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Found 71 results

  1. "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
  2. Hello all! A little late to post this here on Mapcore as I've been moving back to uni this weekend, but thought I'd better post here regardless for anyone who hasn't seen it elsewhere. This week I released Oyster, my entry to Source Engine Discord's 2020 Wingman competition, set within an under-construction station on London's tube system. Visit the official website or go straight to the workshop submission. You can also watch the official trailer on YouTube. All the best and have fun! Sol And featuring 1v1 warmup arenas:
  3. 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
  4. The Danger Zone experiment has opened up a new location atop of an old ski resort. Amidst abandoned cabins in the frigid cold, who will be the last man standing? A community Danger Zone map created by: Chief, Hasselhoff, KlixX, Quoting, Seth, SkratchPost, Slimek, Squdski, Squink, T-R3x3r Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2168101259
  5. catfood

    [CSGO] Engage

    Hello all! This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop. Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes. The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design. RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there. The result: ENGAGE WORKSHOP PAGE
  6. "Those darn animal rights activists are at it again! While anarchists are attempting to destroy a friendly family chicken farm in response to 'alleged' animal cruelty, SWAT is moving in to stop the carnage and make sure that everything turns out... over-easy." de_dozen (Beta v1.0) https://steamcommunity.com/sharedfiles/filedetails/?id=2140771293 de_dozen is an in-progress CS:GO Wingman 2v2 map scheduled for full release in September 2020 as part of the Source Engine Discord Wingman Level Design Contest. At this stage I have published a v1.0 beta build of the map, in the hopes of finally having some playtesting done on it. This is the second map project I've started in hammer (see de_shortbloc for my earlier work). The theme and design was incepted in early May, so this release represents about a month and half and a little under 100 hours worth of work. Original moodboard: Layout sketching (pre-alpha): Alpha walkthrough video: Initial Skybox planning: Beta version screenshots Aerial view of outdoor areas (lower lot, truck and CT spawn; upper quad to T main and drop stairs) Bombsite A (Rolling doors on lower right side open to Garage/CT Spawn, top center is T Long) T Spawn (T main through window, path to Long via ramp on right side) Garage (CT Spawn) T Main to Office. Connecter to Long through right hand hallway, window/stairs to Garage. Cages to T Long More screenshots available on the workshop page. Please send any feedback or criticism if you give it a try. At the moment there's still a lot of work to do, between detailing, optimization, and fine tuning lighting, sound, displacements. I've mentioned in other threads, I find myself much more focused on detailing rather than brushing, so I have no doubt there may be some gameplay flaws I overlooked. Thank you in advance for your honesty in that department. More updates to come.
  7. Hello, St. Monika is a fictional district set in an ambiguous metropolis. Its game space is built much more vertically with hills and rooftops compared to other flat world levels in Garry's Mod. It also has a much higher density of detail thanks to using newer Source assets. I was commissioned for a roleplay map last year in November, but I quit about 2 weeks before release due to an uncommunicative, and exploitative management. Regardless, I instead released the map for free on the Steam Workshop forgoing my unpaid labor. St. Monika was my largest endeavor yet, and I chose to create social media posts and a trailer video for it. Exotic areas such as the Nightclub and Casino are themes that are fringe-empty in Source. I overcame this art limitation through creative use of existing exotic textures, sounds, and entities. In the end, I believe it came out better due to these limitations rather than creating new assets. You can check out the level and its presentation on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2125348692 This is the map trailer:
  8. Hi everyone! My new map for CS:GO I worked on it intermittently for about 5 years. The first steps were taken in 2015, then in 2016, when about 20% of the map was ready. I decided to finish it for the contest on MAPCORE (2017), however, I was late. After I abandoned it and at the end of 2019 I decided to finish my work. Here is the result. This map includes a large number of non-standard materials - models, textures, sounds. Most of the textures were taken from the textures.com, made by me, some of the models were made by me, some were taken from the workshop. There are a very large number of them and I want to thank all the authors of these models. The map turned out to be too large (1.23 GB). So I uploaded it to google drive. Download links: Google: https://drive.google.com/drive/folders/1zY50nesJofp4Qg1VMggtFdJX-l30dc6t?usp=sharing Yandex: https://yadi.sk/d/LH0o76ZZinZZJA If you like my work, you can support me through paypal. https://www.paypal.me/Animal1ty Thank you all very much!
  9. 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...
  10. mrpotato44

    Firenze

    Hello! After a few years of development, Coachi (https://www.mapcore.org/profile/37221-coachi/) and I have finally released our map, Firenze. We hope you enjoy! Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2105680462 "Terrorists have driven into the previously busy streets of Firenze, with the goal of causing as much mayhem in the city as possible. They have set their eyes on select cultural centers and local tourist attractions. They plan on detonating either the the statue outside of the De Vitis shoe store or the local street market. However, Counter-Terrorists have been quickly dispatched in the city to disrupt the actions of the Terrorists. Who will win?" Full Imgur Album: https://imgur.com/a/HEixUjk
  11. 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!
  12. Hi, I just released a port of Shipment (from Call of Duty) in CS:Go, complete with a Dust 2 style Check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=2089054329
  13. A New Hope Overview A full-fledged custom single player campaign that ties in to the original story of the main game. It will see the main protagonist, Kyle Crane, leaving the City for the countryside to search for a specific elusive medicinal herb with the help of the locals, and bring it back to Dr. Camden who believes it could be the cure to the Harran Virus. This campaign is a one man show as I've done everything myself: level design, environment art/detailing, story creation, scripting, quest design, custom dialog, custom audio, custom materials/textures, custom foliage systems, custom brushes for terrain painting/sculpting, lighting, manual nav mesh tuning, scripted NPCs… Interesting facts and features 2 main storyline quests, 8 big side quests, 1 parkour timed-challenge, and 1 quarantine zone challenge Approximate gameplay time 4-6+ hrs depending on play style More than 1400 lines of quest script 400+ lines of dialogue and player monologue with custom dialogue audio (make sure subtitles are on) Custom original storyline that ties into the main game and its expansion Custom notes and messages to further enhance backstory and gameplay Proper rewards for each quest (XP, cash, items, weapons...) Vast open world, free to explore (1km+) Plenty of areas to explore and loot, with secrets, points of interest, notes, Easter eggs, crafting blueprints, weapons... Random events to embellish gameplay (air drops, helping friendly NPCs against biters, virals, goons, demolishers, Rais patrols, and more) Fast travel through the tunnels/sewers system once the whole map is unlocked and accessible Scripted NPCs to interact and chat with Boss fights Custom textures and terrain brushes Custom AI presets Full day/night cycle with unlockable safehouses and shops/traders/quartermaster Weather effects during certain events in the quests Game music/soundtrack fully used for general ambience and tense/fight sequences Manually tuned nav mesh to allow the AI to accurately track and hound the player Intro movie fully animated in first person perspective to keep player immersion Thanks to everyone who offered feedback, cheers, and general support during the 2-year lifespan of this massive project; truly appreciate it. To view the evolution and progress of the campaign in those 2 years, check the work-in-progress (WIP) thread Will2k December 30, 2019 https://steamcommunity.com/sharedfiles/filedetails/?id=1952916767 Screenshots
  14. UselessMouth

    Drone (CS:GO)

    de_drone created by UselessMouth Drone is a bomb defusal map that was made with competitive play in mind and aims to provide unusual mechanics in order to refresh CS:GO gameplay experience. "Site A" has dynamic reflections and "Site B" has dynamic lighting in pitch dark environment. While playing the map you will discover more details which are hidden at a glance! Welcome to Drone! Design decisions Drone was created with a rule "Simple, but not simpler". During development I didn't use blockout (greyboxes) technique and no map sketches and schemes (blueprints) were drawn. Playtesting was done by me, no other people were involved. Brushes, textures, props and gameplay features were placed with careful thought and were almost never moved or deleted after being placed. If something got into the map, then I needed to continue designing everything around it, to get a better feeling of what to do next. Dark and camouflage areas are created on purpose to explore gameplay possibilities with Source lighting and player perception. This map was created with pure intuition in 5-6 months. Hope you like it! Enjoy!
  15. FMPONE

    DE_CACHE (new version)

    DE_CACHE by FMPONE and Volcano A bomb defusal map set around Chernobyl. Terrorists are bent on destroying the evidence of a massive weapons-cache in the shadows of Chernobyl. THANK YOU TO THE FOLLOWING (amazing) PEOPLE!: MAPCORE.ORG, Robert Yang, Lenz Monath (penE) +++ Comparison Sliders: FMPONE.com/cache +++ +++ +++
  16. Ordanicu

    Sig Sauer P365 XL

    Hello guys and gals, it's been a long while since I brought something new around here! I'm more of a lurker that likes to come in from time to time and share the unexpected (spoiler: not maps) This is a project that I've made after a long burnout period (a deserved forced break might I say). Sig Sauer P365 XL is a pistol with a design that I love so modeling it was nothing but a pleasure and a fun learning experience. While definitely not your average CSGO viewmodel in terms of polycount, I really wanted to push my limits and model a weapon that is industry standard for VR. Sitting at just over 17k tris, I can't wait to compare it to the new Half-Life: Alyx guns and see if I could've went higher or lower I hope you like this alien post that has nothing to do with mapping! You can find the project on my artstation profile where I show a lot more angles and renders https://www.artstation.com/artwork/v1vBZA Hope to see you again with new projects to share!
  17. So this is fy_pool_day in lowpoly style! For my project PolyStrike! Some pics:
  18. KingOfCorn

    [CS:GO] Golden

    Golden is a 5 vs 5 competitive defusal map. I've been working on it since mid 2017 but with a 8 month break until August 2018 when I decided to pick it up again. The goal was initially to compete in the 2017 mapcore competition but I underestimated the time and effort it took to finish the project. The map is inspired by the older parts of Stockholm, Sweden. An unknown terrorist cell has executed an attack in the heart of the city. Their objective is to create chaos in the normally modest and safe capital. The Counter Terrorist unit called GIGN from France has reinforced the district since the national police force is inadequate and is struggling to handle the situation. Be sure to enjoy the level and I appreciate all the feedback and comments I can get! Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1716064469
  19. Map download link (steam): https://steamcommunity.com/sharedfiles/filedetails/?id=1403454857 Please read the description =)
  20. fewseb

    [CS:GO] de_sonora

    Overview This is Sonora, a map ive been working on since February of 2018. Its been a rough ride during this maps development. I had hoped to have this map out in 6-8 months but now 18 months later its finally out. Nearly every location in this map has gone through 2 or 3 redesigns as I improved in skill, the map had been ready for release at least 3 times before some out of know where setback or bug would delay it. Location The map is set in the American southwest, specifically in Arizona. I chose this location because I feel it is very under-represented in Video games and when it is, it is often displayed in harsher desert areas without much love shown to the more Touristy- upper middle class areas. I chose to set the map with the sun setting do to similar reasons. I find not a lot of maps are set in definite American environments either and this aims to try and capture a more genuine "American" feel to it. Layout The layout is based off the renown de_mill layout. While very obviously not the same as the original, the map is more of a hybrid of all the positive improvements from the numerous off shoots and variations of the original layout that have cropped up over the years (Except that one by you know who). I know remakes arnt everyone's favorite thing on mapcore but I chose to do this for 2 main reasons. First being Mill and its offshoots have been asked to be remade by players for nearly CSGOs entire life span, Second my first released map was often criticized for a poor layout and cover and I agreed with that. I took this remake as a learning experience to see what works and what doesnt as well as seeing past mistakes of other mappers. This map isnt just a hybrid of all the positive additions to the original, it contains many new ideas ive thrown into the mix which I believe will work well. Description Story Select Screenshots Radar Overview In closing, I want everyone to know I am very open to feedback and criticism as I aim to make this map the best it can be. Feel free to say what ever you feel about the map and ill almost definitely take that into consideration. Workshop Screenshot Album Action Screenshot Album
  21. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1902022759
  22. Blindspot

    [CSGO] Pubgs school

    I’ve been working on a very special CS:GO map - a 1:1 recreation of the ‘School’ from PUBG, I spent 2 years making this map If you’re an avid CS:GO player, you may remember my first 3v3 map, Chimera. Which i will be doing a remaster of soon using all my new found knowledge https://steamcommunity.com/sharedfiles/filedetails/?id=1886236199
  23. Ordanicu

    M4A1 Rifle

    Hello everyone! I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop. I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! Cheers ! https://www.artstation.com/artwork/gJW5vG https://www.artstation.com/ordanicu
  24. 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!
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