Jump to content

Search the Community

Showing results for tags 'wip'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
  • Creative
  • Employment
  • Special
  • Miscellaneous
  • General
    • Gaming / Game Development
    • Off-Topic
  • Creative
    • [Prodeus] Official Mapping Contest Part 2
    • Source 2
    • 3D
    • 2D
    • Past Contests / Challenges
  • Employment
    • Portfolios
    • Job Postings
    • Services
  • Miscellaneous
    • Archives
  • Special


  • Development
  • General
  • Interviews
  • Special Events
  • Tutorials

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start






PlayStation Network



Twitter URL

Xbox Live

Real Name





  1. zombi

    [CSGO] [WIP] Paris

    Hello nerds I have been working on this map for few months already. Map has been updated with major changes after last playtest and because I'm happy with current version I decided to show it here. Feedback is aprreaciated! Steam workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=2547145592 Overview CT spawn TT spawn Mid and TT entry A site B site
  2. Since the cs go mapping contest 2019 i did not do that much work on the map. I learned a lot in the process and started working on the rework in the start of 2020. Then in april 2020 the SE discord wingman contest started and i began working on a different map (before that i was working on a map called Pithead, a wingman map, but me and the other creator made our own maps for the contest). So from may 2020 to august 2020 i worked on a wingman map called Vaccine (back then there was no vaccine yet ). And after that i stopped mapping for a while until january 2021. This was because i was bussy with school (and got into some trouble with it). In january 2021 i worked on an entry for a community project called cube. (this is still not released). Then i quit again because i was bussy with school and in the summer of 2021 everything went wrong. I had to leave school when i reached my last year of my study and completed all the exams but missed a few grades because of failed internships. So then a rough few months started where i had a lot of stress. Since last week i decided i want to start mapping again so i did. (I am also streaming on twitch every week and have a bussy new school schedule so finding time is a bit hard) Here a WIP Pics of the rework for zansort: https://imgur.com/a/7bRtw0g
  3. 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
  4. This is a mostly complete 1:1 recreation of the London Natural History Museum, sans the more recently built extensions and not including any of the real exhibitions. This has been my ''lockdown activity'', of sorts. All mesh created inside the hammer editor, and using near-exclusively custom textures ( 125+ ! ) all edited by hand. Currently only compiled for cs:go, but I intend to port it to at least gmod as well, maybe it could work as scavange/survival in l4d2? Would love to see it in HL:A too, but I don't yet own VR so if anyone's interested to port it for me - or in contributing in any other way, please do contact me. If you've got a good idea for props to fill the exhibition spaces with, that'd be cool too - I was gonna do a half life theme but pretty quickly ran short of actual suitable models, at least that I could find. Files; 24/08/2020 (first public release): https://drive.google.com/file/d/1ojDYBtpS4X-zJDpcqMHTeegJjI7Up8_1/view 02/09/2020 (improved east hallway, 24 spawnpoints): https://drive.google.com/file/d/1PKLII33cFCqnOnBOmLTD8dFUealSDCbY/view 18/09/2020 (all around improvements/additions, fixed cubemaps): https://drive.google.com/file/d/1YkZuPrQqfLiIxi3H_QLo2N1lZ7pFuFRc/view 15/11/2020 (added exterior, increased model quality, general polish) https://drive.google.com/file/d/1veuRpy29IGv8cxBl3OuQWsuoTmAy5TBe/view 21/09/2021 ( changes listed below ) ( edit; now includes working nav mesh! ) https://gamebanana.com/dl/662744 ( look through posts below for more detail on the changes )
  5. Hi all, I recently started working on Caligula, a classic 5v5 map for CS:GO. Caligula is set on the island of Malta in the 1960's. For this project I'm going for bright colors and great visibility. So far I worked on the main layout. I then slapped some textures on it, to define a mood and see how I can set this map apart from other maps with the usual "mediterranean" setting. I'm also playing around with my own dev textures this early, to spot any problems with visibility early on. The layout has not been playtested yet, so any feedback is greatly appreciated. This friday I'm doing a first playtest, so I expect the layout to change a lot after that. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2412138868 Thank you for showing an interest in my project and I look forward to any feedback! An overview shot of T spawn. T's spawn on that little bridge over there. The way up to A, towards the church in the distance. Bombsite A is right behind the church. Bombsite A features some old Greek ruin. To get to bombsite B from T spawn you have to go through this little fish shop. The official callout for this place is simply "fish". The area where T's can set up to enter B. Bombsite B, featuring an old statue, currently a boilerplate prop. A view into bombsite B.
  6. csWaldo


    @esspho and I are teaming up for a new defuse map. Welcome to Norilsk, a soviet mining city in the arctic circle shaped by freezing temperatures, high pollution and 45 days of night in winter. Some of the mood and references we are going for: Concept art I made of how this could look in source: 3d concept for the layout, developed by esspho: https://3dwarehouse.sketchup.com/model/3d130ab7-062e-48e3-88f7-7d255d7aae88/defurnace-concept Concept overview with pathing: Greybox is in the works. Let us know what you think
  7. Dockyard is a bomb defusal map for CS:GO. The map is set in a dockyard, with the two sites built around an under construction ship. Here is the Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1658475749 Below is the current radar and a screenshot of the B site. This is my first map, but I'm excited to start getting feedback and continue improving it!
  8. I made a wingman map, inspired by 3DMike's maps de_survivor and de_recon . For now it doesn't have too much details given my layziness and given the fact that in the future i would like to extend it to a fully fledged defuse map. It can be downloaded from good old Gamebanana: HERE WORKSHOP Credits to @Yanzl for the awsome spruce models some pics
  9. bawwan

    de_svajse (WIP)

    Hello guys, the new guy's here... I started this project mid june and this is how far Ive come I guess. This town is placed in Schweiz, heavy influenced from the city Thun. The skybox is going to be removed and changed to something more Schweizy like. But this will be for now. And the details ive done sofar is still under construction, nothing is finished yet. A bombsite. B bombsite. Mid from Ts view. Mid from CTs view. Connector from A to Mid. A very W.I.P tourist place with still Alot of room to work with. CTspawn. Tspawn. ...And the (what to come) wine storage at B site. Alot of the errors I already know of , like clipping/skybox etc. ..and Ive not gotten this layout testet yet, https://steamcommunity.com/sharedfiles/filedetails/?id=2514823127 All feedback are appreciated! Best regards, bawwan.
  10. The_Virus

    demon cat girl

    I am currently working on a Demon Cat Girl. She should get a sinn later. I've been working on the head for about a week. I use different programs for the model, you can see a list here. List of programs: ZBrush substance painter Maya About comments I would be happy
  11. Hi everyone! de_roofs is my first attempt of creating a map for CS:GO and I'm here for some feedback. It's a wingman map, so maybe in future I will expand it to a full 5x5 competitive map. Right now it's just simple blockout, without any detailing(just functional props), or background. I hope you'll like it) Bomp site Middle Long T spawn CT spawn Enjoy! https://steamcommunity.com/sharedfiles/filedetails/?id=2531724312 p.s. If you can record your gameplay, I'll appreciate it
  12. After creating several AIM and FY maps, I decided to start working on a hostage rescue map. After about a month of work, I'm proud to present Exodium: Download (version 0.33): Steam Workshop Gamebanana This map is my attempt to re-balance hostage rescue mode so that it wouldn't be so T-sided. To do this, I did two things. First, I placed the hostages into two separate locations, similar to how bombsites are located on defuse maps. Thus, unlike a map such as Assault or Office, terrorists will now have to split up to effectively guard the hostages. Secondly, I made the map dynamic. Instead of returning to CT spawn when a hostage is picked up, the CTs instead go to a new area that becomes accessible to rescue the hostage (see blue area in layout). More specifically, there are three doors to the hostage rescue zone that are closed at the start of each round (marked in red). The two doors near the chambers will open when the CTs pick up the hostages, while the door at terrorist spawn will open after a 10 second delay, to discourage terrorists from camping at T-spawn. When a CT picks up a hostage, the round becomes a footrace to the rescue zone. Because the player carrying a hostage moves at only 200 units/second (as opposed for 250 units/seconds for knife players), the terrorists still have a chance to cut off the CTs before they reach the rescue zone. However, I also placed three separate rescue zones in three separate lots/warehouses, thus terrorists will have to choose which rescue zones to guard when they reach the back area. If they camp the wrong rescue zone, then the CT might easily slip past them undetected. Thus, CTs have a massive advantage when they reach a hostage, which I think it's fair given that reaching the hostage in my opinion should be the equivalent to planting a bomb in defuse mode. I got this idea of a dynamic hostage rescue map from @El_Exodus, who first proposed this back in 2016. This is also why the map is named, well, Exodium. And now, more screenshots: Lobby near CT spawn Hallway to Chamber A Chamber A Mid Route to Chamber B. You can also see a bit more of the skybox I created in SpaceEngine. Chamber B. Influenced by de_cache's bombside B. One of the warehouses near to the rescue zone. You can also see signs the the other two rescue zones in this screenshot. While all the brushes are textured, cs_exodium is still in the early stages. Would really love to hear feedback regarding my tweaks to the hostage rescue mode, as well as the map in general.
  13. Last weekend I decided to try something different... I used one of the refract textures from TopHattWattle's watersource texture pack to make some nifty looking "juice tubes" for my new map layout. I had sketched out a rough draft of the layout on paper and wanted to see how it would play. I've been surprised by the response, this has had more subscribers on the workshop than I expected! I guess maybe everybody like some juice! My goal with this map is just a fun layout with some raised areas to fight from with some visual gimmicks. This is very heavily influenced by my memories of Goldeneye 007 on N64... Even though I haven't played that game since adolescence (close to 20 years now) but the vibes from the Facility single player map and the Complex multiplayer level were kind of what I was thinking of. I would love any feedback on this new map, and I hope you enjoy looking at it! Thank you and "Keep it juicy!" -Greeb Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2481672371 The storyline for this map: "The executives of the Juice Tube Corporation have been pushing a new beverage using a culturally appropriated style of marketing campaign. The Terrorists aren't too happy about what these jive ass turkeys have been getting into. T's have taken to the Juice Tube Corporation's largest manufacturing facility to halt production of this sweet juicy concoction. Plant the bomb at either bombsite and set this juice loose. CTs must try to preserve the production facilities for this new controversial line of beverages."
  14. So, in case this post doesn't fall into oblivion: here is an early version of my first CSGO map... I wanted to make a relatively small and conservative level inspired by train. The only unorthodox concept is CT spawn, which is located around mid, so that it can be a more playable area. This spawn placing allows for early fights if CT decide to push. Furthermore, there is a vent from B to mid aka CT spawn. https://steamcommunity.com/sharedfiles/filedetails/?id=2505160861 A bombsite, angle towards mid B bombsite from window Fence that allows visibility towards A bombsite Layout. Upper area is covered by a tunnel and the connector from B to mid is a vent Another angle within A bombsite Split to B Path to B and double ramp with window towards B
  15. Mocherad


    Darechom on Warcraft 3 (2012-2013y.) Darechom - you have one life to survive. This version is mix of simulator, rpg, horror survival, pazzles etc. I was working on it from 2012 to 2013/2014 year. All assets were custom, 3D and 2D content, size of the map ~100mb, on that time it was very big data file (for example dota size 7-8mb). Media: Darechom on Source 2 (2020 - Present) Darechom is an upcoming survival simulator re-make of my old mod Darechom (Warcraft 3 2012-2013 y.) on Source 2, that combines best of survival, rpg elements, character customization, crafting, events and realistic world. I'm working alone on this game, so anny support will be mega cool! The game is a work in progress and is subject to change. WIPS: 001 (2015 - 2017)was working on 3D and 2D content for Darechom, first WIP public video: 001a (2019) - was working on enter house system, settuping custom water, animations etc. 002 (11/5/2020) I decided to resume working on Source 2 version of Darechom, from that date I'm working full time on it and even more. Follow the game to learn more: Discord: https://discord.gg/543vwkek Twitter: https://twitter.com/markmocherad Reddit: https://www.reddit.com/r/Darechom/
  16. pelex

    de_dump [CS:GO]

    This is my second attempt at a CSGO map. My first being an unreleased wingman map I hope to release at some point. I am still working on and developing this map and appreciate all suggestions and criticism of it. You can subscribe to the map on the Workshop Page! I hope to work on this map until it gets to the point where I feel like it looks good enough and plays good enough to be an official map, even if it ends up with just 30 subscribers I just want a finished, polished project. Backstory Terrorists are trying to destory this rubbish dump and a counter terrorist force has been sent to stop them. Why do they want to blow up a rubbish dump? Well, the insurgents have gathered intel that there is secret doccuments that have been 'accidently disposed of' at the site. They must be important as they are going to some great lengths to get them back.
  17. I'm working on a map based in a Hightec-city in Japan. https://steamcommunity.com/sharedfiles/filedetails/?id=2347930585 Story: In the middle of the high-tec-city, there is a group of old buildings. The cities citizens like the region. But the owners of the region want to get rid of them. The terrorists are working for the owners of the region to remove leftover buildings and opstrucktion. Changelog for small and big updates:
  18. SuicidalFennec


    After literal years of not posting and years of not making anything of note, I am finally back with not only a post, but something of note! de_creek2 is my swag map I've been jammin on for the past like 2 weeks and progress is going great. I'm gonna make a series of videos soon documenting the process and progress of the map but for now I figured it'd be best to just keep working on it and for the heck of it make a post again because I've finally made a map worth people's time. Or it will be someday depending on how you see it. Steam workshop link to the map >>> https://steamcommunity.com/sharedfiles/filedetails/?id=2469603722 Please check it out if you have any interest in the project and thank you for your time.
  19. Andre Valera


    Hello there, Here's a 2 minute video overview for the blockout of de_torch. Since it's early in development I thought a video would do the job of showcasing my intentions and goals with the project. Steam Workshop Download Blockout Timings
  20. Hey guys! As part of a job application for a Level Designer I was asked to create a CS:GO map to showcase my ability to design multiplayer levels as I have no experience designing in this genre so far! Part of the task is to gather some playtesting feedback and the LDs at the company highly recommended this community for this! Here's the map: Name: de_jobhunt LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=2409784339 I would greatly appreciate if anyone can play around in it, ideally in 5v5 matches and give me any feedback that you have! A few more notes. I have almost no experience playing CS, but played for a few days to get a feel and had some friends help me with basics and some more advanced strategies. The map has been in production for a week on and off in my free time, and I have another week or so to finish it. I am not aiming at adding any details or textures, but purely focus on gameplay through level design (although in CS textures play quite a bit role, it's just not feasible in the time frame). So in a way, I am not aiming here to create the most balanced and fun map in CS:GO, but to showcase my design process from paper, to engine and playtesting. I am quite happy with the big shapes so far and connectivity seems alright. More work is definitely needed on precise positioning of covers, more windows and openings to throw granades through and other things, but any feedback is welcome! Will be happy to answer any questions as well
  21. This is de_wasteland! I wanted to make a fun competitive layout that was not four square and this is what I have at the moment. The map is still in a very early greybox stage so the visuals will likely change. Any feedback is appreciated! Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2439278132
  22. Hey! I'm back and mapping for CS:GO again on a new project called "Shibuya". Set in the bustling streets of Shibuya, Japan. The map features a variety of locales and gameplay styles to create a fun experience for everyone! After previously working on the 2v2 level called "Akihabara" with the amazing artist & designer @Adroon, it felt like a good opportunity to return to a similar theme and create a 5v5 level based in Tokyo. Meet the team: ZeLz Storm - Level Designer / Level Art CEO of Mayonnaise - Environment Artist MrPenguino - Environment Artist CEO of Getting Backstabbed - Environment Artist iMtroll - Sound / Music Designer WORKSHOP LINK Radar Image: Preview Images: Reference Images:
  23. Lily is a bomb defusal map set in Portugal. Layout: The layout was developed some time ago until I decided to go ahead with this project, in the making of the map, I changed the layout a lot, the layout is based on two routes between bombsite for terrorists, one safe route and one not, for counter terrorists, it is the same, two routes between bombsites, one safe and the other isn't, having both, T and CT, unsafe routes with connection to the middle. Screenshots: May not be accurate due to map updates. For more visit the workshop page. Workshop Page: https://steamcommunity.com/sharedfiles/filedetails/?id=2430950151
  24. The_Virus

    Dungeon Props

    I am creating 3D props for my dungeon. Here is the first picture of the columns. More pictures will follow like door, stones, barrels etc. Textures and fine details on the model come later.
  25. de_samba This is a map I'm working on from time to time. I lost it once, retrieved it and builded version upon version until now. It is supposed to be a bomb defusal map set in a favela-like environment. At least that is the plan. For know it is still a grey boxed version where I'm trying to perfect the layout. Layout: As you can see, I went for a traditional layout. But I tried to mix CQC and long range fights in several locations. I started with the idea of verticality, as the complete left side of the map is on higher ground than the right side. Screenshots: Some visuals of the current state of the map: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=659931332 Feedback: I'm currently looking for feedback on the layout, as I would like to find a final version, before try detailing. Showing the map and getting feedback would also be a way to give me the necessary motivation to at least finish what I started Post your thoughts here or hit me up on the Mapcore discord.
  • Create New...