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Found 25 results

  1. Ubuska

    [UT4] DM-Chamber

    RELEASED Map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber Old post Hi! I'm making DM map for Unreal Tournament 4. The goal of this project is to make fun cool looking map with custom art within 100 mb file size. It features trap room in the center of the map and zero grav pools. Playtesting was really fun Here's bsp layout screenshots After 5 versions of this map and playtests I started an art pass for this map. Still very rough but I managed to come up with some interesting basic shapes and basic lighting, so it's a good start I think. This map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber
  2. ElvinEnchant

    de_cncrt

    This is my first ever map! I've created this map of the course of about seven or eight days so far, and I've been pouring a whole lot of hours into it! I feel in spots it's rough because it's my first venture into mapping, however I impressed myself in other spots, whether by luck or good design choices. I started out with the vague idea of fighting on a stage, turned that into a rough layout of a concert theater on paper, and then into a defusal map in Hammer World Editor for CS:GO. The general idea of the story is that the Terrorists are a group of extremists bent on stopping a play due to homosexual characters being involved, and are willing to do anything in their power to stop it, including blowing up the materials and the stage used for the performance. The police were tipped off one way or another though, and counter-terror units have been deployed to stop them. The Terrorists spawn in the front parking lot of the Concert Arena, given the choice to either head towards middle, in the front door towards to the stage (Bombsite A), or into a warehouse that leads into a work yard with several important containers of materials for the play (Bombsite B). The Counter-Terrorists spawn in a storage room, and can either jump out of a store window into the boarded up middle, head out onto the stage, or go out the back door and/or the garage door into the work yard. The current version is fit for playtesting I believe, but it will most likely change quite a bit. I kept a very open feel for the map, with large sprawling corridors and tall-roofed buildings. However, there isn't a large vertical focus, only a couple vantage points for either site. The rest of the vertically on the map simply comes from the ground being higher or lower in places. This wasn't completely intentional, but as I playtested with bots, it seemed to fit alright. As of now, I'm not sure whether it is CT sided or T sided, and chances are good I won't know for a while, if ever, since I don't have the popularity to test it enough times with equally good teams to know for sure. Here are some shots from inside the map itself, shots of both spawns, each bomb site from several angles, and middle!
  3. untor

    [CS:GO] Residence [Waterfall]

    Residence Fragment number two: "Anarchy and art" " - They must feel the pain of loss! We will inflict as much damage to their cultural legacy as we can! We will not back out and will take them with us... " Terrorists arrive to destroy a villa built near the old lighthouse. The villa itself has valuable pieces of art. Under the lighthouse there is a small warehouse, possibly used to store precious historic artefacts. Original Waterfall (old)
  4. grapen

    [CS:GO] Chalice (Wingman)

    I just published 'Chalice' to the workshop, a small Wingman map inspired by a fortification in northen Italy, and a spin-off to my earlier map Scepter. Assets from 7 different maps came together to make this: https://steamcommunity.com/sharedfiles/filedetails/?id=1362837520
  5. Roald

    [PVKII] Desertruin

    A while back I have applied to join the Pirates Vikings and Knights II Development team as a level designer/enviorment artist. It's a free multiplayer source game where three teams fight against eachother. The project I am working on is 'Desertruin' with the Trinket War gamemode. This gamemode is a team-deathmatch gamemode with each team carrying a holy grail you have to protect. When you kill a enemy holding the grail your team will gain a point and at a 'x' amount of points you win. This map is orginally created by Yeehaw and then updated by Latteh. I have recreated the map with a new direction using the already existing assets. It's still in development, but the basic shapes and feeling is there. Now it's time to get some more custom assets and effect in. If you guys have some feedback already I would be happy to recieve it. For those who don't know PVKII, it's time to check it out! https://store.steampowered.com/app/17570/Pirates_Vikings_and_Knights_II/ PVKII dev team is always looking for new motivated members on any aspect of game design
  6. ItzOmega

    Futuristic Suburb (Unity)

    Hello Mapcore! This is the final project I have made in my first year from my master as a 3D Artist. The project is based in a distopic futuristic city with a big gap between rich and poor, and mafias fight for the control of it. The whole project has been created by the entire class, with me and Pau Sanchez creating the Outdoor part of the scene (Floor, low level, first level, tunnel and roof). The aim was to work all the class in one big project, with our teacher being the lead artist of it. In all this work I was responsible of creating the kitbash for the floor, first level and roof (From our part of the scene), and also creating some props and one big car. I also created the main character with a pistol, that has a basic rigging and skinning and is able to move around the whole scene interacting with doors, elevators and enemy players. We used vertex paint for texturing the entire floor, tunnel and low level, and Substance Painter for the rest of the parts. Breakdown Floor kitbash First level kitbash Roof kitbash Floor asphalt (Created with Substance Designer) Car asset Main bridge. Create by: Hao Jin and Jordi Oller Tunnel. Created by: Hao Jin and Jordi Oller Area 2. Created by: Irene Cruz and Jordi Montfort Aside from the 3D artist result, which was our main focus, it is also a playable project, with colliders and usables, and also players that are able to move around the whole scene. You can also spread love around Artstation https://www.artstation.com/itzomega and help me grow as a 3D Artist Thank you for your time!
  7. Serialmapper

    [CS:GO] de_Alexandra

    I had published the remake of my old map de_alexandra. Here is the workshop link. As you can see, it uses the new dust2 assets and a few custom textures (the rock walls and bomb-site B walls). The radar view doesn't look as pretty as the official maps have, but fulfils its purpose. Some areas maybe are not as detailed as they should be, but too much clutter hurts. There is room for improvement nevertheless. I optimised the map the best i could. The layout may seem a little bit strange and it's focused mainly on a casual game type. Giving the fact that this was one of my first defuse maps ever made, in late 2009, it has some dust2 influences. As player models i used GIGN vs LEET to better match the decals's french writings. Every team has 5 spawn points with a spawn priority of 1, the rest have 2 and 3. I used name places in the nav file , some of them are not really what i wanted, given the limited name places list that csgo has. Any constructive feedback is appreciated. More screenshots are on the workshop, also i invite you to test the map yourself.
  8. Pancakesandsyrup123

    [Portal 2] The Long Leap

    Map download link (steam): https://steamcommunity.com/sharedfiles/filedetails/?id=1403454857 Please read the description =)
  9. T-Rexer

    Canyon (Flying Scoutsman)

    I was bored so I made a Flying Scoutsman layout one evening, with no intention to finish it. After a surprisingly fun playtest, I changed my mind and worked together with the maker of the map Beerhouse to make this map visually appealing. So this here is the final version. There will be obviously problems with all the displacements, so feel free to report them to us. Hope you have as much fun playing this with friends as we did making it. Story: Deep in the Outback, the Phoenix have set up base in an old opal mine. Hearing of an imminent plan to attack the government, Northern Territory Counter-Terrorist units have been called in to halt the operation... Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1399373623
  10. Vaidar

    [CS:GO] Eagle Eye - Remake

    I have made a remake of an old map from the game Crossfire. It was the first map I played in a FPS game and I decided to remake it. I've tried to make it look like the original map as much as possible and didn't upgrade it visually or layout wise. It will most probarbly not play well in CS:GO. It's my first post here, hope I'm doing it right. https://steamcommunity.com/sharedfiles/filedetails/?id=1392957812
  11. GrillusRetardus

    [Gmod] rp_wildwest

    I just released an RP map that I've been working on since late November. Steam workshop link
  12. I wanted to do something different in-between my planned projects, so I had a look at Far Cry 5's Arcade editor and made an Outpost level called Wetland Turmoil. I also figured that I'd take this opportunity to write down my more or less incoherent thoughts on the editor, for those interested in checking it out. I like Arcade overall. It's robust, easy to learn and simply put designed for cranking out levels fast. I think that's both a strength and a detriment, as on one hand it diminishes the barrier of entry and creates a huge PR buzz for the game, while on the other it hampers advanced users creativity. You can tell it's a watered down version of whatever editor Ubisoft uses in-house, as I was missing some stuff that I wanted. There's no prop scaling, flowing rivers, dynamic wires, scripting of any kind, custom post fx - things that you otherwise might find in the base game of Far Cry 5. Though I must say that the environment options available are powerful. Each node on the grid has a hard memory limit that is hit quite fast, especially when you add AI. This makes sense though as Ubisoft would not want to deal with huge, broken maps all over the place, basically a safety net. Terraforming, painting foliage, placing props, setting up compositions etc. is a blast though, and you get a lot of props to use, a majority of which are from FC5. Great fun if you, like me, are into that. If my memory serves me right, it's very similar to the old CryEngine editors from back then? I only dabbled a little bit in those to fully remember. I spent about 2-3 workdays from downloading the editor to publishing my map, which I think speaks for how easy it is to learn and iterate in it. Would I recommend anyone getting the game just for the editors sake? No, not really. As much as I think the editor is cool, there's both Unreal and Unity to scratch the same kind of mapping itch. So here's a few shots of my level. I wanted to take some inspiration from L4D's Swamp Fever, which turned out a really fun project considering there were hardly any natural swamp/wetlands foliage, so I had to improvise. If you have the game installed you could search for maps made my user "grap3n".
  13. catfood

    [CSGO] de_ruby

    [RELEASED] NEW POST WORKSHOP LINK [OLD POST] Hello Mapcore folk, First I want to say that everything about the layout is still quite rough, work in progress and open for suggestion. The reason I'm releasing this heavy wip concept is so that I can hopefully catch a glimps of other players and mappers thoughts on the layout early on. The current overview of the layout: Bombsite A: Mid CT side: Mid T side: B site: Although this build felt pretty stable after quite a few playtests I would still like more playtesting hours / feedback before making any drastic decisions on where to take the layout next. Here's the workshop link might you want to check it out ingame : LINK So if you already have some thoughts, angry feelings or whatever that come up when looking/playing the map Please don't hold back and just let it all out. Because the sooner this little unarmed infant baby map learns it's flaws the better right? no mercy. Thanks in advance!
  14. Ubuska

    [UE4] Forerunner beacon

    Hi guys! I finished working on Halo 4 inspired scene - forerunner themed environment based on a concept from Halo 4 artbook. Here's the concept itself and my implementation captured within UE4. For this scene I used interesting technique - all assets made using custom vertex normals + bevels and tiling materials with no bake. Details made using deferred decals (normal, emissive). I can post some breakdowns if there is need for that. Let me know! Highres version here: https://www.artstation.com/artwork/BdXqk Also you can check my artstation for more stuff: https://www.artstation.com/gubin
  15. Flower_Shop_Guy

    [CS:GO] SOAT

    INFO: Current version: rc3 Current version file name: de_soat_rc3 Author: me DOWNLOAD: Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1209173869 GameBanana: https://gamebanana.com/maps/197803 GameMaps: In the process GoogleDrive: https://drive.google.com/open?id=15dk5xSlKtkC8pYtWRDP4r1E9iSu_taY4 Description: This designed mostly as a "casual" for 8x8 - 10x10 players especially, but also can be played 5x5. Large and complex bomb defusal map set in Uzbekistan mountains. Terrorists are bent on destroying the unstable country economy by attacking one of its major power plant. Map overview: Larger version SCREENSHOTS Ps: Hey, post your feedback and bug report here, this will be very helpful for me, thank you.
  16. Mocherad

    Haunted Mines (Unity)

    My first level, I was trying to make something haunted in the cave
  17. xysdf

    [CS:GO] - De_Seed - Final release

    Hi everyone! There is quite some history on this map release since I started it way back in Counter Strike Source years ~2005 (80% complete i would say) but never released it or called it finished. This had a good reason because at that time I got hired for my fist job in the games industry as a character artist which got me fully occupied at that time and further years. Now its 2018 and I was searching through my hard drive and wanted to finally release it to the public, but now ported and adjusted to Counter Strike Global Offensive along with some visual improvements. At the time of creation I had in mind to make a unique map out of displacement surfaces for non vertical/horizontal gameplay and a simple and quickly memorize able layout. Its focus is on open field battles and gives not too many corners to hide. Right now I call it beta2 since there is slightly room for improvement and I need to gather feedback on how it plays and visual & other improvements that could be adjusted/done - Everyone who helps me out on that is highly welcome! Click here for my Steam Workshop page. More Screenshots Known issues by now: It does not support multicore-rendering! Turn that off in the graphic setting or you might end up in disappointment. (It might work for some folks out there but my experience is that it crashes the map randomply in the first minutes of gameplay. I don't know who to blame for that...)
  18. Experience Quake Style Gameplay For Half Life 2 Deathmatch In This Custom Map! Map: DOWNLOAD This is my sci-fi map inspired by the classic Quake and Unreal Games. I've been working on this map for about 2 year now on and off. I hope you enjoy it as much as I had fun making it. =) Features Jump Pads, Speed Ramp, Speed Ladders, Trap Room, Healing Station, Automatic Ground Shield, Hologram Rotating Weapons and Ammo, Blue Light Bridge, Slam Tripwire Detonator, Toggle-able Prop Fly. Power Ups Invisible Invulnerable Low Grav Speed (With Sprite Trail) Drone (A drone will attach to the player and slowly heal plus shield) 125HP Health dm_lost_base_hd (Tricks/Secrets)https://www.youtube.com/playlist?list=PLgSd4b0ED7ltypreN8l0ms6o4os9ogAnw Choose which commands you want by manually writing them in your server.cfg Note: These commands are for custom matches and are all off (0) by default. Tip: 1 = On/Enable and 0 = Off/Disable) global_set remove_hint_arrows 1 Removes the Flashing Sprites Arrows from the Map. global_set remove_rpg 1 Removes the RPG Weapon spawn from the Map. global_set remove_invisible 1 Removes the Invisible Player Power Up from the Map. global_set remove_low_grav 1 Removes the Low Gravity Player Power Up from the Map. global_set remove_speed 1 Removes the Speed Player Power Up from the Map. global_set remove_invulnerable 1 Removes the Invulnerable Player Power Up from the Map. global_set remove_drone 1 Removes the Drone Shield Player Power Up from the Map. global_set remove_phy_cans 1 Removes the Gas Canisters that fly around the Map and explode. global_set enable_slam_drop 1 Allows players that have died holding the slam to drop the weapon. global_set enable_rpg_drop 1 Allows players that have died holding the RPG to drop the weapon. global_set free_up_90_edicts 1 This frees up 90 edicts by removing most orange sprites and sparks. global_set screenoverlays_off 1 Displays game text for sound announcements instead of screen overlay text (Textures). global_set no_player_flash 1 Displays all player models the normal way with no additional flashing effects added. global_set alien_mode 1 Displays all player models to be a bright green colour to make players stand out more. global_set alien_mode_no_flash 1 Displays all player models to be a bright green with additional flashing effects added. global_set sm_spawnprotect_on 1 Turns on SM spawn protect pluggin, off by default as it can display all players to be red!
  19. spa

    de_icarus (former de_corp)

    Hi Mapcore, I'm ready to share some progress on my map de_icarus (former de_corp here). Its been through some iterations and playtest and I've settled on the current layout. It still needs some polish and detailing in places, and skybox needs some love + callouts. Workshop Link Its been quite the ride so far on this map as its my first for csgo and hammer and im learning each step as they come. Its been absolutely great to have such a rich amount of tutorials and resources as well as community feedback, and general helpfulness! Full credit: Resources: - Rick_D for CS_Agency textures and props - TopHATTwaffle for realworld textures and tutorials - Skybex for Stadium/Workout texture references and props - Shawn Olson and Orvid King for WallWorm - Textures.com - VTFEdit - VIDE Playtesting and feedback: - Benjamin "Aranha" Thorhauge - Roald - PvtJelo - Horderp - Mapcore.org Community - /r/CSMapMakers Community Feel free to post any comments and questions!
  20. I-Juan

    Pagoda

    A CS:GO wingman map i made! hope you like it! Download here! http://steamcommunity.com/sharedfiles/filedetails/?id=1309903943 Downloads from here! http://steamcommunity.com/sharedfiles/filedetails/?id=1309903943
  21. Viiconov

    [HL:DM] Tension

    tension.bsp Half-Life Deathmatch: Source only has two great maps that are in the game by default: Crossfire and Subtransit. They are the only maps I used to play with my friends, and that's why I wanted to make another good map, one that's worth playing (unlike most of the other official maps). The result is called Tension. It has a very basic, almost Counter-Strike-ish layout. It's made up of rooms that connect into other rooms. Most of them give you the option of two other rooms to go to, and the map also has a centre, which connects into five different rooms. As I said, it's very basic. The theme of the map is based on the textures from the CS 1.1 map cs_thunder, made by Chris Auty. Luckily, Half-Life Deathmatch comes with a snowy mountain skybox. I haven't got much more to say about the map, the main reason I'm uploading it here at all is to have a permanent place for it on the internet, but I do hope that some people who still play the game will enjoy this new map.
  22. Klems

    [HL2:EP2] FusionVille release

    RunThinkShootLive is organizing Half-Life 2: Episode Two Level Design contests throughout the year, and the last contest of 2017 just ended! Lots of people at MapCore are making HL2 maps! Go download FusionVille here: https://www.runthinkshootlive.com/posts/fusionville/ Raid, by @crowbAr Wake up and run, by @leplubodeslapin A Hero Once More Pt2, by @marnamai The Shadow over Ravensmouth, by @Klems
  23. Freyja

    [TF2] Shoreleave

    Hey all, Just wanted to show off this new map I worked on with a friend. It's been in development for nearly two years with ups and downs but we finally got to a point we're happy to release it! You can check out a neat little trailer we made up or the screenshots below. Thanks for taking a look! Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1238849347
  24. Hi everyone, I just made a tutorial in FRENCH on how export and convert models and textures for csgo, if you have any recommandation don't hesistate. here some screenshots of possible results
  25. Hi Guys, I am recruiting 3D Modelers to help me design models and Levels for a 5 staged shooter puzzle game. I need long term team members. You will need to know a bit about Trello, Blender - Unity intergration or if you are using any 3D software- you need to know how to produce models that works in unity 3d engine. Also I am recruiting Rigger and Animators, as well as Graphics/Ui designers.
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