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
    • Gaming / Game Development
    • Off-Topic
  • Creative
    • The Door Challenge - 2018
    • 3D
    • 2D
    • Past Contests / Challenges
  • Employment
    • Portfolios
    • Job Postings
    • Services
  • Special
  • Miscellaneous
    • Archives

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 59 results

  1. 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
  2. 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
  3. I ♡ The 1950's

    [CS:GO] Retail

    Howdy folks! I've been working on a map since early 2017 and I'm happy to say that it is nearing completion! (A little while ago, I made a post about it on the WIP topic) Introducing Retail! A standard 3-Lane defuse map set in a shopping mall under renovation. (With plenty of custom textures, Yay!!!) Screenshots: https://imgur.com/a/5InhrhK (It might look like you can escape via the spawns, but it's clipped off. I'm just thinking of ways to block the player) Overview: COMMING SOON Workshop Download: COMMING SOON Be sure to check again soon! I'll have the map up and the overview ready as soon as I can! Layout plays pretty good, just needs some minor changes. (I'm also going to add another route for T's to get to A) Thanks for viewing!
  4. NikiOo

    [CS:GO] De_BigAssStatue

    A big ass statue is being constructed on an island in the middle of the ocean so it can be visible from 4 continents. A hostage has sneaked in... If you've taken part in the Mapcore playtest 3 weeks ago here are the changes I made since then: Adjusted the angles in B site Hut, which were an issue before. Also added a yawning and some more cover to shorten the sightline towards the site. B site cover completely reworked. There is now less cover to defend the site and it's strategically placed in order to encourage the players to watch each other's backs since there is no perfect spot to defend both entrances from. T side mid route has been slightly simplified, therefore making it more valuable for rotating between the sites and fixing some unfair spots. A 'catwalk's headshot ramp has been replaced with a climbable drop with a ladder and a box, also there is a door there now. The door is an experiment, it's also supposed to be breakable. Some changes to CT spawn, including a fence you can look over into B site by stepping on a stack of corpses. This seemed like an interesting feature to retake the site so I decided to try it out. Added a ladder from A site to A catwalk next to the underpass so that CTs can more easily and quickly rotate. Added some Hands and one Leg has been lifted to make space for the new path. Blocked the sightline where CTs could push forward into the A main chokepoint and look into the T ramp. The divider fence between Left Mid and Right Mid has been slightly lowered. You can now boost a teammate over from both sides, but cannot solo jump over. Some other small changes, including blocking off some spots where players could look over walls into other areas of the map. Overall what I'm trying to do is encourage CTs to play more forward positions, instead of defending from the actual site itself. I don't want CTs to be staying in B site. I want them to play forward and only fall back if they get pushed by the Ts. Ts also now have more control over top side of Right Mid so they can work with that towards taking control of Middle overall. It's also easier now for Ts to hold their positions. Again thanks to ZooL for the awesome dev texture! BigAssStatue's layout is inspired by Overpass and it's actually not as big as it seems. This is how map control is distributed at the beginning of the round: http://steamcommunity.com/sharedfiles/filedetails/?id=1297030515 Some more screenshots: As for the other maps, De_Glace is on hold, I'm still working on De_Carfactory's layout, it requires a lot of research. And I'm hopping between this one and the other sever maps I'm working on, that you don't know about.
  5. Sklär

    [CS:GO] Plaza

    Wanted to make a thread for the map I've been blocking out for a while. I really want some critical feedback, I wanted to make the sites a little on the unconventional side and I want to hear all the suggestions. I've changed the layout of the map a million times, still not quite satisfied with T-spawn and the areas leading to the sites but overall I think I'm satisfied enough to start texturing and modeling. I haven't quite got the timings down yet, and without much playtime I don't know if the sites are any good yet, but hopefully I'll get it playtested soon. I know because of the design there's some issues with weird angles, cracks in cover and some areas that might possibly be exploited with a mega-boost. I'm trying to get those taken care of one by one, in this stage I'm just mostly concerned with the effectiveness and fun of the layout. I know the extra scenery, windows, etc. can be distracting and hurt visibility, I'm trying to find ways to decorate each one to keep visibility super high, and I'm not putting a window or door directly along any path or corner you'd need to see along, the're mostly along the sides of larger areas and will have curtains, blinds, advertisements, etc. that will contrast. I'm also trying to optimize the map so having many building interiors isn't a problem. I'll be posting some concept art sometime. I wanted to create an urban map, but add a little more flair then alot that I've seen, I don't want dank streets and concrete buildings. The map takes place in a shopping plaza near the busy downtown. The plaza main front has a variety of shops and services, like a barber shop, a pizzeria, a bookstore, a small clothing store, an Italian restaurant, one of those single-screening movie theaters, a noodle/sushi stall, a flower shop, and much more. As you travel to the other side of the plaza you'll see more corporate buildings. An office building with an attached inventory warehouse is near the exit of the plaza, and B site sits under a looming building with many windows. (honestly haven't figured out what kind of building I want it to be, it has a front entrance driveway like a hotel but it doesn't look or feel like a hotel) Alternately, walking behind the plaza (or through the indoor portion near the theater) you'll find a cheap motel with large neon signs for those staying in the area that want a convenient yet not too comfortable place to stay. Behind all the businesses sits A site in a small parking lot for the surrounding shops and warehouses. Most of the walkways in this map will be laid brick, but near the motel and B site you'll run into asphalt road and a tonal shift between the separate parts of the map. The terrorist organization was transporting their latest hazardous cargo over a few state lines, they had business with someone at the *nondescript corporate building* and decided to stay the night in the area, parking one of their vans behind the motel. That same night they were visited by some informed and equipped officers of the law and their dangerous cargo was apprehended. The plaza has been closed early and the area is gated off while the mess is sorted out. However, these anarchists aren't going to take this sitting down, they have to push their way in past the armored agents and destroy the evidence. Workshop Link <------------- T site (the squares on the ground) from which you can go left or right Left from the T spawn, in front of the Theater headed to A site The long lead-up to A. You can exit to the right instead to not be visible to an AWP player and either go through the alley or jump up to the fire escape from around the corner The end of A-long from on top of the fire escape Looking down A-long from A site Glimpse at A site Looking up mid towards A site Barber shop at mid that connects to the alley The top of mid, behind the noodle/sushi stand is A site, and to the right is a staircase to B site The staircase that leads to B site The warehouse leading to B site The inside of the office you walk through to get from warehouse to B site The opening of the tunnel to B site B site from the left side B site from the sniper nest inside the building at B The overview for now
  6. goober

    [Wingman] Red Light

    Here is a simple Wingman map that I've been focusing on for less than a week. It's set in the alleys and small streets of Europe (it'll look like it once I learn how to make custom props ) A few of my favorite screenshots: [edit] And the overview =-] Although this may be the first map I feel confident with (like this isn't this first time), I plan on putting this in the wingman competition! Hopefully my 4000 hours spent on SDK pays off in this. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1510775526 Radar is not in it, sorry, but it is in the pictures on the workshop page. hopefully the slight detailing can make this fun to explore.
  7. esspho

    [cs:go] de_cleanup - wingman

    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.
  8. OPzy

    [CSGO] de_mineshaft

    Hey guys. This is a demolition map I made. My goal wasn't to make a competitively viable map, but rather a fun and unique map, with many ways to play it. The terrorists spawn at the top of a cliff, and the CT's at the bottom. The site itself is located just below the cliff, with high walls surrounding it. The walls are filled with things to jump on, meaning that the Terrorists can do a bit of parkour for a shortcut. This makes the map play extremely vertically, and makes for a very unique game. However, behind the walls of the cliff are a series of caves, that play more typically. Fight your way to the bottom for a covered route to site, or take a turn along the way to peak a window with direct view onto site. The map looks complex at first (which isn't helped by the 3 levelled radar), but becomes intuitive the more you play it. The map is currently in greybox, so I'm looking for gameplay feedback. The level was not designed for competitive play, but to be more fun, but also balanced. There are plenty of angles, boosts and jumps that may be considered OP in your average de_ map. I think it makes the level unique, and every round plays out very differently (unless your playing with bots, who rush one of two routes each time as they can't perform complex jumps). This is also my first map I've ever made, besides a bad layout I made in 2015. This project alone has taken me a bit over a two months, however a lot of this was learning the editor from videos from TopHattWaffle and 3kliksphilip (who initially inspired me to map). Inspiration of this map came to me when I was thinking about drawings my friends and I did when we were 8 or so. We would draw a big cliff, with things poking out, with stick figures shooting each other from different angles. I thought it would make for an interesting map. Radar (Confusing af): Lower Middle Upper Site Lower Tunnel Upper Tunnel CT Side T Side Crane Load CT Spawn (Bad deco) T Spawn Observation Lobby Upper Tunnel Site Ramp Workshop
  9. untor

    de_mine.vmm (dev name)

    Hi mapcore! Are you ready to ride among the rocks and caves? Soon open gameplay test
  10. Oliver

    [CS:GO] de_Iris

    Hey Mapcore. I'm working with @BubkeZ on a new project. goo.gl/zx6Z1h We are making a new competitive bomb/defusal map, that takes place in a charming small town somewhere in the US of A. The map features a lot of traditional american exterior elements and takes inspiration from the 1950s. We are still looking for feedback on the layout. Feel free to test it out and leave feedback on it! --- @BubkeZ is responsible for the layout and gameplay, and also is contributing to the design process. I'm responsible for producing all the art, so props, textures and the map composition. @BubkeZ's vision with this map is to create a fast-paced competitive bomb/defusal map with an open skybox, which creates interesting gameplay with its verticality. When it comes to the visual design, we wanted to capture the feeling of a typical american small town. To keep the theme fresh and interesting, I had the idea to ground the map in the 50s. So the map will have a Diner, an auto service shop, an Ice Cream bar and lots of different types of establishments that you can find in a small town. The map is in its early stages still, but we are making a lot of progress by the day. We will update you here when we have something new to show, so stay tuned! We are going to post more screens and behind-the-scenes stuff on this thread later this week!
  11. A ancient stronghold that was turned into a base of operations by a terrorist organization. The counter-terrorists have recently taken over the stronghold to extract the weapons and ammunition stored there but the terrorists are back to make sure that doesn't happen. SCREENSHOTS AND WORKSHOP: Click here for Workshop page. Screenshots REQUESTING FEEDBACK ON: Layout KNOWN ISSUES: I haven't fully clipped the map yet so there might be some spots where you can get stuck/get out of map/spam wall. While certainly not complete, the current art/detailing is roughly what it will look like when it is finished. My second post for this map! In general, just trying to get some feedback on the updated layout of the map. Although, I am open to any feedback so please let me know your thoughts!
  12. Radu

    [CS:GO] Terraza (Wingman)

    So I blocked out a wingman map while waiting for feedback on El Guettar. It's set in Southern Spain and is inspired by Sergio Leone's spaghetti westerns. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1308751373
  13. Dea

    [UE4] Operation: Beehive

    Hello everyone! I am currently making a Stealth Shooter in Unreal 4 that is heavily inspired by games like Metal Gear Solid V: Ground Zeroes and Hitman. The game has you trying to avoid detection while completing your objectives. You play as an operative that is equipped with a tranquilizer gun. It kind of works like the Metal Gear sleep gun and the dart crossbow from Deus Ex. Headshots with this tranquilizer gun causes enemies to fall asleep instantly while hits to the torso, arms or legs make the tranquilizing agent take about 10 seconds for the enemy to fall asleep. If you get spotted by enemies they will try to hunt you down and shoot at you. If they find any victims of your tranquilizer gun snoring they can wake them up, so hide their bodies well! In this first mission you are trying to infiltrate and get a cartel leader's ledger. The level itself is an old digsite that has been repurposed as a hideout by a drug cartel that are trying laying low. If anyone would like to try it out and give feedback on the current blockout level before I move on to work on visuals for the level that would be awesome! You can download the latest build here(2.4GB .rar file, continually working on lowering the size for future builds.) Below is the current top down draft of the level (shows patrol routes and locations of stuffz, so I would avoid peaking if you plan on playing. ) Here are some screenshots from the latest build: Here is also a video from a playtest my friend did on an earlier build(0.03): The game has gotten some new features, bugfixes, areas and stuff to do since then but hopefully it showcases the gameplay pretty well. Here's also a list of the assets I've been using for the project if you guys see something you would want to use: Soul Cave Asset Pack Soul City Asset Pack Animation Starter Pack GameTextures Material Pack Paragon-Twinblast Feedback on anything at all would be greatly appreciated but if you just wanna play it a quickie that'd make me super happy too!
  14. novo88

    [CS:GO] de_policeacademy

    This is my first map and I'd welcome new feedback to keep improving it. There's still much work to be done especially in the inside areas but basic layout and textures are mostly done. https://steamcommunity.com/sharedfiles/filedetails/?id=1400852520
  15. Jax0

    [FC5 Arcade] Rogue - Altitude

    Started Map #2 in the Far Cry 5 Arcade editor. I'm enjoying the idea of creating multiple playable experiences as this character called 'Rogue', taking a lot of cues from the high-action gameplay style of the old James Bond games. Rogue - Altitude (WIP Title) is a 'Bounty' type level set in the high alps, where you must infiltrate an oil pipeline checkpoint facility, take out the Rocket-Firing Evil Dude and then survive an explosive escape by aeroplane. Here are the first WIP images for it. I'm going to practice making some proper diagrams and such. I want this level's creation to also be a lesson in good documentation.
  16. Jacob

    [WiP] de_Azur

    My second ever map is based on mountain villages in southern France. I shall upload a screenshot of what has been done so far soon... As this is my second map ever I would appreciate constructive feedback only - compliments are welcome too ; ) - please give me tips on improvements and leave any idea you have. ~~~~~~~~~~~~~~~~~~~~~ Jacob.
  17. ics

    [TF2] Stranded (Payload)

    Steam TF2 workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1481954279 RED base was stranded, but re-activated on top of the mountain. Push the payload cart and destroy their rocket silo before they launch the rocket! Stranded is a payload map, a result of nearly 8 months of hard work on my own pace. From Finland with love for the players of TF2. The work continues and map fine tuning has just started. Please take a look and report any bugs you find. Thanks! Map by ICS, www.ics-base.net Live server to play on: 89.166.50.126:27015 (Finland)
  18. csWaldo

    [CS:GO] Dawn

    The map may look familiar to some of you, as I posted and tested it here a few months ago. Since then I've basically remade the entire map, improving both art and gameplay. Inspired by dishonored the map is set in a dystopian, steampunk-ish city split by a large wall, separating the poor and working from the rich and powerful. Fed up with the state of affairs the terrorists try to blow up the power supply and residences of the wealthy. The project is mostly for me to improve at mapping and learn to create assets, but I still want to make it the best I can, so any feedback is greatly appreciated. More pictures here or over on the workshop page.
  19. RoMastro

    CSGO Map - WIP : DE_Plot

    https://steamcommunity.com/sharedfiles/filedetails/?id=1410029621 If I could get some feedback on this map that would be extremely helpful. I'm not sure how to get the radar 100% working for other people (apparently for 2 floor levels you have to download the radar files or something). I have only played this map with small team sizes (2on2) or with bots, so I am aware that there will be some problems with the map. Let me know what you guys think. Short Description of De_Plot: - two floor warehouse with an open side that acts as a recon point - Open basement area for rifle play - Narrow upstairs for close range weapons
  20. Xblah

    [HL2:EP2] Stalked

    Hi. It's been a long time since the last time I mapped for HL2. I decided to start small and make a single map with about 5min of gameplay, set in a haunted house. Most of the gameplay is scripted, but the player must explore the place in order to escape.I tried to avoid the common jump scares and instead, setup a suspense feel. The map is rather dark, but there are frequent lightnings that light up the place. My intention was to sometimes let the player get lost, so he must stop, wait for the bright lightning to show the way he must go. Unfortunately, I only posted screenshots for the first half of the game, as the second half contains major spoilers. It's not finished yet, but I'm looking for some beta testers to help me "break" the game, so I can close all gaps, as well as evaluate the ambience, the gameplay and the dificulty of puzzles and navigation. All the help will be apreciated. You can post here or message me inbox if interested. Thanks in advance.
  21. goss343

    First Map de_Elysium

    I started making this map a couple months ago, and finally finished it. It looks a lot different than a typical rustic CSGO map and I wanted to hear your guys' thoughts on the map! It's still a minor work in progress but it's still very playable! I uploaded a sample of some screenshots from the workshop page. Enjoy! https://steamcommunity.com/sharedfiles/filedetails/?id=1397342061
  22. gamez7

    [CS:GO] St. Malo

    Click here to see the map on the workshop! St. Malo (de_stmalo) is a classic 5v5 Bomb Defusal map for CS:GO. It's intended for casual and semi-competitive play. I came up with the idea for this map about a week ago and put together this greybox version in three days, and I've detailed the process below. Hope you enjoy! Reference Images For this map I knew I wanted to do a beach theme so I looked around Google Maps for an interesting area on the coast. I found the town of St. Malo in France which is where the map name comes from. Here are some of the images I used to get an idea of what the layout architecture should look like. Layout I wanted this map to also be different from the standard clover-style layouts, while still providing fun gameplay. The T and CT teams spawn diagonally from each other, and the bombsites are relatively close but require rotating players to either travel through the dangerous tunnels at the center of the map or traverse the long spawn areas. Both bombsites are "battle areas", meaning Ts enter the site areas rather easily but must pick off defending CTs in order to get the bomb planted. Here's my initial drawing of Bombsite A and CT Spawn: ...and here's the current layout: Screenshot Gallery Hopefully I can get the kinks of the layout ironed out soon and move on to detailing. Thanks for viewing!
  23. Mario Babaka

    test

    test
  24. 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
×