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Found 54 results

  1. 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.
  2. Jacob

    [WiP] de_Azur

    My second ever map is based on mountain villages in southern France. I shall upload a screenshot of what has been done so far soon... As this is my second map ever I would appreciate constructive feedback only - compliments are welcome too ; ) - please give me tips on improvements and leave any idea you have. ~~~~~~~~~~~~~~~~~~~~~ Jacob.
  3. ics

    [TF2] Stranded (Payload)

    Steam TF2 workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1481954279 RED base was stranded, but re-activated on top of the mountain. Push the payload cart and destroy their rocket silo before they launch the rocket! Stranded is a payload map, a result of nearly 8 months of hard work on my own pace. From Finland with love for the players of TF2. The work continues and map fine tuning has just started. Please take a look and report any bugs you find. Thanks! Map by ICS, www.ics-base.net Live server to play on: 89.166.50.126:27015 (Finland)
  4. Radu

    [CS:GO] Terraza (Wingman)

    So I blocked out a wingman map while waiting for feedback on El Guettar. It's set in Southern Spain and is inspired by Sergio Leone's spaghetti westerns. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1308751373
  5. Jax0

    [FC5 Arcade] Rogue - Altitude

    Started Map #2 in the Far Cry 5 Arcade editor. I'm enjoying the idea of creating multiple playable experiences as this character called 'Rogue', taking a lot of cues from the high-action gameplay style of the old James Bond games. Rogue - Altitude (WIP Title) is a 'Bounty' type level set in the high alps, where you must infiltrate an oil pipeline checkpoint facility, take out the Rocket-Firing Evil Dude and then survive an explosive escape by aeroplane. Here are the first WIP images for it. I'm going to practice making some proper diagrams and such. I want this level's creation to also be a lesson in good documentation.
  6. 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!
  7. novo88

    [CS:GO] de_policeacademy

    This is my first map and I'd welcome new feedback to keep improving it. There's still much work to be done especially in the inside areas but basic layout and textures are mostly done. https://steamcommunity.com/sharedfiles/filedetails/?id=1400852520
  8. csWaldo

    [CS:GO] Dawn

    The map may look familiar to some of you, as I posted and tested it here a few months ago. Since then I've basically remade the entire map, improving both art and gameplay. Inspired by dishonored the map is set in a dystopian, steampunk-ish city split by a large wall, separating the poor and working from the rich and powerful. Fed up with the state of affairs the terrorists try to blow up the power supply and residences of the wealthy. The project is mostly for me to improve at mapping and learn to create assets, but I still want to make it the best I can, so any feedback is greatly appreciated. More pictures here or over on the workshop page.
  9. 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!
  10. Ringel

    [WIP] cs_tori (鳥) (fully playable)

    [WIP] cs_tori (鳥) fully playable version Be free like a bird. Open your mind for new ideas! Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1217257648 Designed for classic mode 5v5. I wanted to try something new with this map (gameplay and visuals). It should be a simple map which is easy too learn but also gives you tons of possibilities how to play it. Because gameplay is the most important I concentrated on this part. Gameplay is "done" (improvements /small optimisations are likely). "Only" the visuals have to be made. I think hostage rescue mode is the perfect mode to try new things. It has a lot of potential. Please play it with other people, because bots are too limited to make use of all the good things this map has to other. There are only 10spawns. I will add more spawns and deathmatchmode later on full release. Idea behind the Layout: Simple, but also complex. I tried something new by placing the Hostage rescue zone apart from CT spawn. This map is more like 2 maps in 1. Only Ts got two paths to the rescue zone. Given them more choices on how to play the map from beginning. They are noch stuck in place like usual. CTs however can see both paths from their routes. So Ts can't just easily get there unseen. Also CT can concentrate on getting to one hostage and don't have to defend the rescue zone at the same time. I hope you have fun playing and testing cs_tori. ---------------------------------------------------------------------------------------------------------------------- [WIP] de_solas (first entry, but decided to create a completely new map from scratch) [WIP] cs_tori (鳥) Reference photos: None. Videos? No. All imagination. I made this Overlay concept. It only shows the important places and how they are connected to each other. History: - (26.08.2017) Layout on Paper - (28.08.2017) Start in Hammer - (25.09.17) Layout | Minimize the Layout because of the spare time. Reduce as much as possible. - (30.09.2017) I improve the Layout and make it more like initially wanted. Not just a miniversion. Thanks to the extended Schedule. - (16.10.2017) Blocky Layout in Hammer finished. Screenshots: - (22.10.2017) Name changed from cs_cristal to cs_tori (鳥). Bugs are fixed. Started to texture and detail. - (04.11.2017) Searched for textures, found the most. But I have to find the right rock textures. - (26.11.2017) Should have found every texture I need. - (30.11.2017) Contest version released - (10.01.2018) I made almost nothing since 30.11. But now I'm working on it again. I take as much time as it needs, no rush. Currently working on: - Learning how to create Props with Hammer for Source 2. - all Next / to do: - Optimisation (Areaportals, Occluder, Skip+Hint, Skybox) - gameplay changes / optimazitions - Sound, light, better minimap .. everything else :9 - create models - make the map pretty,.. ..because the best gameplay don't makes your map popular, the visuals do (sadly,.. I thought it is all about gameplay in cs:go).
  11. RoMastro

    CSGO Map - WIP : DE_Plot

    https://steamcommunity.com/sharedfiles/filedetails/?id=1410029621 If I could get some feedback on this map that would be extremely helpful. I'm not sure how to get the radar 100% working for other people (apparently for 2 floor levels you have to download the radar files or something). I have only played this map with small team sizes (2on2) or with bots, so I am aware that there will be some problems with the map. Let me know what you guys think. Short Description of De_Plot: - two floor warehouse with an open side that acts as a recon point - Open basement area for rifle play - Narrow upstairs for close range weapons
  12. 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
  13. THE_hungry_ABE

    de_Ankara

    de_ankara is a map set in the beautiful suburbs of the capital city of Turkey. I'm trying to focus on the layout but do occasionally start on details. The map isn't the most visual appealing but i'm gonna work on the visuals in the future. For now I'm still working on the layout which I've been told it's very CT or T sided and I'm still not sure what to change. I'm always looking for feedback so if you want to get a feel for the map itself here it is: Steam Workshop Download - https://steamcommunity.com/sharedfiles/filedetails/?id=1422795634 A Bombsite: B Bombsite: Mid: Mid is contested between the CTs and the Ts. The screenshot below is showing the perspective from the T side which has the option of going below through a squeaky door which almost ends in certain death with a small library in it.The 2nd option is to climb the ladder which can lead to the other side and a hall to B Site. The Boards in the screenshot can be shot out. Lower Part of Mid: Upper Mid: T Spawn: Thx for looking at this map showcase thing, anyways feel free to give it a download and some feedback, I'll try to keep this updated.
  14. untor

    de_mine.vmm (dev name)

    Hi mapcore! Are you ready to ride among the rocks and caves? Soon open gameplay test
  15. Xblah

    [HL2:EP2] Stalked

    Hi. It's been a long time since the last time I mapped for HL2. I decided to start small and make a single map with about 5min of gameplay, set in a haunted house. Most of the gameplay is scripted, but the player must explore the place in order to escape.I tried to avoid the common jump scares and instead, setup a suspense feel. The map is rather dark, but there are frequent lightnings that light up the place. My intention was to sometimes let the player get lost, so he must stop, wait for the bright lightning to show the way he must go. Unfortunately, I only posted screenshots for the first half of the game, as the second half contains major spoilers. It's not finished yet, but I'm looking for some beta testers to help me "break" the game, so I can close all gaps, as well as evaluate the ambience, the gameplay and the dificulty of puzzles and navigation. All the help will be apreciated. You can post here or message me inbox if interested. Thanks in advance.
  16. goss343

    First Map de_Elysium

    I started making this map a couple months ago, and finally finished it. It looks a lot different than a typical rustic CSGO map and I wanted to hear your guys' thoughts on the map! It's still a minor work in progress but it's still very playable! I uploaded a sample of some screenshots from the workshop page. Enjoy! https://steamcommunity.com/sharedfiles/filedetails/?id=1397342061
  17. 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!
  18. Mario Babaka

    test

    test
  19. 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
  20. Corvus

    [UE4] Island Environment [W.I.P]

    A project i started a month ago. The idea is to make a playable island environment. The ocean water i''ve used https://github.com/UE4-OceanProject/OceanProject/tree/4.18
  21. NikiOo

    [CS:GO] De_CarFactory

    Decided to resurrect the bombsite B layout of De_Glacev7 for a new map, set in a modern car factory: It's still in Greybox and I've already planned the layout so I'm working on blocking it out. Theme: Modern car factory with sections inside and outside the factory. I'm going to come up with a brand and create unique car models and split them into parts that will be put together by the machines. It's pretty ambitious but I've collected a lot of reference material and I have a clear vision for what I want the map to look like. The current layout is a mixture of Overpass and Canals.
  22. Gauss

    [CS:GO] de_wildwood

    https://steamcommunity.com/sharedfiles/filedetails/?id=1199504283 Wildwood is a work-in-progress 5v5 competitive defusal map set in the forests of the Midwestern United States. I originally sketched out a rough layout on paper after getting inspiration from a dream. There were some unique ideas I had in mind, and I did my best to translate them into a playable CSGO map. I've put in many interesting gameplay features that have been used sparingly, but with useful intention, in other maps. I've just recently pushed this map into the greybox stage. It has gone through many, many changes in its layout as I've tinkered with elements like timings, chokepoints, and positional advantages. There are plenty of visual additions I want to make: - Edit the skybox to keep the orange sunset look, but add in a blue sky instead of the dull gray tones. - Seperate three parts of the map into their own distinct "looks", all fitting into the general forest theme. T-Spawn will be a train station, A-site will be a manufacturing/factory area, and B-site was planned to be a log fort (might be subject to change). - Create a custom redwood model for the A-site landmark. - Lake with floating logs, connected to railroad. (Based on real life lumber mills) If you have suggestions or critique for the map layout, feel free to comment about it I'm looking forward to completing this map and designing it to be as fun to play as possible.
  23. maxlevelboi

    de_segovia

    Ahoy, I have started a new de_ project nicknamed "Segovia": Test map on Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1364731910 Currently using Spain as my referenceland If you have criticism/thoughts/ideas please add me on Steam or grab me on Discord :)! Steam: http://steamcommunity.com/id/eatbeavers/ Discord: Maximalt#1790 Latest version: New workshop page for playtesting: https://steamcommunity.com/sharedfiles/filedetails/?id=1364731910 Cheers and thank you for going through this post, Max
  24. c0rp3n

    [CS:GO] Improposition

    So here is just a quick showcase for the map I have been working on, still trying to adjust and work on the layout. The sites are still going through renovations and need plenty of work though they seem playable (with bots yes I know) Overview: CT Spawn: Mid: A Site: B Site: T Spawn: Texture / Material Testing:
  25. Ties

    [CS:GO][WIP] Sluis

    Sluis (pronounced sluice in English) is a bomb defusal map at a coastal town in the Netherlands. http://steamcommunity.com/sharedfiles/filedetails/?id=1297078841 It is inspired by inland waterways, the beach and cute Dutch towns. To get a feeling what I'm going for here is a moodboard (got a lot more images, but gives a nice impression): As this is my first map, it's all very early in development and I'm doing it in baby steps (as you can see in the changelog on the steam workshop and the gif below). I have shown some friends the map and tried some stuff, but I'm still unsure if the whole layout is going to work. At the moment I'm trying to make it ready for a playtest, but as it is my first map and my friends are no mappers I thought to share my work for some feedback before I submit it. So here are some more pictures: I'm currently trying to make the balcony area in mid better and doing some clipping.
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