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Found 97 results

  1. 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
  2. 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
  3. 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.
  4. 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 right) 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.
  5. 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.
  6. The thread for feedback and discussion for the map Paralia (de_paralia) Workshop :https://steamcommunity.com/sharedfiles/filedetails/?id=1890055046 Contact info: Discord : Luke_oNuke#5889 edit : wrong link
  7. Kokopelli


    Neighbors Bomb Defusal Domestic terrorists storm a northern Virginia community to locate the home of a notorious hacker and destroy his trove of stolen data. Objective A - Destroy the hacker’s PC Objective B - Destroy the backup drives in the hacker’s car This project began as an exercise in capturing a real life location and re-imagining it in a way that's conducive to CSGO gameplay. You might call this the "Canals approach." Creating was a great learning experience and I'm pretty happy with where I landed given the inherent constraints of the location I was trying to capture--particularly the fact that it was a fairly open environment. The biggest challenge was figuring out ways to reduce sight lines in ways that made sense thematically. The result is a map that strongly resembles the source inspiration but with plenty of necessary departures for improved gameplay. It's also my first completed map and entry to the CSGO workshop. Looking for feedback on layout, gameplay and visuals. And please let me know if you find any bugs. Hope you enjoy! Special thanks to Yanzl for various assets. Workshop Link
  8. So I've made a map for the 2020 mapcore competition and now I'm looking for a place to playtest it before i decorate it. Please someone explain / elaborate on how to get my map into the playtesting pool. Here's a screenshot of bombsite b
  9. KubeKing

    [CS:GO] de_tributary

    Current version: de_tributary_a2 | Workshop link Defusal map set in an industrialized forest. Not my first CS:GO map, but my first map on this site. Screenshots (in spoiler) are from a1, radar is from a2.
  10. atrocity


    Hey everybody! It has been a while since I have posted anything, but I thought this would be the best place to share my next personal project de_distillery. Distillery is based around a fictional distillery and is set in a loose version of Edinburgh Scotland. Since a trip I took to Scotland a few years back, I have been dying to build a level that is set there. After being inspired by de_highlands, I knew I needed to start making my idea come to life. I started the blockout a few weeks ago and try to work on it when I am free after work. I've been able to iterate on the level after hosting some small playtests with friends. I am hoping to have this public on the workshop here shortly, and then having larger playtests to gather more feedback. Update 9/18/19: Swapped out the old Minimap with a TAR version. Update 9/17/19: After a playtest this evening, I pushed the map live to the workshop. I will continue working away and posting updates. https://steamcommunity.com/sharedfiles/filedetails/?id=1843682152
  11. 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
  12. 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!
  13. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1856054230 Nuclear bomb found in Flume's Flower Park. It was T's. While the police is trying to investigate it, they know that Ts is trying to detonate it manually. So they called CTs for backup. CTs arrived at the same time as Ts arrived. And so, the story begins... Screenshots: Radar: (Thanks Terri for your Auto Radar Generator!)
  14. 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!"
  15. Sgremo


    Hi Everyone, I'm just searching for someone who's interested in making a dz_map. The only basic idea to set it on high snowy mountains tops. Specially I would like to feature a ropeway (also known as cableway or gondola) maybe 2 or 3 lines.
  16. Hi everyone! This is the first map of mine which I'd consider finished. It is a wingman hostage map based around an abandoned Headquarters in the united states, repurposed for the use of file hosting. I think that the theme is very interesting, where it has been fully applied. There are some areas that still need a lot of brushing up, T-Spawn is one of these areas. There are 6 distinct areas in the map. Server Room, Connector, Outside, T-Spawn, CT-Spawn, and Central. Connector and T-Spawn are easily the areas that need visual brushing up the most. A 3D skybox hasn't been added yet but it is on my list of things to do. Credits Yanzl - Models and Textures from "Breach" TopHATTWaffle - RealWorldTextures & RealWorldTextures2 TheJonyDrake - Detailing, Map Design, Playtesting Saminator977 - Playtesting & Motivation Viperr - Original Layout of Old Defuse Version Thanks to everyone at the Source Engine Discord Server for helping with playtesting. Thanks to everyone over at the Healthy And Joyful MapperZ You can check out the map on the steam workshop here : https://steamcommunity.com/sharedfiles/filedetails/?id=1786059856 Please check it out, give it a rating, and let me know what you think! Here's a few more screenshots
  17. I'm working on a CS:GO defuse map and I'm looking for layout feedback. Notes: Map includes sliding door on A site. I'm gonna only put latest map here. All other screenshots are in the later posts. Edits: Update 1 Major change on enterance to A site. Added backlane on B site. Update 2 Remade dojo. Remade A site scheme. Update 3 Remade long and B site. Remove alley next to A site. Update 4 Redesigned CT area. Update 5 Redesigned A site and connections. Redesigned middle. Update 6 Swapped sites (A is now B, B is now A) Redesigned middle and A (dojo) site. Redesigned T-spawn. Update 7 Redesigned A site. Redesigned paths to B. Download link -> workshop
  18. A map with a historical monument set in Italy. Experimental project for wingman, but also 3v3, 4v4 & 5v5. Workshop link Here's the map overview And now some images All images on imgur album To Do's fiddling around with map's cover, maybe tightening up some places a bit transform detailed brushwork placeholder types into models/model wiring, antennas etc. related props layer further optimisation texturing dirtyness & lightning 3D skybox (and skybox texture perhaps) Feedback gladly appreciated
  19. ItzOmega

    [UE4] Western Recall

    Hello there! We are a group of students from FX Animation, located in Barcelona, and today we are showcasing what is going to be our next project for our Master at FX Animation as Art & 3D design for Videogames. This project will be called: Western Recall, and it will consist in a mod for the VR game Robo Recall. It will have a duration of 2 months, and the goal is to create a fully playable mod for the game. As we are 3D Artist students, what we will try to achieve is an outstanding project in the visual part. Programming and design is also important for us but it is not in what we will focus our efforts. The team is composed of the following people: Project leads (Teachers): -Aitor Rider (3D) ( https://www.artstation.com/aitor_rider_3d ) -Alberto Martinez (Programmer) Lead Environment Artist: -Pau Sanchez ( https://www.artstation.com/bubucela ) Lead Character Artist: -Alex Martinez ( Producers: -Irene Cruz ( https://www.artstation.com/truenaike ) -Elisenda Ferrer ( https://www.artstation.com/elisendafr ) Level designers: -Jordi Oller ( https://www.artstation.com/jordios ) -Marcos Romero ( https://www.artstation.com/maroag ) Community managers: -Pau Casas ( https://www.artstation.com/itzomega ) -Francesc Xavier Gonzalez ( https://www.artstation.com/fitngo ) Characters team: -Nuria Sanahuja ( https://www.artstation.com/nuriasanahuja ) -Elisenda Ferrer ( https://www.artstation.com/elisendafr ) -Martin Cebrian ( https://www.artstation.com/idestined ) -Claudia Vilanova ( https://www.artstation.com/kineko ) -Edgar Provana (https://www.artstation.com/ndredg ) -Alex Martinez ( Enviornment team: -Pau Sanchez ( https://www.artstation.com/bubucela ) -Jordi Oller ( https://www.artstation.com/jordios ) -Marcos Romero ( https://www.artstation.com/maroag ) -Aitor Garcia ( https://www.artstation.com/aitorg ) -Carlos Martinez ( https://www.artstation.com/phyco49 ) -Pau Casas ( https://www.artstation.com/itzomega ) -Irene Cruz ( https://www.artstation.com/truenaike ) -Hao Jin ( https://www.artstation.com/jin_h ) -Francesc Xavier Gonzalez ( https://www.artstation.com/fitngo ) Western recall is going to be created in UE4 using the Robo Recall mod tools that Unreal Engine provides for the developers. This project will be set in a Western Town, where outlaw robots have taken the control of it, and we will have to restore law and order. The aesthetic is going to be mixed with old and futuristic assets. For now we just started with the project looking for some ambientation and creating some moodboards for the scene, guns and characters. Some Environment moodboards: Some characters moodboards: We have also started with the Top Down Layout, to see how big the scene is going to be, how are the buildings going to be distributed, and what is the path that the player is going to take. Town layouts: Saloon layout: For now we know that we are going to do 2 scenes, one in which the player will have to move around the town killing enemies, and the other where the player is going to be inside a Saloon and waves of enemies will try to kill him. What we will try to achieve in this project is to work as much as possible as a Company producing a real Videogame. The ultimate goal is to have a fully playable mod that people will be able to download and play. We as a team think that this is an amazing opportunity to have a great project in our Curriculum and something that we can be proud of. We are going to update the project developement every friday, so any comments or feedback will be appreciated!
  20. BetterChoice

    Shutter [WIP]

    Dear mappers, this is de_shutter, my first map I made in Source. I have no idea what to say here yet... So big shoutout to TopHATTwaffle for the best Hammer Tutorials on the internet! All you see - after you decided to subscribe my map in the workshop and give it a try - is in an ongoing change and mostly very experimental. Please don't judge too hard - feedback appreciated! Some words about the theme: I'm trying to create an old prison, wich is currently under construction to be renovated. Terrorists invade the facility in its weakest state, to blow it up once and forever. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=908266016 Greetings, BetterChoice : )
  21. Chamii

    [CS:GO] de_Shrine

    Hey Mapcore community! Shoutout to TopHatWaffle's youtube channel and his great tutorials! As of now I have worked on this map for just over a few weeks time and thought it would be really helpful to get advice from someone before i put too much time into the project The theme is inspired by my last trip to Japan. My goal is for it to be small and fun! It has many wallbangable sliding paperdoors around the bombsite area. May 25 EDIT: The map is now uploaded on the steam workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1751393466&searchtext= Thanks for your time and happy mapping! /Chamii (You will find updated screenshots in the reply's)
  22. Hello! This is the first 5v5 layout I have made for CS:GO so any and all feedback and criticism is welcome! The map is set in an old fishing town that has re-purposed the old railroad to carry a trolley for tourists (currently using a train model as a place holder). A-site is on the docks, over looking the mouth of a large river that feeds into the ocean. B-site is tucked away is a quieter, more historic part of the town. Currently looking for feedback on the layout. Things I am currently working on include moving some of the mid routes, creating some height variation on A, and improving mid. I would also be interested in working with someone who enjoys creating models and textures. Greybox workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1762556109 Imgur album: https://imgur.com/a/sWzuGFb Map overview: (CT to the left, T to the right - A on the bottom and B on the top of the screenshot) Bombsite A: Bombsite B:
  23. I saw everyone piling up reference images, so I thought, why don't I reserve my exotic spot as well. Here's where it's gonna take place: Chittorgarh - India The layout is very experimental and the best way I can sketch it out is something like this: The timings are in such way that if CTs were to go straight to the bomb sites, the encounter would happen right before the entrance of the sight and they won't have much time to prepare and take further positions, but they can choose to send several units on a risky middle route, which only CTs can access, without a boost, that gives them a chance to attack the Ts before they've reached the sites and allow their teammates on the site to get a more advantageous position. It's also a good flanking path. The sites are generally easier to take than on other maps, but with this new middle path CTs can surprise attack the Ts and they can never expect when the action is going to begin. This middle route is also made in such way that it allows both teams to take sound cues and listen if there is anyone rushing. A CT rushing down the middle route can communicate to his teammates which site the Ts are rushing in and tell them to hold back, while he prepares to flank them, or plan a double pressure attack. I don't know if this is gonna work, but I'm willing to try my best to realize my idea. I'm going to post some greybox images this weekend or next week at latest. Might also look to collab with an environment artist.


    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.
  25. Sgremo

    [CS:GO] Beyond [WIP]

    Don't know why I've opened this topic, you can write something but not too much as I'm not sure to remember me to read this forum CS:GO Defuse Map
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