Jump to content

Search the Community

Showing results for tags 'final release'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Gaming / Game Development
    • Off-Topic
  • Creative
    • 3D
    • 2D
    • Past Contests / Challenges
  • Employment
    • Portfolios
    • Job Postings
    • Services
  • Special
  • Miscellaneous
    • Archives

Categories

  • Development
  • General
  • Interviews
  • Special Events
  • Tutorials

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Battlenet


Origin


PlayStation Network


Skype


Steam


Twitter URL


Xbox Live


Real Name


Employer


Job


Location


Website

Found 18 results

  1. GrillusRetardus

    [Gmod] rp_wildwest

    I just released an RP map that I've been working on since late November. Steam workshop link
  2. 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".
  3. 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!
  4. untor

    [CS:GO] Waterfall

    Waterfall 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 post (old)
  5. 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
  6. 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
  7. 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.
  8. Mocherad

    Haunted Mines (Unity)

    My first level, I was trying to make something haunted in the cave
  9. 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...)
  10. 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!
  11. 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!
  12. 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
  13. 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.
  14. 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
  15. 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.
  16. 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
  17. 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
  18. 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.
×