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Found 90 results

  1. Plantello

    [CS:GO] Chlorine

    Last year, I started a map titled Chlorine. It's a bomb defuse map set in a countryside spa. The bomb targets are chemical storages. I only have the experience I gained while making this map, so I have no custom textures/decals/models. Right now, it's in a state where I'm happy with offline gameplay, but I didn't get the chance to really test it out in multiplayer. Multiplayer feedback would definitely be a huge help. I scavenged enough and sufficient textures from the main game for now, no dev walls, but admittedly it isn't a beautiful map. I'll keep working on it. https://steamcommunity.com/sharedfiles/filedetails/?id=1595251771
  2. 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
  3. 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!
  4. 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
  5. 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!
  6. Kokopelli

    de_neighbors

    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
  7. 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 : )
  8. 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)
  9. 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
  10. 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:
  11. 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.
  12. 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.
  13. 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
  14. 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 The theme I am going with is the ruins of a temple deep in a bright jungle Any feedback on the map would be appreciated Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1697748607 Overlay (sorry it's bad had to grab a quick image of it before I left) (not up to date) Mid CT T and path to B A A upper Mid to A and A lower B B again B long T Path to B T entrance to midde and path to A A split
  15. Freaky_Banana

    de_oakwood

    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!
  16. 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.
  17. Sgremo

    dz_zenith

    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.
  18. Hello, for those that do not know me, I'm David, a self-taught Weapons & Hard Surface 3D Artist. In this post I will share with you the steps I had to follow in order to make this scene for my entry in the Hum3D weapons challenge. I still consider this piece a work in progress and I plan on updating the entry once I come up with a better lighting setup. Everything that composes the final shot is modeled from scratch in Blender 2.79b, textured in Substance Painter and rendered in Marmoset Toolbag. Marmoset Toolbag was also used to bake the AO and Normal maps because it does a better job than Substance Painter (Marmoset is super intuitive and it gives you a lot of control over the baking process). I started with the most time consuming piece: the pistol. Initially I wanted to make the SIG Sauer P226 but later on I decided to switch to the P228 variant since the P226 grip resembles the wood in the way the material needs to be textured. Wood is nice but texturing wood is a struggle for me and for many other artists. A flat piece of wood might look good but when complex shapes come into play, only a few people can come up with a realistic texture. Excepting for the switch to the P228 model, the modeling phase did not consist of any challenges. Here you can see the lowpoly and highpoly models. When it comes to the UV unwrap, I had a few mirrored pieces. The faces you see missing are being mirrored from the other side. Overall, the pistol has a small amount of mirrored parts and I believe I could get away with 0 mirrored parts if I wouldn’t focus so much on showing the internal pieces. Unwrapped to use 1 single texture set at 2K resolution. For the highpoly model I added more detail to the base model, separated some pieces (more visible in the top down view) and subdivided the mesh for a clean and smooth look. For the front of the grip, rear of the grip and trigger guard I used floaters to add the details. Here is the low poly model with the Normal and AO maps applied. 5.1k polygons I am super pleased with the baked maps. The lack of detail in the mesh is not visible at all when the Normal and the AO maps are applied. From left to right: Highpoly, Lowpoly, Lowpoly+Wireframe. Moving on to textures. As you might have seen already, the focus on my models is the realism and the game ready aspect. Shortly after the P228 model was done, I jumped straight into Substance Painter and did a rough texture pass, matching the look and the colors as good as possible with the real life counterpart. A solid week of detailing and watching reference videos and pictures came after this. I think it was worth every single hour. I definitely improved a lot by doing this. I like to duplicate my model and mirror the duplicated piece in different positions. In this way I can look around the model and see the separate pieces as well as the final model. The SIG Sauer P228 is my best weapon model to date and I took my time to learn as much as possible during the making of it. In total, I spent over 2 and a half weeks only on the pistol, texturing taking me over half of that time. This is the top down view I was talking about when I said I separated the high poly slide model. In order to add the separated metal piece in here I modeled it separately and it really adds that little extra realism.
  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. nickybakes

    de chug

    Aloha, I made a CS map like a year ago and am up for continuing it. I wouldn't mind some possible play testing and feedback or just some general opinions. Thank you for your time! Workshop link (you can find more about development here, but know that screenshots here are outdated) https://steamcommunity.com/sharedfiles/filedetails/?id=1232595293 A Site: B site (has two levels that can be planted on): Mid: Overview:
  21. [First Version V 0.1] Hello Everyone ! This Year , I work on my first map ! This is a bomb and defuse map in Wingman with one Bomb Site The Map is inspired by Italy ( and the map : Inferno , Italy ) I create This Topic for some Feedback and some Tricks You can play this map by this Steam link : https://steamcommunity.com/sharedfiles/filedetails/?id=1730844309 And Here some Pictures of the Map : Thank you for giving your valuable time !
  22. de_beyond (https://steamcommunity.com/sharedfiles/filedetails/?id=1726925120) This is a map I started inspired by "beyond" episode of Animatrix. I wanted to do a Wingman map but in making it I realize it should begun a 5vs5 map so I crudely make the second site to fit middle and then deleted it. Map has to pass playtest valutation yet so here's topic as recomanded (also my first topic in life D:)
  23. Levelboi

    [CSGO] de_archives

    de_archives After days of countless threats, a small terrorist group has launched an attack on a small town outside of Grosseto, Italy. The group hopes to hold the archives complex for it's powerful strategic position, and high elevation. Thankfully, a GIS Counter-Terrorist squad has made efforts against the group, leaving only the most powerful members alive, holding a formidable position in the archives complex...A tough scenario lies ahead for both sides of the conflict. Steam Workshop Link - https://steamcommunity.com/sharedfiles/filedetails/?id=1702736973 Screenshots - https://imgur.com/gallery/wyyaZ95 Overview Image Trailer Please, if you have any feedback let me know! Good luck, have fun.
  24. https://imgur.com/EGLKxiy Only getting half my map with TAR Generator. Squidski verified the vmf file over on SE discord. Said it should be working, didn't find anything wrong. Any help is appreciated. Edit: Issue has been fixed. Talking with Terri and he had the camera set to 1024u above and below blue line in Hammer. Moved map within this area and TAR now works fine. Terri will also change the coding to encompass a larger area. Thank you.
  25. This map is still WIP, i only use dev textures. The layout is finished. I just need to decorate the map. But before that, i wanna hear your opinions about what this map would be. My thoughts is to make this map a Dust theme or Inferno theme map. Heres the layout: Ive tried to make this map a 2x2 square layout. The ones i yellowed are indoors. Screenshots:
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