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Found 115 results

  1. i just started to work on an idea for a hostage map. it is themed in the drainage system of a fueling company on a port. Rumors are going around that the 20 largest ships in the world are polluting as much as all of the cars in the world... And besides that, there are companies that refine nuclear waste into the fuel for these ships... This seemed a pretty good scenario for me.. here are some pictures of the first work i've done..
  2. So in late 2018, I started working on a map, and currently, it is on the Workshop as Chlorine v1.0. However, it is really bad for a multitude of reasons. I have since created compile V1.2 and build V1.2.1, and I'm working on improving balance between taking vs holding sites. V1.2 mostly focuses on Bombsite A and the most direct T approach to it through Warehouse, and V1.3 is going to be improving on Bombsite B and the most direct CT approach to it through Mid. A second version is in the works that I started on from scratch, and with which I'll be focusing on gameplay a whole lot more from the getgo. Those, however, are only the rough sketches. I would like as much feedback or suggestions as possible, both regarding the gameplay (which is a bit T-sided due to long rotation times, but also has trouble with there being too many entrypoints to the bombsites), visuals (which is quite barren at the moment, and very claustrophobic at points), and the theme (that of an old Soviet bloc spa complex that is being deconstructed). Here is a video of V1.2:
  3. linkinblak

    [CS:GO] Bakery

    So yeah I was playtesting @El_Exodus 's map and I liked it a lot. So one night I couldn't sleep and I was thinking about his map so I gave him feedback, but an idea I had about mid was stuck in my mind. So I went and did it in photoshop : Then I was like "lol mapping is fun" so I used my designing skills to make this (as you can see I had to use my graphic tablet to make this polished layout) (as you can also see I didn't have enough ideas to make B right away) : Then I installed hammer and I made the map very thank you to TapHetWafulHere : Mid (with inspired Exodus connector on the left) A : me are french and we like B : My friends and I bread so I made it bread themed. Radar : Presentation video : Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1929067900 This map is not optimized at all. If you have feedback about layout I would love to hear it.
  4. I’ve been working on a survival map for Left 4 Dead 2. It’s another Star Wars themed location, Petranaki Arena on Geonosis . Placed right after the scene at the end of Attack of the clones. I think this is a good survival scenario. It fits the similar themes and action of classic last hold out stands such as the battle of the Alamo, Thermopylae, or another L4D2 favorite Helm’s Deep from Lord of the Rings. I hope to bring this battle to life… or dead, lol, and create a fun experience and another Star Wars fantasy. Some of you have already seen me posting pictures on social media such as facebook and twitter. I decided to create a topic on mapcore and post pictures and updates here as well. Hope to talk to other mappers as I develop the experience.
  5. TheOnionChef


    A work-in-progress. Would love feedback, as it is not final whatsoever! The counter-terrorists have been flown in to prevent the breach of the Heber County dam, which would kill hundreds in the valley below. Stop the terrorists in a 2v2 battle for the fight of this hydroelectric power station.
  6. While working on my new main project (pics posted earlier in WIP in WIP thread), I decided to have a small side project in parallel. Unlike my previous project (A New Hope) which was massive in size and scope, more like an open world game/DLC with 4-6 hours of main quests and side quests gameplay, this side project is more linear, much smaller in scope, and the story/action is contained in one smaller region. This will be more or less a total conversion of Dying Light: no connection to the story or gameworld, no virus, no zombies, no infected, no derelict city. The player, a special police unit member, will have a rifle, a sidearm and a knife, and will be dispatched to the industrial zone in the city where cartel thugs have entrenched themselves in a warehouse with their drug stash and possible hostages. This is basically single player Counter-Strike (and potential COOP play): the player will raid the warehouse, eliminate the heavily-armed cartel members, secure the stash and free the hostages. I'm aiming to have a short but sweet campaign that could be done in 10-30 min playtime without being taxing on players' time. I wanted a small side project to work on and release soon in case the main project grew in size like the previous one; and since I haven't played CS or worked on CS projects in over 3 years, recreating one of the pillars and most iconic maps of CS was the perfect fit. The "warehouse 72" in the title is a nod the GoldSrc version of assault. The screenshots are early WIP and the result of roughly 7 hours of work (main screen from the CSGO version is included for comparison purpose): CSGO screenshot WIP screenshots
  7. goober

    [CS:GO] Yamaha

    Hey, you might recognize me as the guy who entered the mapping contest then suddenly went quiet after consistently working on a map. It came to me one day that I had lost faith in my map and it no longer "felt" like an appealing map to me. I didn't have the energy to keep working on my old map since I realized it had many flaws. After dropping it, I sat down and wondered why it just didn't feel right. After many many months of fiddling around in Hammer, I randomly created something that caught my attention. What I made would become the successor to my old map de_Vice, and and it now goes by the name of... d e _Y a m a h a It's still in early early development... But hopefully soon I can release a version in which the public can visit and explore. I took what was lacking in my contest entry and smacked it into this neat creation: - Height Difference - Open space (but not too open) - Unique Layout (Heavily Influenced by catfood's de_Ruby) - Quite fun to explore (it's fun to run around the map ) Enough rambling, you're only here to see the screenshots! Here ya go *** (Only Bombsite A and Mid are built, everything else has yet to be made) *** Radar: Mid: Mid to A: Long A / Bombsite A: And so that ends the first update of... d e _ Y a m a h a *Not sure when the full layout will be released, since I put a lot of time into every single spot, so don't expect one within a day or two. **custom props/skydome borrowed from catfood's de_Ruby and de_Tulip ***even more custom props borrowed from Yanzl's Source Emporium - https://www.mapcore.org/topic/21830-yanzls-source-emporium/
  8. Overflow

    De_Underground (WIP)

    I am working on in this map for a sometime and i don't know what to do so I would appreciate feedback to make sure it's good and balanced. Thanks. de_underground_a1
  9. seedee

    [CS1.6] Dust 2 2020

    I've always wanted to make my own dust2 clone with new textures and details, so I'm making this for the 20th anniversary of the game. I'm also making a seperate version of the map for my friends who run a server, and they want me to add new connectors. I would appreciate feedback to make sure it's balanced properly. Here's what I made so far: I added stairs from CT spawn to short A (https://imgur.com/lHcu8pI). This would give CTs easier mid control, which is why I have opened the double doors from outside B tunnels to top middle (https://imgur.com/6nlaWdX). I'm considering adding a connector from T spawn to the new tunnel I've made so Ts can access top mid faster, then close off the other doors leading to outside tunnels. You can also get to B site from lower tunnel with these new stairs (https://imgur.com/eCe28XW). CTs will now be able to see into lower tunnel from short. These windows have been opened (https://imgur.com/8l2Ss1T) (https://imgur.com/hXbLbQ5). Door from short A (https://imgur.com/cciYw11) leading up to a new window room (https://imgur.com/dN6jS7U) (https://imgur.com/6OulXo2). You can also get to the room from a side door on long A. (https://imgur.com/TRa0NdL) (https://imgur.com/i0ioZtS).
  10. vendara

    [CS:GO] Helvetia

    Hello People, I revived my map I've started about two years ago. I started over from scratch, because since the first map I've learned a lot about optimization and general design. I mainly created this thread because I will submit the map for play testing. Currently I'm mostly focusing on the Layout, Balance, Timing, etc. but I'm open for any feedback. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1999293827 Minimap:
  11. I’ve been working on a survival map for Left 4 Dead 2. It’s another Star Wars themed location, Echo Base on Hoth. Placed during the invasion of the Empire and the Rebels evacuation. I think this is a perfect survival scenario. It fits the similar themes and action of classic last hold out stands such as the battle of the Alamo, Thermopylae, or another L4D2 favorite Helm’s Deep from Lord of the Rings. I hope to bring this battle to life… or dead, lol, and create a fun experience and another Star Wars fantasy. Some of you have already seen me posting pictures on social media such as facebook and twitter. I decided to create a topic on mapcore and post pictures and updates here as well. Hope to talk to other mappers as I develop the experience.
  12. This is my first ever map and still in early work in progress. I would like to see what other people think of the layout and gameplay before I go ahead and detail everything. Imgur album: https://imgur.com/a/WIXgoXg https://steamcommunity.com/sharedfiles/filedetails/?id=1985470234 Bugs that I noted myself: - The floating floor at mid. - Area with tree and vegetation too dark. - Some decals that marked the sites disappeared. Feel free to comment bugs that you've found and let me know your thoughts and ideas on areas that could need improvement down below or dm me on Discord @ enki.#2927
  13. Welcome to Pithead. A wingman map set place at a small town around a goldmine in the mountains of Alaska. This is a collaboration with @Sick_TwinN. Below here you can find our moodboard and layout overview (the layout will change in the iterations). There is no workshop link yet.
  14. 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.
  15. Peake


    Here is my map so far, has had many playtests on the SE Discord. https://steamcommunity.com/sharedfiles/filedetails/?id=1882457320
  16. zombi

    dz_giant WIP

    Hey, I'm working on a map for danger zone mode. It's still very early WIP. For now I'm almost done with general ideas for all locations. I wanted to share what I have created so far, although it doesn't look beautiful. I'm trying to work as fast as possible to finally play and test it with the players, but there is a lot of work and very little time. Maybe after the pictures someone has feedback that could help me. Have a nice evening More pictures https://imgur.com/a/PixTsSL
  17. filous

    [CSGO] de_dlag

    Good day everyone, I have been working on a layout for past week and finally managed to get it done! The map is designed to be a 5v5 standard bomb defusal map. I am currently looking for feedback on the layout because it might need some tweaking. Map has basic clipping and basic lightning, but i really don't wanna sink too much time into stuff like that, because things change very quickly. I really want to hear what you think, what changes should I make, what angles should I adjust etc. I've playtested this map a bit, but not in full 5v5 lobby yet (looking to get a bit more feedback before submitting this map to the Mapcore playtesting sessions). Here's a link to the workshop page: CLICK HERE! And here are some previews: Overview (panorama style radar coming soon): Bombsite A: Bombsite B: Middle: I think that that's enough images for now. After the layout is finished and angles are done, I will get into detailing. Also, I will be posting updates here, whenever I will have something cool to share! I'm really looking forward to see what you think about it. Have a nice day!
  18. Freaky_Banana


    So guys, after quite a while of silently working on the layout of Intelligence, I felt like the layout just didn't work too well and I have decided, to make a new map out of the theme. After working on this map for a while I am now finally happy with where I am (greybox) and want to present what I've done so far. I would really like to get some feedback in from you (especially on the area around B and on A site!) so I can work on the map to actually finish it this time around. (For theme and visual ideas, look further down the post after the screenshots). Enjoy the screenshots ! Theme and visuals: This is a surveillance facility run by the American governement. The Ts found its location and want to either blow up the big satellite bowl (going to be on A) or the server saving all the data (B). I was thinking of a setting in some American forest during indian summer, so imagine all the trees bearing yellow, red, orange and a few purple leaves. I've already set the ambient lighting to reflect some of this theme. The building walls are mostly supposed to be a very light (pastel) orange to fit this colour palette as well. The insides of CT side are supposed to be a steril blue (work that blorange baby!) whilst the outsides and T insides are of a relaxing orange. The entire thing is supposed to be hidden, so I imagine the trees to be hanging over the paths in some places, giving the outsides a half shady look. CT spawn will be a helipad maybe, but more likely just a dirt road (in that case I'd narrow it a bit). there will be one of these things over A: It is going to be a focal point, visible from nearly everywhere on the map's T or A side (but only as long as you are outside ofc ). (@Vorontsov I am so sorry the model you so generously made for me didn't even get into the map! I had mucked up something with the scale probably, at least it was about twice the size I needed...) That's all for my ideas. If you guys want me to I can also upload a graphic in which I show timings and standard defense positions for both sides . Anyone who wants to test it can download all the files from here: https://www.mediafire.com/folder/id5i9hdv115s3/de_oakwood . I Hope to hear of you guys soon ! Cheers!
  19. MrFus3

    [CSGO] de_sand

    This is my map de_sand i kind of went for a dust/mirage feel in this map using some of there props and textures, i have never uploaded anything to map core before this will be my first map, the reason for this is i never had any faith in any of my other maps as i'm still kind of new to map making, de_sand is in a pretty early stage so the main reason i am uploading it to map core is because i want to get everything right before i continue anymore, what i'm really asking for is your support and suggestions to continue the making of de_sand. you can find de_sand here: https://steamcommunity.com/sharedfiles/filedetails/?id=1966858716 -MrFus3
  20. 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!"
  21. Zeranic

    WIP de_noname

    My first published map. Please give feedback Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1947065383
  22. nickiepumps


    Hi everyone, This is my first time create Topic in Mapcore and I don't know is this the right place to tell about map release but I'll post this anyway. So I released my Bomb Defusal map called de_mineral yesterday. This map is still in development and I want someone to playtest it. Your feedback will be a lot to me. These are screenshots from the map. T-spawn Map Overview Bombsite-B Bombsite-A CT-Spawn Mid Mid to B If you want to playtest it just click the link here. https://steamcommunity.com/sharedfiles/filedetails/?id=1947937286
  23. AlphaOwl

    [CS:GO] De_Cattle

    While working on my mapcore submission, I came up with a concept of a map with an interesting theme, and I just thought I'd like to share and probably work on it after I finish my submission. Set in a meat processing facility in India, Cattle's story is of radical protest and culture difference. A European corporation decided to build Kamadhenu Cuts in the middle of a river to increase more job prospects and worldwide business expansion into Asia. Specializing in all things cow, you can tell how that escalated to. A group of terrorists decided to take more radical steps towards taking down the plant, specifically targeting the delivery zone and the slaughterhouse entrance. Tipped off by Indian locals, British forces were brought in to stop the explosive result. I currently don't have a playtest version up, but most likely changes will be made towards Bombsite B, as well as extending the map overall. Hopefully I can come back with more once I'm done with Luau!
  24. 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
  25. zuzs980

    [Wip] De_Croatia

    My current project is a competitive map named De_Croatia. It takes place in the heart of Croatia, Image References here :http://imgur.com/a/SSkfh .Right now its in the Early Play testing stages. But I'm Trying to Capture the Theme of Croatia in one area right now, but I'm having troubles capturing it so I am looking for someone to help me do that. Current Stage of the map: http://steamcommunity.com/sharedfiles/filedetails/?id=628541757
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