Jump to content

Search the Community

Showing results for tags 'wip'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
  • Creative
  • Employment
  • Special
  • Miscellaneous
  • General
    • Gaming / Game Development
    • Off-Topic
  • Creative
    • [CS:GO] Exotic Places Mapping Contest
    • Source 2
    • 3D
    • 2D
    • Past Contests / Challenges
  • Employment
    • Portfolios
    • Job Postings
    • Services
  • Miscellaneous
    • Archives
  • Special

Categories

  • Development
  • General
  • Interviews
  • Special Events
  • Tutorials

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Battlenet


Origin


PlayStation Network


Skype


Steam


Twitter URL


Xbox Live


Real Name


Employer


Job


Location


Website

Found 135 results

  1. "Those darn animal rights activists are at it again! While anarchists are attempting to destroy a friendly family chicken farm in response to 'alleged' animal cruelty, SWAT is moving in to stop the carnage and make sure that everything turns out... over-easy." de_dozen (Beta v1.0) https://steamcommunity.com/sharedfiles/filedetails/?id=2140771293 de_dozen is an in-progress CS:GO Wingman 2v2 map scheduled for full release in September 2020 as part of the Source Engine Discord Wingman Level Design Contest. At this stage I have published a v1.0 beta build of the map, in the hopes of finally having some playtesting done on it. This is the second map project I've started in hammer (see de_shortbloc for my earlier work). The theme and design was incepted in early May, so this release represents about a month and half and a little under 100 hours worth of work. Original moodboard: Layout sketching (pre-alpha): Alpha walkthrough video: Initial Skybox planning: Beta version screenshots Aerial view of outdoor areas (lower lot, truck and CT spawn; upper quad to T main and drop stairs) Bombsite A (Rolling doors on lower right side open to Garage/CT Spawn, top center is T Long) T Spawn (T main through window, path to Long via ramp on right side) Garage (CT Spawn) T Main to Office. Connecter to Long through right hand hallway, window/stairs to Garage. Cages to T Long More screenshots available on the workshop page. Please send any feedback or criticism if you give it a try. At the moment there's still a lot of work to do, between detailing, optimization, and fine tuning lighting, sound, displacements. I've mentioned in other threads, I find myself much more focused on detailing rather than brushing, so I have no doubt there may be some gameplay flaws I overlooked. Thank you in advance for your honesty in that department. More updates to come.
  2. 02/07/2020 After more extensive play-testing a few changes were made to the layout. 19/06/2020 I spent the last 3 days learning how to use blender and followed Blender Guru's amazing doughnut tutorial series. It's very good and highly recommend it to people trying to learn the blender interface. He's what I produced learning form the tutorial. unfortunately had to lower the quality of the image and size so it was less than 2.13MB. Hopefully within the next few days I'll learn how to model props for source and for use in games as @Squidski and @Almaas mentioned that for games you want to watch your tri count and keep it low. ^^ Any tips on how to make props for source using blender than please comment below, or if you know any good videos please let me know ~^^~ 16/06/2020 Sorry for the lack of updates recently, due to personal reasons I took a short break. I've made a very basic BSP layout to play-test and it's very fun to play on. I noticed a few things to change such as clip brushes to stop people getting out of the map and to place some strategic obstacles to block some sight-lines that are a little too broken. Bombsite A hasn't changed much other than in size and one of the entrances for T's has been changed to make it more balanced. I also added a window for CT's as well and removed a few bits of cover. The lower section of bombsite A will be changed as well as it wasn't very interesting to play in. Bombsite B will also be changed slightly but only by moving some cover and adding one more wall as cover. Using Terragen 4 I had a go at creating my first custom skybox which was lots of fun and there are some amazing tutorials on Mapcore. I also had to learn to use VIDE to get my skybox to show up for other people, big thank you to @NihiL for his amazing tutorial The last thing I did was to start to work on the appearance of the map. I plan on learning how to make my own custom props however this might take a while so the next update will probably be next week ~^^~ any feedback is welcome 05/06/2020 Major layout changes: Based off of the amazing feedback I've received from everyone and combined with thorough play-testing with friends, I have made changes to the overall layout to Akashi. I removed a lot of the narrow corridors and cut down on the number of connecting pathways. Bombsite B was... terrible to play -^^- Because of this I redid the entire of Bombsite B. Mid was very boring to play so I also redid Mid... CT spawn was moved next to Bombsite B similar to Overpass CT spawn. Although this might seem unbalanced, it will help with timings and give CT's an option to play aggressively or passively. Bombsite A was also changed slightly from feedback gathered through play-testing. I also moved it closer to CT spawn. In the layout sketch I also included some of my basic sketches of things that might be included in the map (rocks, Torii, walls and monorail). Thank you to everyone for the amazing feedback so far, please keep give your opinions / feedback below ~^^~ 02/06/2020 Finished a very very basic layout so I can play-test. Changed a few things from the initial sketches, however, the layout is extremely close. Any feedback is welcomed ~^^~ thank you everyone who has already left amazing feedback below 31/05/2020 This is the second top-down layout sketch for Akashi. A few minor changes to mid and CT. Thank you everyone for the amazing feedback ~^^~ 30/05/2020 Hiii ~^^~ This is the start of Akashi's development and attached is the initial sketch of the layout. This is still early development so any feedback would be appreciated
  3. 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.
  4. Welcome to my entry to the Source Engine Discord Wingman Contest. Below here you can find some of my references and pictures of the greybox. For now the map looks really dark but this will change over time. It is this dark because the light setting for the theme is around the fall of the night. Link to the map: (currently not the new version): https://steamcommunity.com/sharedfiles/filedetails/?id=2099918669 The map is situated in a secret laboratory where the Vaccine for the Corona Virus is being developed. Here are some of my references: Some WIP pictures of the map and the radar:
  5. Leo333

    [CSGO]Block(Defuse)

    Hello there! I am a new map maker from hk,and i am here to present you my new and first map De_Block!https://steamcommunity.com/sharedfiles/filedetails/?id=2108366847 I am happy with any feedback for the gameplay! btw I am new for the forum and still on school(14 years old),also I am not a native english speaker,I hope yours guys are ok about it. ~Glory to HK~
  6. RIMAS

    De_Clubtop [WIP]

    Clubtop Layout (Workshop) Сотрудничество с Faber Совсем недавно мы протестировали карту на Mapcore и благодарим всех, кто принял в этом участие и оставил свой отзыв о балансе карты. Я также хотел бы поблагодарить Морозова за его совет. У нас было достаточно времени, чтобы исправить ошибки и недостатки. И сегодня мы хотим представить вам новую и более образованную версию нашей карты. На первый взгляд, вы будете думать, что T быстрее доберется до B, но это не так. Время хорошо здесь. В предыдущей версии у нас были проблемы с серединой, но на этот раз мы решили сделать его более открытым, чтобы позволить игрокам играть с awp. Ниже вы можете сравнить его со старой версией И нам уже не терпится отправить карту на повторные тесты, поэтому убедитесь, что мы движемся в правильном направлении. Радар старой версии Скриншоты из последней версии Выход на B (на стороне T) B Stie Один из проходов на А (из кт спавн)
  7. Peake

    Cumbre (Wingman)

    Just a thread for my SE Discord Wingman Competition Entry 'Cumbre' (Summit). Which is a map based on a cliff edge in a mountain range in mexico where 2 rival cartel members plan to blow up the entrance to the bunker of their rivals. Which is situated inside the grounds of a mansion. In game pictures below:
  8. Hi, my map is getting closer and closer to playtesting, but as the complexity grows I've started moving segments out into instances to make Hammer easier to work with. What I've noticed, however, is that when using TAR - I lose all radar info for the instances. For example in the screenshot below, I've circled an area containing a house (which is actually still in the map below... Kept it for safe keeping) but because it's an func_instance, TAR no longer has the tar_ visgroup data. Is there any way around this? Or would I be subjected to manually editing the radar images? Thanks a lot.
  9. LUXURY RELEASED Ayo people, I've been making these 3 wingman projects since late last year so I thought I'd make this topic with them all included. Any kind of feedback is of course appreciated. Terracotta ----------------------------------------------------------------------------------------------------------------------------------------------- Set in Morocco after the events of Dust 2 Imgur Album Size: Large ----------------------------------------------------------------------------------------------------------------------------------------------- Luxury aka "the Yanzl art project" ----------------------------------------------------------------------------------------------------------------------------------------------- Set in a modern house somewhere in the hills of Los Angeles Imgur Album Size: Medium ----------------------------------------------------------------------------------------------------------------------------------------------- Delta ----------------------------------------------------------------------------------------------------------------------------------------------- Set in a hidden military bunker deep within a desert The map is still very early in it's development Size: Medium / Small ----------------------------------------------------------------------------------------------------------------------------------------------- Let's see if I can finish atleast 1...
  10. mr.jogurt

    Toride [WIP]

    This is my new wingman map (or better layout) for the source engine discord 2020 wingman contest. Currently it has no decorations, because im still focusing on the layout. Here is the workshop link to the wip map: https://steamcommunity.com/sharedfiles/filedetails/?id=2118265586 The map will be located in a japanese castle (砦 (toride) is japanese for fort (if you can trust google translate)) I would appreciate any help or suggestions on the layout and playability of it.
  11. 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.
  12. qubeks

    de_distem(Greybox)

    Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2116410504
  13. Hey there, I'm looking on feedback on my very first level – de_tomb, which takes place in an ancient Egyptian archeological site. I guess I was in part inspired by Anubis. You can check out the Steam Workshop page here and a Imgur album with almost 30 images here. I am looking for feedback on how the map plays, it's layout and overall aesthetic. And any other thoughts you might have.
  14. Erect is a wingman map set around a secluded church inside a desert cliff, ran by a murderous cult leader. The cops have been informed that yet another religious sacrifice is about to go down and so they've rolled down the desert in their heavy swat vehicle and jammed it straight through the main entrance. The occultists at the back have been alerted by the loud crash. The guns are out and the hunt is on! More screenshots: Radar: I saw the announcement for the Wingman contest and I put together this map in a couple of hours. I've always wanted to make a map with a church and this seems like a perfect occasion to do so. Yes, it is a hostage map. I don't even know if Valve supports hostage maps for Wingman, but the rules of the contest allowed it so I thought, why not. I've never made a hostage map. One thing I've noticed about Wingman maps is that the objective is rarely fulfilled, because either the fights happen way too quickly, or players would much rather lurk to get the jump on their opponent, than give away their position by trying to plant a bomb. So I thought why not give the attacking team, the CTs in the case of hostage, a headstart by putting them at arms reach from the hostages. This way the winning strategy is not so evident. You can either make a run and get the hostage quickly, or you can hold the breaks and wait for your opponents to make a mistake and frag them out. Either way, I've only had time to playtest this with bots so I can't tell how it's gonna play. The CTs spawn inside the church, at the main entrance, from where they have two options. They can either walk out and wrap around the church through Long where they can take a long range engagement, or flank the Ts, or they can push forward towards the hostage, where they'll be vulnerable from three attacking points. The Ts have one entrance from beneath the hostage, one side entrance, and a roof area, with one window opening to the church hall. The roof on the left side of the church is accessible through a ladder. It's not meant to be a very competitive map. I just want to make a fun map with lots of cool things that you can do. Most of the areas that seem accessible are. I've just uploaded it to the workshop so it should be accessible in a couple of hours, as soon as it gets approved. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2095685385 Let me know what you think! Visuals inspired by Dusk.
  15. Hey there Mapcore! I've been working on my first map, which is set in an ancient Egyptian archaeological site. I guess I was inspired by Anubis (it was the last map I played before I started mapping out my level..). This is the 3rd iteration of the map. So far I've gotten great feedback from the csgo mapmaking subreddit and friends. Now I feel pretty happy with the layout and general aesthetic / atmosphere. Next up I'm looking on feedback on how it plays, any ideas for visual details, and anything else you think would help improve the map. I've only been able to play it with bots and 1vs1 with a friend (don't know many people who play CSGO unfortunately). Hope you like the map. You can check out the Steam Workshop page here. You can check out an Imgur album with 30 images (including radar) here. ***** Next I'm going to work on further optimization, and visual detailing (including custom textures and later models). Thanks for checking it out! / Snusmumriken
  16. CS_Joshua is the remake of CS_Erect, sporting a new theme with greater elevation changes. It's a wingman hostage map set in a semi-desert biome. Here's the backstory from the Steam workshop: Joshua is a wingman map set around the church of a good samaritan community, led by the loving and generous mister Joshua. An anonymous source has informed the local police that a religious sacrifice is about to go down. Has Joshua lost his wit, turning to the dark side? Or is this yet another disgruntled atheist trying to throw shade at our wholesome community? The sheriff sent two cops to check out what's really going down there. His gut tells him that this might be linked to the missing high-school teacher. Not many crimes happen in this small town. Starring Sam Sante and Corelle Lalil as the hard-boiled cops, Mutah Schickre and Raffael Mike as the occultists, and John Pain as the abducted high school teacher. More screenshots: I changed the location from the Negev Desert to Joshua Tree Park because I found some cool photos on r/EarthPorn. This is what it was gonna look like before I had a change of heart: When I pictured it in my head it sounded like a pretty dope idea. I was gonna have these sharp rocks sticking out of the dunes, surrounding the church entirely, and then these two rock hands sticking out above the rest, as if they're holding an invisible halo above the church. But then I made it and the rocks ended up looking like utter shite. I don't know if it's the lighting. Or if my models are too low poly. Perhaps I should have used more references. Or maybe it's the basic ground that's not doing enough to complement the cliffs. Either way, I thought I'd be better off changing to less deserty desert. So my current reference looks like this: ...with some tall cliffs like this one: ...to round off the boundaries of the playable area. You might say, but Nikio, if you keep changing the theme of your map, you'll never finish anything. You might be right. But the success of the visuals is very much dependent on how good the surrounding rocks are gonna look. And this is not the first time I've remade a major set of props. I remade the props for my first map, De_BigAssStatue two times, and in my eyes they got better and better with each iteration. And that's what this is - an iterative approach. Sometimes when you set your goals too high and you fail, you then have to try something else to get your confidence back. Here's the radar: There are three lanes: 1. Roof: If CTs take control of roof, they'll have an easier time taking the hostage. 2. Outside: If CTs kill the outside player, they'll have a clear path for the rescue, knowing the the other T is on the other side of the map. 3. Middle: Middle provides a quick rush route to the hostage. Since the previous release version, I've increased the height changes in order to limit movement. I think this is a good way to balance small maps, making them less chaotic without oversimplifying the routes. I've uploaded it on the workshop. It's gonna take a couple hours for the mods to approve the update. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2095685385 Let me know what you think!
  17. Kokopelli

    [CS:GO] Cusco

    Introducing my latest map set in Cusco, Peru. While my first map de_neighbors was born out of a desire to turn a real location into a playable map, I knew I wanted to take a different approach for my next project, specifically one that was born out of good gameplay--the one thing that truly matters. Now that I've experienced a full development cycle (with the exception of making custom assets) and have honed my process, I decided I wanted to do this right and start with an idea. I had a few ideas: A curved mid A connector that converges with a main entrance to a bombsite site A bombsite that Ts have a vice grip on, but if CTs were to gain control of it, they would put serious flanking pressure on the Ts. A bombsite that CTs could choose to hold proper or push out towards the main routes early to gain more map control before the first encounter. So I began with some simple pathway flows for the map. I finally landed on a flow that incorporated a number of these ideas. Throughout this process I wasn't concerned with figuring out the exact shape of the routes or specific angles. It was more about establishing the general relationship between the routes. Once that got ironed out, I built a general layout in hammer. I then took the simple routes I had and bent and twist them in thoughtful ways to create interesting angles and to adjust timings. I tested the map very frequently, so frequently that I would say I designed the map through playing. I ran around thinking through scenarios, where I wanted to move, where I wanted cover, etc.. I imagined attacks on bombsites, the approaches and how I would want to move throughout the bombsite if I were defending and trying to stay alive as long as possible. I crafted the map angle by angle with the guiding principle of creating as much complexity as I could with the fewest elements possible. CSGO players are really good at breaking new maps, which is why I try to break my map as I'm designing it. The best way I've found is to test it as much as possible. The slightest change could have a cascading effect across the entire map. A silly double boost could break your whole map if you don't catch it early. And you don't want to have to comprise your art later on. After dozens of iterations, my notebook doodle eventually turned into this: The map was built on gameplay, but I kept my theme in mind throughout. To convey Cusco properly, I knew the map had to have a lot of outdoor areas, some streets, and iconic architecture like the city's stunning cathedrals. This was all very loose in my mind as I was building the layout, but it help keep design decisions in check. Since i wanted to have streets, I knew certain routes had to be a certain size at minimum to be believable. I made sure any indoor areas could believably be shaped into a house or commercial building. Again, all very loose and vague. I didn't want the layout to be too compromised by theme so early. I was more willing to retrofit the architecture to the idea. I must admit it was scary at first, but as I continued and I started pulling some art references, I found things started to just fall in place. The deeper I searched, the more architecture I found that suited the geometry I had built. Over time the map began to separate into distinct areas. Mood Board It behooves you as a map designer to get as immersed in your theme as you can. I spent hours just traveling around google maps looking for inspiration. And each time I did, I would return to my greybox with new ideas, new angles and new architecture for what areas could be. It's still evolving. I particularly loved the variety of doors around Cusco. The greybox will be ready for playtesting very soon (with screenshots to come). Let me know your thoughts so far!
  18. 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
  19. 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.
  20. Odin

    De_Despot [WIP]

    Despot is a classic defusal map partly inspired by the cut map de_depot. It takes place in a post soviet setting and is a traditional 4 square layout. The greybox build is on the workshop at https://steamcommunity.com/sharedfiles/filedetails/?id=2076619992 please tell me what you think! This is currently a solo project and I am working on the first art pass to establish the various enviroments around the map, I plan to publish this update on 05/01/2020... Here's some screenshots plus a little sneak peak at the art direction.
  21. The_Virus

    de_echo [WIP]

    This map is still under development. The theme of the map will be a sci-fi factory. The map is not yet ready for testing, because the ground plan of the map is not finished yet. As soon as it is rdy for testing I will offer it for download here and in the Steam Workshop. The T Spawn The CT-Spawn B-Bomb Spot Connector Mid A-Bomb Spot Updates will follow I also welcome ideas.
  22. Set in a rural northern Indian village that has been ravaged by terrorism, this quaint village is the setting of a terroristic plot to bomb a strategic stockpile. I've been working on this map for a couple of weeks now and it's been both frustrating and rewarding learning how to use hammer as well as import custom assets. The prop lighting in the image is messed up, but the images are of a current work in progress. The attached images are obviously from its current state, but I will continue to update this thread as I progress!
  23. wazeecha

    de_shortbloc

    Just to add to the collection of "my first map" posts... de_shortbloc: a wingman 2v2 cs:go map. This was the first project I've completed to this stage, which I initially released on April 30th after 55 hours of learning my way through Hammer and then mapping and detailing. Yesterday I released an updated v2 with improved env lighting, more detailing work and random issue fixes. Will continue to fine tune as I get feedback, but as this was my first project in hammer, I was more focused on experimenting with everything in the entire map-making process so some of the stages were likely a bit rushed. https://steamcommunity.com/sharedfiles/filedetails/?id=2079112663 de_shortbloc consists of the 5th floor and roof of an apartment bloc. The radar overlay probably needs fine tuning as I realized the transparent second level doesn't work too well, and I didn't have the courage to try a multi-level radar yet. Roof layout showing CT spawn (right side by stairwell door) and roof access to bomb site in center. Main hallway from Shop, or laundry area, with door to Kitchen apartment that has bomb site access through a breakable wall. This is still CT side with T's attacking from the other end of the building. Bomb site from elevator vent access. Centered is breakable wall to Kitchen, on right is breakable wall of main hallway. These walls were a big part of the initial brainstorming, so while maybe not the most practical gameplay element, I've left them in the final version. Around the left wall is a door with balcony access. The buckets are normally stacked up, but I knocked them over while in noclip and didn't realize until after the fact. Speaking of balconies, here is the exterior approach. Only 5th floor balconies are accessible. Far balcony is a sniper box accessible from roof or vents. Ts start by the near balcony via Library apartment, and then have roof access via the fire ladder, or can continue to site via the clotheslines which are walkable. I know that might not be super intuitive, but like the breakable walls, walkable clotheslines were one of the ideas I initially built the map around, so it stayed. Again, it's not the most polished piece in the world, but I'm happy so far as a first go, and hope to improve going forward. Thanks in advance for any and all feedback!
  24. DeStout

    WIP de_BadScience

    My brother and I started working on a map a few weeks ago we're calling Bad Science. The theme is an underground cave system juxtaposed with classic villain science. We've both been casually mapping for and playing CS for years but never really had the support to truly test our work. I have a degree in Game Art and plan to create as many of own assets as possible. You can find my steam profile here, and my brothers (Roger_That) here, as well as the link to the map here. If you have some time check it out; we're always open to feedback, especially from more experienced mappers!
×
×
  • Create New...