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Found 74 results

  1. illG

    [WIP][CS:GO] Jupiter

    CS:GO Map "Jupiter" Hello everyone! I want to show my current 2019 project called "Jupiter". Work in progress... Map is situated at industrial zone. Color pallet for this map is red brick, gray metal and concrete as you can see in screenshots. I want to make layout as simple as possible, with interesting aspects in some places like boosts, risk->reward action for both sides and easy to learn smoke executes. Right now map isn't ready for playtesting and I havent uploaded it to workshop. Just wanted to hear your opinion and maybe you can help me think out a story for this project. I have some toughts for story, but I would like to hear something from you guys. Map's name "Jupiter" is meant for name of this industrial zone that I want to make look huge. MIDDLE A SITE I wanted to ask you guys - How good would be idea that you could surf on this almost 45 degree corrugated metal roof on A site? Right now jump has to be made from high platform on right of screenshot. B SITE T Entrance to MID Layout right now, minor changes will be made, but map will look something like this.
  2. TECHNICKER

    de_underpass

    I was posting this to the W.i.P thread but I decided to make thread just for that project. It is my first project of that size. Map has a lot of similarities to dust2 (mainly layoutwise) but I noticed that just after drawing it down on the paper And yeah for the sake of irony i will design it to the dust2s style. I was thinking about naming it de_dust22, but afterall I think that is a little too much so I keep de_underpass. PS: I have one question on you guys. What do you think about the underpass itself? Is it a good think or should I remove it entirely? Map has an underpass wchich is connecting T spawn to A and B under the ground and giving Ts another way to enter the site, but they have to be careful with running because you can hear it very clearly even from site or so.
  3. mEkbOk

    [CS:GO] de_uno

    This is the first map that I have made and I am working on it alone It is currently a WIP that is entirely made out of dev textures The layout is pretty much finalized and I am just looking for feedback before I go into the visual details Any feedback on the map would be appreciated Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1697748607 Overlay Mid CT T A A upper Mid to A and A lower B B again B long T entrance to midde, A split, and path to B
  4. MikeGon

    Opal

    My first CSGO map! xD So my goal with this project is to make a fun, compact defuse map! I will keep posting my progress in this thread - your feedback is appreciated!! This is my first time doing a CS map, so you CS gurus out there can make fun of me all you want So here's what the iterations of the broad, high-level layout look like, with "V05" being the current one: I really wanted to have a twist in the layout, with a "gotcha" path (the right-most on T-spawn might seem to be the way to point A, but it's not) I will also take this occasion to throw some verticality in there. I think I will make it an underground tunnel, with the whole "CPB and bombsite B" section (top section on the layout) at a lower level than the rest of the map. This will allow me to reduce the time it takes for both teams to reach chokepoint B, and possibly put the section completely beneath Mid... we'll see. The distances with V05 are starting to feel good enough to start with: Of course those measures are not so accurate since they're calculated with a ruler directly on the layout... We'll see in-game for more accuracy. (The rest of the distance will be added with smaller brushes, props or ramps, and the extra distance will be shaved by cutting corners with diagonals) ...Now this doesn't mean that V05 is the final version - I will go back to photoshop and make a V06 with improvements when I need to. I have imported my layout into hammer, to walk on it and get a feel of the space, and scale: My goal is to get this to a first playable version as soon as possible, with basic brushes and bots. Stay tuned! PS: de_harbor is a working title. I usually name my maps much later in production, so the name will likely change at some point...
  5. millo

    de_princess (WIP)

    https://steamcommunity.com/sharedfiles/filedetails/?id=1690431421 Hello everyone! This is my first map for CS:GO which I am calling de_princess! It is still quite early on in terms of theme but it is loosely based on the medieval German village Rottenburg am Neckar. You can see this inspiration at CT Spawn with the buildings. Overall, I am not too attached to the theme and will be prepared to change it if it will be easier for me to complete as although I believe I am alright at detailing environments, I know I'm not good at making buildings/houses. Please, play the map and tell me what you think! There are more images on the Steam Workshop page.
  6. DMU222

    de_de_dust2 (CS:GO)

    Through all my time playing CS:GO, I have always hated Dust 2. I never understood where my hate for it came from, but now, I finally get it. The root of all Evil, is Dust 2's T Spawn. To put it simply, it is the worst location of all time on any map, and completely ruins flow. How many times have you purposely walked through T Spawn while playing a game on Dust 2. The answer is s1mple, 0 times. For this reason, I have come up with a solution to the Dust 2 problem, just make T Spawn CT Spawn. This too of course leads to some problems, as T's and CT's will instantly kill each other as soon as they spawn. The solution came to me one day as I was sitting on my couch and listening to my favourite song (EZ4ENCE). It suddenly changed tune, and god spoke to me through it. "DMU222 you must make 2 dust 2's on top of each other" So that is what I did. Now yes, the map does have 4 bomb sites, but special teleport areas (marked in orange) have been added to allow for seamless transportation for T's and CT's. I'll be playtesting the map this weekend, what do you guys think?
  7. wombatsauce

    Chaparral (CSGO Level)

    This is my newly released level. I'm mostly creating this thread for Mapcore testing. If you're interested, please check it out. Any and all feedback is greatly appreciated
  8. 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. Morocco ----------------------------------------------------------------------------------------------------------------------------------------------- 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...
  9. My first UT map and first post on mapcore! Decided to challenge myself and create a playable map with my own level design and art. huge fan of UT, Quake, and FPS in general and just get knowledge in the new field for me would be a great plus for sure. First of all, I want to say HUGE THANKS to all Level Designers who share their knowledge. You are the best! So, I decided to create an open and symmetrical map just because it's easier for the first map and I got inspired with the layout from Call of Duty maps where they are mostly symmetrical, have 3 main roads with the main chokepoint in the middle, like the main battle arena, and a couple on the side. My main idea was - there must be an arena in the middle where should be the main chokepoint with "quad damage" This is my "dirty layouts": From this "idea Sketch", I decided to stick only with the background next iteration: • the ∞ iteration after weeks of playtesting • I changed quite a lot - introduce height in the level and started to prototype meshes and terrain • the ∞+1 iteration after weeks of playtesting • This is my last iteration after some playtesting with bots and friends. Gameplay video https://youtu.be/0FT-RfjQZ_A I think my blockout is finished and I can start the whitebox stage. I'm fully open for feedback and new information about level design! Cheers!
  10. Mocherad

    [Source 2] De_dust 2

    Hi friends, after a long break I want to share with you my dream project de_dust 2 on the Source 2 ( in my style with hand-painted textures). For about 2 years I wanted to do this, I had 3 failed attempts. But now, finally, I already have a lot of experience, for quite a long time there is a development (few months) and this time I'm sure that I will get everything out soon! I swear to God, that I will finish completing the level from start to finish, this is more a matter of honor. As a tradition, I will download every day and WIP screenshot, and you will be able to watch on progress with me! Roadmap: 2016 - 2017 - Here is my old failed Source 2 - De_dust 2 maps: 2017 - 2018 2018 - Present
  11. SultanRankin

    [CS:GO] De_Roswell (WIP)

    Hey everyone, amateur level designer here. Been piecing together a defusal map after learning the ropes of CS:GO's meta (at least to a rudimentary level) and its level editor tools thanks to TopHATTWaffle YouTube tutorials. I've been lurking on the MapCore discord for too long so I'm keen to try a constructive playtest soon. More screenshots featured on the workshop page: Steam Workshop Link Would love to hear feedback from the pros "Terrorists wish to cause an incident at the site of Earth's first extra-terrestrial visitors in Roswell to create international, maybe even intergalactic, tension and conflict. It's up to you to stop this from happening!"
  12. DutchCrazyGamer

    Citadel (WIP)(GreyBox)

    Hello everyone, My name is DutchCrazyGamer and i recently started with mapping. I really enjoy it but for my last map i did not get that much feedback from experienced mappers so when it got reviewed i saw all sort of things that could be better (it was made for the mapcore 2018 wingman contest). That is why i came here for feedback so i can improve my mapping skills. Here is a link to the map https://steamcommunity.com/sharedfiles/filedetails/?id=1598100309 and here is an link to the imgur showcase: https://imgur.com/a/gNIXeUn . Hope you like it and all feedback is welcome. Greetings, DutchCrazyGamer. It turned out that my post was submitted 3 times due to an error with the site.
  13. Crafter Soniusz

    [CS:GO] Evening

    WORKSHOP LINK Hello, i want to share with my map de_evening. I am still fixing bugs etc. and i would like to know is it good for 5v5 and what changes should i make.
  14. Crafter Soniusz

    [CS:GO] Evening

    WORKSHOP LINK Hello, i want to share with my map de_evening. I am still fixing bugs etc. and i would like to know is it good for 5v5 and what changes should i make.
  15. Greetings I've been away for quite some time (October 2017) and my last post then was about me tinkering with Dying Light Developer Tools. This "tinkering" went from 0 to 100 real quick as I'm now developing a full fledged single player campaign titled " A New Hope". I spent around 5 days watching short tutorials videos (around 20, 3-5 min each) from Developer Techland to cover the tools/sdk basics and get me up and running. I then delved into making small test maps for a trial and error approach since I was a fresh newbie with the tools. The tools are a blast to use and I can't commend Techland enough for the work they did with the game and the tools. Since this is a relatively big campaign, I had to plan and write down the story, map objectives, events, and NPCs on paper as well as lay down the layout and how and where I want the encounters and sequence/fights to happen. The most difficult, yet the most fun and rewarding part was the scripting/programming and quest creation process. The map as it is now is about 25-30% complete but perfectly playable and bug-free with 1 full sequential quest in place (I could upload it to the workshop now but I'm not gonna do it The final map will hopefully be 3-4 times larger than the current area (which is rather large) and will feature approximately 20-25 minutes of gameplay (numbers not final) in addition to 1 hour+ of world exploration, scavenging, and random events/encounters (the current finished part of the map has around 7-8 minutes of quest gameplay and 30+ minutes of exploration depending on playing style and skills). The map features unlockable safehouses with player stash and sleeping/time-forwarding ability as well as day/night cycle adaptation. It also features traders/shops, random events, fights with special infected and humans, ziplines, environmental traps, and plenty of scavenging, looting, and exploration. Story-wise, it will see the main protagonist, Kyle Crane, leaving the City for the countryside to search for a specific elusive medicinal herb and bring it back to Dr. Camden who believes it could be the cure to the Harran Virus. I don't have a set date yet for the release but I'm working tirelessly on the campaign while in parallel, still learning new things in the tools (still have a lot to cover and learn but the focus now is on cutscenes, animation, interactive dialog among others) The tools are awesome to work with; I've put in a little north of 150 hrs so far and only started to scratch below the surface. On a side note, Source engine is slowly becoming a distant memory. Now onto the screenshots
  16. Interfearance

    [CS:GO] DE_CARGO

    A slightly non-standard map that is set at the Los Angeles cargo shipping port. One of the bombsites will be within a gigantic Maersk cargo ship and the other will be on a container suspended from a very large cargo crane (which I have not represented yet). I am ambitious, but I want this map to be the first to get past the gray box as well as my first non standard layout idea. Right now it is really rough because I only had a few hours to work on it, but I would like to hear your feedback about the pathing and possible issues you see arising. Don't bother me too much about adding props, I'm mostly concerned about the layout. There is not even a radar yet (I also have a backup plan which is a map without a middle based on a castle by a cliff. It is inspired thematically by Piranesi and functionally by Crown) Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1626108488
  17. Polybius

    [CS:GO] de_Countdown

    I've had this project on and off for a long while. The theme is a non-descript location military compound that houses a missile. The T-spawn is near a busted toll booth near a checkpoint. CT spawn is in an unloading warehouse near an airstrip. Bombsite B features a missile silo, bombsite A features a fuel line. I've filled a few areas with small decoration just to get the idea rolling. Any suggestions for further theme development or tips are appreciated! It's currently in gray box phase, the basic map geometry is laid out with minor adjustments to-be-added after playtesting. Imgur Album: Ingame pictures & Radar
  18. Oliver

    [CS:GO] de_Iris

    Hey Mapcore. I'm working with @BubkeZ on a new project. goo.gl/zx6Z1h We are making a new competitive bomb/defusal map, that takes place in a charming small town somewhere in the US of A. The map features a lot of traditional american exterior elements and takes inspiration from the 1950s. We are still looking for feedback on the layout. Feel free to test it out and leave feedback on it! --- @BubkeZ is responsible for the layout and gameplay, and also is contributing to the design process. I'm responsible for producing all the art, so props, textures and the map composition. @BubkeZ's vision with this map is to create a fast-paced competitive bomb/defusal map with an open skybox, which creates interesting gameplay with its verticality. When it comes to the visual design, we wanted to capture the feeling of a typical american small town. To keep the theme fresh and interesting, I had the idea to ground the map in the 50s. So the map will have a Diner, an auto service shop, an Ice Cream bar and lots of different types of establishments that you can find in a small town. The map is in its early stages still, but we are making a lot of progress by the day. We will update you here when we have something new to show, so stay tuned! We are going to post more screens and behind-the-scenes stuff on this thread later this week!
  19. Samir

    Anuanuraro [Wingman CS GO]

    Map history: The actions take place on a small island, the island itself was the private property of a large entrepreneur in catching black pearls, the task T to blow up a new building with hazardous substances, so that the island would not be suitable for catching black pearls. About the map: My inspiration came after playing dz_blacksite on the map, I love forest themes and nature very much and it made me do it. Initially, the map was considered for de_ mode, but unfortunately I could not realize all my ideas due to the limitations of the engine but still. The map is at the Beta stage, and I will correct minor errors at the moment. In the future, when the map is fully ready, I want to build an open Beta test and see how the game will be played live!
  20. Odin

    de_bloc [CS:GO] A Map in Progress

    De_Bloc (name not final) will be my first full scale map for CS:GO intended for public release. For the last 10 years I've worked on many single player mods for HL2 as well as maps for DOD and DOD:S but never anything this serious for CS:GO. The functional objective of this project is of course a well balanced, competitively aimed, map. I drew my layout inspiration from Dust2, modifying the traditional 4 square method to allow for more rotation options specifically for Terrorists. A long and site play a lot like Dust 2 except that Terrorists pushing up Long can choose to branch off toward CT spawn and either Continue to B site or pinch A site from this new path. Part of this approach included the creation of a secondary pseudo-mid that runs parallel to the mid corridor and allows for quick rotation from mid to B main. To balance this I may choose to make the approach into B site more restrictive, giving the Counter Terrorists a strong "camper's advantage". I think this may prove interesting for eco-rounds. Aesthetically speaking, the map is inspired by classic urban brick masonry. I want the map to have a strong sense of place. Some maps do this very well, de_Inferno for instance is very immersive and the architecture is believably a monastery or small town, dare I say in Tuscany? However, other maps I feel do not achieve this effect. De_Cache is a great map, functionally it's a triumph, however rudimentary inspection raises questions about the map's sense of place. It's been said that real life locations rarely make good maps, that is, that our real world is designed to serve its functional purpose, not aligned with the functional purpose of a Counter Strike map. Thus map makers must be careful to add non-gameplay related architecture and detail to their maps that give a visual explanation for essential gameplay related elements. Why is that wall attached to that building? It separates a courtyard garden from the main apartment building. Why is this catwalk attached to this building? It allows access to the upper levels of machinery room. What we want to avoid is the player noticing paradoxes in our design. Why is there a car here but no road? How did the SWAT truck get into the map when the access tunnel is clearly too small? Not to pick on Cache, but why is that catwalk at A Site even there? a good example of an essential and well thought our gameplay element that failed to provide a visual justification for its existence. Now, I'm not picking of Cache, its a wonderful map and in my top 3 list. I used it as an example because it contrasts my own goals. Cache was built with functionality being the glory of the map, and it's arguably one of the best arena/pub styled maps I've ever seen. Inferno was built with more emphasis of visuals and aesthetics. My aim is to build an Inferno that plays like a Cache. Here are some screenshots of the map with about 3 days of work in. I've included pictures of the brushed-in layout map that I'm using for bot playtesting and CP timing adjustments, as well as the first architectural build of the main mid area. Please note that this is all brushwork and very little attention to texturing and lighting, I'm using it as concept reference. Hope to be getting a playable dev version finalized in the next week up on workshop. Let me know what you think, all feedback is appreciated. I will continue to update this project in this thread.
  21. gamez7

    [CS:GO] St. Malo

    Click here to see the map on the workshop! St. Malo (de_stmalo) is a classic 5v5 Bomb Defusal map for CS:GO. It's intended for casual and semi-competitive play. I came up with the idea for this map about a week ago and put together this greybox version in three days, and I've detailed the process below. Hope you enjoy! Reference Images For this map I knew I wanted to do a beach theme so I looked around Google Maps for an interesting area on the coast. I found the town of St. Malo in France which is where the map name comes from. Here are some of the images I used to get an idea of what the layout architecture should look like. Layout I wanted this map to also be different from the standard clover-style layouts, while still providing fun gameplay. The T and CT teams spawn diagonally from each other, and the bombsites are relatively close but require rotating players to either travel through the dangerous tunnels at the center of the map or traverse the long spawn areas. Both bombsites are "battle areas", meaning Ts enter the site areas rather easily but must pick off defending CTs in order to get the bomb planted. Here's my initial drawing of Bombsite A and CT Spawn: ...and here's the current layout: Screenshot Gallery Hopefully I can get the kinks of the layout ironed out soon and move on to detailing. Thanks for viewing!
  22. esspho

    [cs:go] de_cleanup - wingman

    Here is a wingman map that I'm working on since about 3 month. workshop link At the moment I'm using some of the awesome resort props by @Yanzl. Other than that the map is currently filled with dev textures and wip props. If you have any kind of feedback I'll be happy to hear it.
  23. Roald

    [Wingman] Station

    Just a Wingman project I work on for fun on the side. The map is set on a train station in the midle of a large city. There are two routes, one is going down straight to the bombsite and the other one goes up trough the train facing the CT window. CT can decide to defend way back or push the T's from upper mostly. T's can do a quick rush trough main or take a detour trough upper and split into the ladder/squeeky or peek from the CT window onto the back of site. And for the real cowboys in here, you can jump from upper straight down, but that will deal some large damage and the sound will betray your move Seperated radar and some more screenshots here: https://imgur.com/a/E4B5IeN Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1313538422 There is no radar ingame yet, sorry dudes. Just working on the artwork
  24. I ♡ The 1950's

    [CS:GO] Retail

    Howdy folks! I've been working on a map since early 2017 and I'm happy to say that it is nearing completion! (A little while ago, I made a post about it on the WIP topic) Introducing Retail! A standard 3-Lane defuse map set in a shopping mall under renovation. (With plenty of custom textures, Yay!!!) Screenshots: https://imgur.com/a/5InhrhK (It might look like you can escape via the spawns, but it's clipped off. I'm just thinking of ways to block the player) Overview: COMMING SOON Workshop Download: COMMING SOON Be sure to check again soon! I'll have the map up and the overview ready as soon as I can! Layout plays pretty good, just needs some minor changes. (I'm also going to add another route for T's to get to A) Thanks for viewing!
  25. NikiOo

    [CS:GO] De_BigAssStatue

    A big ass statue is being constructed on an island in the middle of the ocean so it can be visible from 4 continents. A hostage has sneaked in... If you've taken part in the Mapcore playtest 3 weeks ago here are the changes I made since then: Adjusted the angles in B site Hut, which were an issue before. Also added a yawning and some more cover to shorten the sightline towards the site. B site cover completely reworked. There is now less cover to defend the site and it's strategically placed in order to encourage the players to watch each other's backs since there is no perfect spot to defend both entrances from. T side mid route has been slightly simplified, therefore making it more valuable for rotating between the sites and fixing some unfair spots. A 'catwalk's headshot ramp has been replaced with a climbable drop with a ladder and a box, also there is a door there now. The door is an experiment, it's also supposed to be breakable. Some changes to CT spawn, including a fence you can look over into B site by stepping on a stack of corpses. This seemed like an interesting feature to retake the site so I decided to try it out. Added a ladder from A site to A catwalk next to the underpass so that CTs can more easily and quickly rotate. Added some Hands and one Leg has been lifted to make space for the new path. Blocked the sightline where CTs could push forward into the A main chokepoint and look into the T ramp. The divider fence between Left Mid and Right Mid has been slightly lowered. You can now boost a teammate over from both sides, but cannot solo jump over. Some other small changes, including blocking off some spots where players could look over walls into other areas of the map. Overall what I'm trying to do is encourage CTs to play more forward positions, instead of defending from the actual site itself. I don't want CTs to be staying in B site. I want them to play forward and only fall back if they get pushed by the Ts. Ts also now have more control over top side of Right Mid so they can work with that towards taking control of Middle overall. It's also easier now for Ts to hold their positions. Again thanks to ZooL for the awesome dev texture! BigAssStatue's layout is inspired by Overpass and it's actually not as big as it seems. This is how map control is distributed at the beginning of the round: http://steamcommunity.com/sharedfiles/filedetails/?id=1297030515 Some more screenshots: As for the other maps, De_Glace is on hold, I'm still working on De_Carfactory's layout, it requires a lot of research. And I'm hopping between this one and the other sever maps I'm working on, that you don't know about.
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