue zone, then the CT might easily slip past them undetected. Thus, CTs have a massive advantage when they reach a hostage, which I think it's fair given that reaching the hostage in my opinion should be the equivalent to planting a bomb in defuse mode. I got this idea of a dynamic hostage rescue map from @El_Exodus, who first proposed this back in 2016. This is also why the map is named, well, Exodium. And now, more screenshots: Lobby near CT spawn Hallway to Chamber A Chamber A Mid Route to Chamber B. You can also see a bit more of the skybox I created in SpaceEngine. Chamber B. Influenced by de_cache's bombside B. One of the warehouses near to the rescue zone. You can also see signs the the other two rescue zones in this screenshot. While all the brushes are textured, cs_exodium is still in the early stages. Would really love to hear feedback regarding my tweaks to the hostage rescue mode, as well as the map in general.
  12. Hello everyone! I'm here to show you my first serious map. De_Bogota is a small town in Columbia's Jungle. This is my first map and if you want you can report a bugs if someone will find. Hope you like it! Link to the map: https://steamcommunity.com/sharedfiles/filedetails/?id=2798449088
  13. Hello! I haven't posted any new maps here in a while, so it seems that the time has finally come Horizon is a new map I'm making with rastick (steam) He is the founder of the map and gameplay developer and I'm a visual and gameplay developer. The setting of the map is a museum complex in the mountains, and the main visual feature - a stunning panoramic view from the mountains. All of the screenshots you will see is the production version. The current playable version looks much simpler (like a graybox with textures in some places). Gameplay (WIP but it's almost done) We spent a huge amount of time and effort on the gameplay of the map and tested it many times. Well, the progress is visible, we thought about a lot of gameplay situations, both in general and in particular, made a lot of different places that put the player in interesting situations, and we have not found significant shortcomings in the map, BUT I'm still not satisfied with the map (maybe it's a phantom memory and pain for my previous "great" projects, but it's not certain). We're still working on gameplay, so if you ever play our map and have thoughts or want to report a bug, we'd love to hear your critique! Visual (WIP) Now the visual component is not so much ready as it is at the stage of prototyping and searching for ideas, and if everything is more or less solved with nature and surroundings now, the architecture is still in the active phase of thinking. Nevertheless, I think it all looks like at least a very interesting concept right now. I have a couple of models and textures ready, but I'm still looking for ideas, so I'm being cautious about making props. References and sources of inspiration The map was originally inspired by the tourist complex on Mt. Säntis (Switzerland). Also very much inspired by Mt. Wellington (New Zealand). Now it is a kind of symbiosis of these two places, the architecture from the first and the nature and views from the second. And also I liked the Lumen Mountain Museum which helped me finally choose the setting of the museum in the mountains. Workshop Link (CAUTION! gray textures) Hope it was interesting to see what we do, thanks to everyone who read this! Hopefully we'll share more details about development soon...
  14. Hi there! This is a map I've been working on for about a month so far, the main focus was trying to make a compact layout with fast gameplay and interesting ideas. Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2741789704
  15. de_samba This is a map I'm working on from time to time. I lost it once, retrieved it and builded version upon version until now. It is supposed to be a bomb defusal map set in a favela-like environment. At least that is the plan. For know it is still a grey boxed version where I'm trying to perfect the layout. Layout: As you can see, I went for a traditional layout. But I tried to mix CQC and long range fights in several locations. I started with the idea of verticality, as the complete left side of the map is on higher ground than the right side. Screenshots: Some visuals of the current state of the map: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=659931332 Feedback: I'm currently looking for feedback on the layout, as I would like to find a final version, before try detailing. Showing the map and getting feedback would also be a way to give me the necessary motivation to at least finish what I started Post your thoughts here or hit me up on the Mapcore discord.
  16. It's been a while ago since I've been here. So I'm creating not just a single map or a model. I'm creating the whole game using Unreal Engine with my frinds. I don't know which the topic should used for posting this? Sorry if I was avoid some rules and selecter the wrong topic. I would like to share to you with my game, that I making with my friends, it's called "MIMESIS". "MIMESIS" - is a multiplayer Hide'n'Seek action-shooter game, inspired by the once popular PropHunt addon for Garry's Mod. The game is currently under development, but feel free join our Discord server for more info and support on Kickstarter! ? Here some screnshots from the first levels of the game. Also, 95% of models here made by me too! (yeah, when buy the assets on Epic Store is not the option) Office Level: Industrial Level:
  17. Enterprise Use assets created by Jakuza and Celery. It is a Wingman map, intended for two players per team, it is located at the headquarters of a large company. It's a remake of one of my old maps called Factory, also a Wingman map. It is still in Alpha state, so many things may change and will be added in the future, I also leave the link to the workshop so that you can see it and give your opinion (if you want): Workshop Images:
  18. Hey everyone, Short simple post! Working on a simple wingman map with a small twist! Terrorist Have managed to make their way to the cities only storage facility for grain and have plans to destroy it cutting off the food supply for this remote city. Whats the twist you ask? Simple the Terrorist spawn much closer to the site than CT's to promote more bomb plants which rarely happen in traditional wingman https://steamcommunity.com/sharedfiles/filedetails/?id=2658232301
  19. This is a mostly complete 1:1 recreation of the London Natural History Museum, sans the more recently built extensions and not including any of the real exhibitions. This has been my ''lockdown activity'', of sorts. All mesh created inside the hammer editor, and using near-exclusively custom textures ( 125+ ! ) all edited by hand. Currently only compiled for cs:go, but I intend to port it to at least gmod as well, maybe it could work as scavange/survival in l4d2? Would love to see it in HL:A too, but I don't yet own VR so if anyone's interested to port it for me - or in contributing in any other way, please do contact me. If you've got a good idea for props to fill the exhibition spaces with, that'd be cool too - I was gonna do a half life theme but pretty quickly ran short of actual suitable models, at least that I could find. Files; 24/08/2020 (first public release): https://drive.google.com/file/d/1ojDYBtpS4X-zJDpcqMHTeegJjI7Up8_1/view 02/09/2020 (improved east hallway, 24 spawnpoints): https://drive.google.com/file/d/1PKLII33cFCqnOnBOmLTD8dFUealSDCbY/view 18/09/2020 (all around improvements/additions, fixed cubemaps): https://drive.google.com/file/d/1YkZuPrQqfLiIxi3H_QLo2N1lZ7pFuFRc/view 15/11/2020 (added exterior, increased model quality, general polish) https://drive.google.com/file/d/1veuRpy29IGv8cxBl3OuQWsuoTmAy5TBe/view 21/09/2021 ( changes listed below ) ( edit; now includes working nav mesh! ) https://gamebanana.com/dl/662744 11/11/2021 https://gamebanana.com/dl/691124 ( look through posts below for more detail on the changes )
  20. csWaldo

    Furnace

    @esspho and I are teaming up for a new defuse map. Welcome to Norilsk, a soviet mining city in the arctic circle shaped by freezing temperatures, high pollution and 45 days of night in winter. Some of the mood and references we are going for: Concept art I made of how this could look in source: 3d concept for the layout, developed by esspho: https://3dwarehouse.sketchup.com/model/3d130ab7-062e-48e3-88f7-7d255d7aae88/defurnace-concept Concept overview with pathing: Greybox is in the works. Let us know what you think ?
  21. Dockyard is a bomb defusal map for CS:GO. The map is set in a dockyard, with the two sites built around an under construction ship. Here is the Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1658475749 Below is the current radar and a screenshot of the B site. This is my first map, but I'm excited to start getting feedback and continue improving it!
  22. 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
  23. Hello guys, the new guy's here... ? I started this project mid june and this is how far Ive come I guess. This town is placed in Schweiz, heavy influenced from the city Thun. The skybox is going to be removed and changed to something more Schweizy like. But this will be for now. And the details ive done sofar is still under construction, nothing is finished yet. A bombsite. B bombsite. Mid from Ts view. Mid from CTs view. Connector from A to Mid. A very W.I.P tourist place with still Alot of room to work with. CTspawn. Tspawn. ...And the (what to come) wine storage at B site. Alot of the errors I already know of , like clipping/skybox etc. ..and Ive not gotten this layout testet yet, https://steamcommunity.com/sharedfiles/filedetails/?id=2514823127 All feedback are appreciated! Best regards, bawwan.
  24. I am currently working on a Demon Cat Girl. She should get a sinn later. I've been working on the head for about a week. I use different programs for the model, you can see a list here. List of programs: ZBrush substance painter Maya About comments I would be happy ?
  25. Hi everyone! de_roofs is my first attempt of creating a map for CS:GO and I'm here for some feedback. It's a wingman map, so maybe in future I will expand it to a full 5x5 competitive map. Right now it's just simple blockout, without any detailing(just functional props), or background. I hope you'll like it) Bomp site Middle Long T spawn CT spawn Enjoy! https://steamcommunity.com/sharedfiles/filedetails/?id=2531724312 p.s. If you can record your gameplay, I'll appreciate it
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