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  1. Hey guys, Finally got around to make a short breakdown of the Source 2 scene I made a while ago. I made sure I took a few WIP screenshots as I worked on it, so I could do a thorough breakdown later on, so here you have it. This engine is really fun to work with, you can model nearly everything in editor, just like you could back in the BSP era, I really hope to see more engines (specifically Unity/Unreal) follow suit, as removing the need to use so many third party apps from your workflow really makes making maps a lot more fun. (Had to divide it into two parts, as ArtStation limits the amount of characters per post.) https://www.artstation.com/helderp/blog/vglP/porto-portugal-source-2-breakdown-part-1-2 https://www.artstation.com/helderp/blog/LZy1/porto-portugal-source-2-breakdown-part-2-2 Steam workshop download link: https://steamcommunity.com/sharedfiles/filedetails/?id=2176807868 Steam workshop Night Version download link: https://steamcommunity.com/sharedfiles/filedetails/?id=2211782075
  2. Source 2 - de_italy level created for PolyStrike 4k video:
  3. Rikuda

    Blagai (Wingman)

    Hello everyone! Welcome to the our map Blagai. This map is first in our development and we really look forward to your feedback about it. This map takes place in a small monastery, very popular in Bosnia and Herzegovina, which is now a tourist destination. Near this place is a beautiful cascading waterfall named Blagai. Here you can see a huge difference in map changes: Before/After - T-Lobby Before/After - Shore Before/After - Plant Screenshots of reference: Rikuda | gameplay, art Y291 | 3d models Snakez | Optimization Also special thanks: MoreGames Yanzl (waterfall asset and water) rastick (gameplay) Ketal Steam-link
  4. This is my entry for the 2020 Source Engine Discord Wingman Contest. This started out as an Arms Race map, about half done with the art about 1.5 months before the contest was over, and for the past two weeks I have overhauled the entire map as a wingman experience. I have done a few playtests on the Source Discord, and they've been mostly positive. I'm at a polishing stage right now, so any and all feedback would be appreciated. I'm doing a playtest on the MapCore Discord on Thursday, September 17th at 3PM CDT, if anyone wants to take a gander. There's definitely more things to polish, and maybe a few visuals bugs/exploits that still have to be fixed (like filling gaps between props with `toolsblack` brushes, etc). Otherwise, this map is primarily complete. My goals for this was to make something as pretty as I could, while keeping performance good enough and to improve my art skills. I worked hard to create budget UVs, textures, and models for the map to keep overhead to a minimum. Unfortunately, since a lot of the map is not brush based, the use of occluders were necessary. I would say I could have done a better job with planning, but overall I think the main goals for this project have been accomplished fully. Even if it does not do well as a wingman map, I can always turn it back into an Arms Race map. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582 This project has around 20 custom models (not a whole lot, admittedly), a custom made skybox, custom soundscapes, and a few custom materials. Special thanks to 9yz, Slimek, Darnias, Yanzl, and Morozov/Untor for help and assets. Workshop description: The locals of the island grow upset over the glutenous part-time resident, the CEO of Proxy Research, the company responsible for the disaster at the South Heber Research Base. Seal Team 6 is sent in to protect him- as he's an asset to the U.S. Government. For more information on the South Heber Research Base disaster, please see Operation Coverup: https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 <---- this is the link to my last wingman map, which I've posted here before... these maps are interconnected through story I have uploaded the most updated images in a reply to this post, hopefully it should give you a better idea of what the final version. ^^ Updated Image ^^ (Old image below... spoilered) In this picture, my custom skybox and tiki torch models are featured. I've used this shot for the workshop thumbnail and as the first photo in the workshop album. ^^ Updated Image ^^ (Old image below... spoilered) In this second picture, you can tell I've struggled with the water edge at the skybox, which unfortunately I've had trouble masking further. Luckily, during the playtest nobody mentioned it, so hopefully it's alright for now until I find a better solution. The trims on the side of the villa, as well as the tarp over the crates (on the left side of the image), the overhang on the front deck, and the thatch roofing (not pictured well here) are all custom assets made for this project. This photo is not a great showcase of those, but hopefully you'll be able to appreciate them further in-game. ^^ Updated Image ^^ (Old image below... spoilered) Here, the tarp is featured again, but more prominently. I ran cloth sims on a pre-unwrapped subdivided cube. The poly count is a bit high, but I've been told by veteran modelers in the Source Engine Discord that this is fine. I know in the future I will try to streamline my cloth sim assets for Source Engine. Further down below, I made a bed and pillows, which both heavily rely on subdivisions near the edges of the mesh, so that more detail can be put into the folded areas. More on that later. Additionally, here's a closer look at the tiki torches-- maybe not as impressive as some veteran mapper's work, but it was something I could easily accomplish to bring more depth into this envrionment. ^^ Updated Image ^^ (Old image below... spoilered) This is the inside of the villa, adjacent to the bombsite. The bed, pillows, plushies, hanging ceiling lights, warped copper wall art, and wood wall trims were all modeled by me (the floor texture and the thatch roof in the window are also custom). I tried to make great use of hipoly bakes and masked phong/cubemaps for many of these props. For all these props I used a PBR workflow, converting them into specgloss materials using Yanzl's tools with many manual tweaks. The bed features a phong mask to enhance a sheen on the blue trim there. The bed and pillows are fully tintable, both with alpha masks on the diffuse channel. As stated above, I subdivided the edges of the cloth on the bed and pillows to allow for more definition in the cloth sim. On the warped copper wall art, I took advantage of a hipoly bake, using that to deform the surface with normal maps, which the lowpoly is fully flat. Using the baked mesh maps I was able to texture the asset procedurally, giving it a more natural look using PBR materials and masks. The chicken and potato plushie are assets from my last map, Coverup. (Note: This is a deprecated screenshot, as I have not taken a replacement. Not much has changed in this area, so it is mostly representative of the work there now.) This photo is just a showcase of some of the instances I used to detail much of the map. I created premade instances to use for the jungle section, which I could mix and match. I made some with lower detail to use in less visible areas- as this could help improve performance. I also made heavy use of Morozov's Swamp grass, which I adore! I also am using tinted flowers from the Inferno remake. ^^ Updated Image ^^ (Old image below... spoilered) I tried to make use of some of the Shoots assets, which although lower res, are able to add depth to an area that would otherwise be flat. It was a good excuse to keep some Arms Race history in here. The exterior and interior brush textures on the building though are from Danger Zone and Morozov's Swamp. ^^ Updated Image ^^ (Old image below... spoilered) Although not the best angle, this is the bombsite for the map. I recompiled the safe from Danger Zone to remove the pre-existing explosive models on it. Featured again here, are the wood trims, but also a custom door model- which makes great use of a hipoly bake. ^^ Updated Image ^^ (Old image below... spoilered) Here's the TAR image generated from my map. I'm still working on it, so please suggest any changes that should be made, including color choice. Hopefully you've enjoyed this post! I might update it more as time goes on, but cheers for now! - Will "celery" Granda (formerly "TheOnionChef") Paradise logo made by my dear friend, Jonmcbane. Thanks, buddy. One more shoutout to Proxy, the DJ- who let me use his music in my trailer for my last map, Coverup. EDIT 9/16/20: Updated images from the newest compile with better angles. Made some layout changes to help the flow of the article when viewing the updated images.
  5. 'Nightclub' is an Arms Race/Deathmatch map I've been working on for the last week. AVAILABLE NOW (v1.02) 28/03/2022 Hoping to fully release by Christmas Eve. Currently 'Nightclub' features music, using 'Vortal Combat' from HL2 EP2 as a temp track. However it might be changed or removed later on. (In case you're actually wondering 'what happened to the "Inmate" map?', the files fucked up so I gave up instantly lol)
  6. iamb

    [CSGO] Darien

    Hi guys, few weeks ago I finally released my map which was in the making, with long pauses, for something around 6 years I think. It is my first and only map for CSGO after mapping for some time for CSS. I rearranged and reworked it more times than I probably should but now I come to the effect which I'm quite proud of. The idea was to create a real setting, with theme being fight between revolutionaries of FARC and army of Colombia and with unique, non-qudratic layout. Figths took place on the streets of a small town in a middle of a jungle. Targets are barricade on the main road and army supply stack. Would love to hear your thoughts. Link to the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2762768822
  7. As the title says , i am making a visual remake (getting rid of the cbble theme), and a little bit of gampley readjustments, of one of my older maps, de_island , that i made in 2014 for the gamebanana maping contest. Here its a link to it's page on gamebana. I started the remake more than a year ago, but i made frequent pauses due to, you know, real life. I'm going to finish it some day, no deadline, but until then i'm creating this topic to be more like a development log. My intention is to use HR textures, as much as possible the custom kind, and custom models, as much as possible made by me. Here are some screenshots to ilustrate the progress. Any constructive feedback is welcomed.
  8. Here is the wingman map i've been working on for almost a year, finally finished it. I learned a lot about level design and environment art while working on this project. (But unfortunately can't upload to the workshop right now because keep getting ''Failed to publish file! Error code:2'' error) I'll add the workshop link when I find a fix for the error .
  9. SirSnail

    de_wake (wingman)

    de_wake by SirSnail Wake is finally up! Set on an island castle with a secret lab entrance in the back, this project was fun and a good learning experience. Feedback is welcome! Some assets borrowed from Yanzl (de_castle) Steam Page
  10. wazeecha

    [CS:GO] de_sapper

    cs_sapper is the third project I've put serious effort in since picking up Hammer as a coronamapper this past spring. Since July, it's gone through a good handful of iterations, but I think it's now at a stage where the layout is mostly finalized and I can move onto fine-tuning and detailing: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2259031029 I wanted to make a hostage map since the majority of the focus seems to be on de_ maps. That said, the original idea did start as a defuse, but the only surviving features of those early designs is the long main: The map is centered around the Diamond Exchange Building and the Clocktower, the first structures I built before I even knew what the map would really turn into: These are both based on references from real-life locations: As far as reference goes: the map is loosely based around the city of Bo, in Sierra Leone. There's going to be a heavy West-African theme I hope will come out more as the detailing progresses. (Oct 2020) Original Alpha 1 Gallery: https://imgur.com/a/TNKtgTH (Nov 2020) Current Version: https://imgur.com/a/u0aa3j4 CT Spawn/Rescue Zone T Spawn/View of Lower H
  11. The Danger Zone experiment returns to the sun soaked hills of southern Italy. Between scenic towns and ancient ruins, fight to survive and be the last man standing. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2587298130 Made by: Hasselh0ff, KlixX, Seth, Quotingm Slimek, Andi, Squidski and T-R3x3r
  12. Jim F Kennedy


    G'day. I've been recently working on a classic 5v5 csgo map named Battery. This map takes place in and around an old WW2 bunker, converted into a gun running factory in Estonia during the early spring thaw. Bombsite B was the main focus for the map, (it was originally a wingman map) and went through about 23(?) iterations. What would be considered Middle, goes through an old dilapidated and collapsed WW2 bunker, it takes heavy inspiration from Nacht Der Untoten. Bombsite A used to have a "nuclear bomb" sitting in the middle of the site, however I removed it because I couldn't be bothered modelling it. Aiming for an early June release date, but considering the pace of things, probably even May. But feel free to have a walk around the map, it's always changing and is slowly reaching more towards being finished. https://steamcommunity.com/sharedfiles/filedetails/?id=2401850892
  13. Levelboi

    [CS:GO] Steel

    I just released a new map called Steel and would love feedback! Thanks a ton for checking it out! Steam Workshop Link https://steamcommunity.com/sharedfiles/filedetails/?id=2565459613 Trailer
  14. hAgi23

    Romano [Wingman]

    Hello Mapcore, I'd love to share with you my first CS:GO map: de_romano. Feedback is welcome. https://steamcommunity.com/sharedfiles/filedetails/?id=2530584359 Cheers! hAgi.
  15. HEY! please have a look at my first map build: it's a rework of the old but classic glass maps we all know from years ago - but now combined with the nade dodgeball game. i am very interested in your opinion and please leave a rating. https://steamcommunity.com/sharedfiles/filedetails/?id=2464087528 wishes, J1NZ
  16. BARS

    Karrida [Wingman]

    In the city there is a spectacle, a bullfight! All the residents of the small town are on it now. At this time, the terrorists quietly planted dangerous substances in the city! Do not let the terrorists detonate chem https://steamcommunity.com/sharedfiles/filedetails/?id=2411829911
  17. Harran Olympics Even with a quarantine in place, you can still participate in the Harran Olympics, albeit in a more extreme version. Despite the lockdown, you found your way to the Harran Sports Village where Olympic games were scheduled for the summer. The competitions are more extreme, and with some special competitors. Test your mettle, win competitions, collect gold medals, and let your success story go viral. Choose from 13 different events of various difficulties with XP rewards for each one. Dominate your competitors, and speed through courses before time runs out. Events range from Olympic classics such as Long Jump, Pole Vault, 100m Dash to brutal, knock-the-wind-out-of-you events such as Dodgeball, Jungle Gym. Will2k August 10, 2020 https://steamcommunity.com/sharedfiles/filedetails/?id=2193273766 Screenshots
  18. Hello everyone. I hope you are doing great. I wanted to show you my first map: https://steamcommunity.com/sharedfiles/filedetails/?id=2459189885 Of course I have to thank and mention Yanzl for the huge help of the open breach props and textures. Also I used a lot of new nuke's props and textures too (very mainstream, I know haha) I tried to make a map fun to play, with 2 bombsites but not big, with many kz jumps and plays (mostly in A bombsite) and balanced between CTs and Ts. I hope you like it, and I'll be reading your comments and opinions. Thanks for your time! Have a nice day.
  19. "Get to the choppa!" A man is being held hostage in his mansion located in the Swedish skerries. Secure him and bring him to one of the TWO rescue zones to call in the chopper. Keep the landing zone clear and extract the hostage! Made for the 2020 Source Engine Discord Wingman Contest TEAM Fnugz | Gameplay MadsenFK | Art Andi | Models SHOUTOUTS Yanzl | Mapping hotline ZooL | Grand vscript wizard Terri | The People of Mapcore. Additional Credits Yanzl | Making and sharing the majority of the assets used Skybex | A few assets WORKSHOP LINK MOOD BOARD
  20. Original Map (AIM_Six_Arenas) Downloads: Steam Workshop Gamebanana Spinoffs: Deathmatch/Demolition/Arms Race compatible version: Steam, Gamebanana, Mapcore Showdown Planet: Steam, Gamebanana, MapCore After several weeks of works, I would like to present to everyone my take on 1v1 multi arena: AIM_Six_Arenas. The map features six 1v1 arenas connected by a hallway. For the first 20 seconds of each round, though, arena doors are locked, forcing players into 1v1 matchups. After 20 seconds, the doors to each arena will unlock, allowing players to use the connecting hallway to hunt down other players. You can and should use the radar to determine where remaining enemies are located. As there is only one door into each arena, I gave players the ability to teleport directly into an arena, potentially bypassing anyone camping at the door. However, there is a two second delay before you can teleport, so you can't simply use the teleporter to cheaply run away from enemies in the hallway. Also, to reduce the amount of searching after the doors are unlocked, there are indicators in the hallway showing which arenas are currently occupied. This map also has random sets of weapons each round. The matchups are: USP-S vs. Glocks Five-Seven vs. Tec-9 Mag-7 vs. Sawed-off MP9 vs Mac-10 Famas vs. Galil M4 vs. AK47 AUG vs. SG 553 Credits: TopHatWaffle's Real World Textures: https://www.tophattwaffle.com/downloads/real-world-textures/ TopHatWaffle's Real World Textures 2: https://www.tophattwaffle.com/downloads/realworldtextures-2/ TopHatwaffle's Water Source: https://www.tophattwaffle.com/downloads/water-source-textures/ In addition to Valve's main maps, this map also uses models and textures from cs_agency, de_breach, de_swamp and de_subzero I also plan on releasing several spinoff maps based off of this map, with individual maps based on the arenas, as well as a more traditional 1v1 multi arena map compatible with the 1v1 plugin. And now screenshots of the six arenas, as well the connecting hallway:
  21. So after many hours I finally got my first map to a publishable state. You can find it here:https://steamcommunity.com/sharedfiles/filedetails/?id=2432752075 The map is a wingman map set on an offshore island, featuring a lighthouse. It's main idea is to give ct's a strong but exposed sniping position on the Lighthouse, but give the terrorists a tunnel leading into the building and contest the strong positions of the map. As this is my first map most of my time was spend learning the source sdk. (also the map has horrible brushwork because it took me a while to figure out not to use the carve tool) Now that I have a better grasp of the basics I'm probably gonna start a new project with hopefully more polish. I'm thinking about doing a map set in a roman bath next. Feedback is highly appreciated. Questions: - The map seems kind of T-sided in playtests, any advice on how to shift the favor back to the ct's a bit? - I had some friends who are into blender make the custom props for this map, these props are mostly coloured white. In game the sides of the props that are directly exposed to the light_environment are super bright (see image) when viewed from certain angles, stepping into these angles creates a very distracting bloom effect like the whole area is suddenly getting overexposed. I kinda fixed this problem by adjusting the light_environment angle to not directly shine on these props and moving the most affected prop out of the playable area. Is there a way to fix this? I tried playing around with the phong values in the vmt, but even disabling phong doesnt fix it. Tbh the vmt settings are kinda hard to get for me, and i wasnt able to find a good tutorial which explains them.
  22. I'm happy to introduce, after months of work from my friend who is the original author, and collaboration from myself and others, cs_crackhouse_sg! The newest, and in my opinion the best ?, cs_crackhouse port into CS:GO. The map includes high quality textures, relatively high framerate, and other great features. Please leave your thoughts on the map, or any questions below. Video walkthrough: Steam Workshop post: https://steamcommunity.com/sharedfiles/filedetails/?id=2432520828 Gamebanana post: https://gamebanana.com/maps/215039 Active development & discussion: https://steam-gamers.net/forums/forum/431-crackhouse/ (Delete link if it breaks TOS)
  23. Kokopelli

    [CS:GO] Offshore

    Offshore is my entry to the 2020 Source Engine Wingman Mapping Contest. This map takes place on an offshore decontamination facility. Play It Now I began this project with the idea of creating a map that would support multiple games modes in which each game mode would be played on a different floor/area of the map. Eventually I scrapped that layout and decided to take the theme and build out a wingman map instead. Since a few months had already gone by since the contest was announced, my goal for this project was to leverage existing assets to create a fresh experience in an environment that hasn't been explored much. I'll get into some of the gameplay details in my next post. For now, enjoy some screenshots:
  24. Hello everyone! I just finished my new map for CSGO. It is a fun map, with a lot of interactions and a unique theme. I invite you and your friends to play a game of Bloodline! Workshop Link: https://steamcommunity.com/workshop/filedetails/?id=2112785597 DESCRIPTION Fight in the Parkists Arena in this battle of Bloodline! The most violent and controversial sport of all! When you hear the crowd remember to fight for the field, avoid the lava, press the explosive buttons and make the best score of the match! They will shout your name for sure competitor! MAP SIZE: Large RECOMMENDED NUMBER OF PLAYERS: 12 - 16 AVAILABLE GAMEMODES: Deathmatch (most recommended); Arms Race; Demolition; Flying Scoutsman; Custom Casual/Competitive (1 bombsite only). Bloodline was developed for an old Half Life 2 MOD (KumaWar2). Because of that I preferred to reutilize some of its assets, slightly improving the look of them! More updates may come in the future! Have fun!
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