• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Site Director
Joined
Jan 1, 2006
Messages
3,152
bannernew.png

INTRODUCTION

Today we got some real eye-candy for you! Some time ago, Mr.Goblin joined the Hive moderation team by taking on the mantle of Art & Graphic Design moderator.
Mr.Goblin, known in real life as Vincent Turcot, is an accomplished Concept artist, Illustrator & Art Director. One of his artworks was featured on Blizzard's World of Warcraft community site.

Mr.Goblin has made our art section a real attraction! He started doing livestreaming events which Hive members are invited to tune into and participate in.
He also participated in Hive's Concept Art Contest #9 and I encourage you to check out the entries!

Some time ago I, Archian, had a chance to sit down and talk/chat to Mr.Goblin about his experience with concept artwork, and he was kind enough to give me an insight on the process of making the Starcraft Fan Art, For Auir!

To see more of Mr.Goblins awesome work, be sure to check out the following links after reading through this article:

108930-1464152656-3ab5803d6d7c9dea77b051702c0fe2e9.png 108931-1464152656-0fe792ca4bb8ac18749171ccf54bd7c5.png 108934-1464152819-c1b77257b10d9f70aae704f3974ec9ff.png workshopgoblin.png
THE INTERVIEW

Archian: Hello Mr.Goblin, first of all I want thank you for participating in this. We are really excited about this article, and we hope that this concept art spotlight will inspire other would-be artists to pick up their pencil and ignite their creative juices to start creating unique concept art themselves.

Mr.Goblin: My pleasure! It's a great honor! But quite frankly I'd do anything for the hive and to inspire lovable artists of the hive who are aiming to become professionals in their craft.

Archian: I'm pleased to hear that :) FOR THE HIVE! Anyway, your join date says May 26, 2008. Thanks for being part of our community for so long! What made you join the community in the first place?

Mr.Goblin: Really good question, I'm not really sure how I ended up on the hive and when I decided to sign up, but I'm pretty sure it turned out to be something like that = I was a passionate young hobbyist who was in love with the Warcraft universe since the first game came out. I used to reproduce Samwise's and Metzen's drawing all the time trying to draw cool orcs and humans in armours like they did.

When I learned through custom games a side of Warcraft 3 I'd never heard about = modding.
Young Mr.Goblin (I must have been 13 years old or something... Oh boy it's already been 11 years) probably thought to himself = wait, this is really neat! I could do that?! I want to give it a try! and ended up on The Hive Workshop looking for custom models and icons - probably... then history happened...I felt in love with the community and I still think it was one of the smartest move I did in my life.


Archian: So the modding community brought you into concept artwork creation?

Mr.Goblin: Indeed it has! Making textures and icons for other people's project was a great open window towards concept art! By being part of the hive community I learned so much more about video-game making and most importantly = that I could do that as a living.

By my icons and textures I soon caught the attention of a few hivers who were working on their own modding projects, on which, not all of them were made in the Warcraft 3 World Editor... The possibilities were limitless!. I remember, my first ''job'' as a concept artist (note, I must have been 17 back then and I was unpaid) was for a unreal modding project called Dilogus = winds of war. A project that never came to be... But it was a great experience for me because I drew most of the beast concepts of the project, houses concept arts and other various things like that. Some of which can still be found on Deviantart:
Dilogus Beast concepts, Jawroz & Plainstrider.

Archian: It's great to be able to make a living doing the things you love. On ArtStation, it says "Concept artist, Illustrator, Art Director". Lovely titles :) Do you work in the game industry?

Mr.Goblin: Yes I do! after drawing became a passion and doing concept art a dream job, I went in fine art in ''cegep'' (in quebec it's the equivalent of your last year of college and your first year of a bachelor degree) in fine art... Then I went to university in 3D animation and digital designs at Centre Nad… and from there a teacher threw me a job application saying = here's your chance, go for it! Since 2014 I have been a concept artist, an illustrator and an art-director for Illogika, an independent studio that works in multimedia. (iLLOGIKA | Montreal-based independent game studio)

Archian: Which tools do you use when creating your artwork?

Mr.Goblin: Depends, most of the time I do sketches in my sketchbook first, I try to breakdown the composition, the overall shape and designs of subjects, I try different paths I could take for my concept-art and soon to become illustrations.

Then I jump into Photoshop. The tablet I use is a Wacom Intuos Pro small = but quite frankly the tool doesn't make the artist. So if you're an aspiring artist, any tablet is a great start!

In Photoshop, I normally do a mash-up of all my ideas and expand on them.


Archian: In your experience, what would you say was the hardest to learn when creating an illustration using Photoshop and a tablet?

Mr.Goblin: Coloring was a really hard step to take (and I'm still learning everyday). My background being more traditional = Black and white drawings made with a pencil.... yeah coloring at first was really hard. I knew how to draw shadows, volumes and highlights ''well'', but adding colour and learning bouncing lights, etc. Is still, to this day, challenging. Even today, I'm trying to bend my head around understanding light and colour properly.

Archian: What art do you most identify with?

Mr.Goblin: Hiveworkshop was one of the main reasons why I got into concept art... The lord of the rings makings of was the other.

Through the years, as an artist I've been far more drawn towards dark gloomy and gritty fantasy pieces... Nowadays (and it's been the case for a few years now) my main inspiration as an artist are = Jeff Simpsons , Arnaud Pheu, Tianhua Xu, Aaron Simpson and Sebastian Larroude. And I have to be honest, beside 3A games, movie concept art is where it's at. The challenges are different and requires specifically skilled and talented artists that are masters in anatomy and understanding lightning.


Archian: Really? I feel honored to be part of a community that has inspired you as much as it has.

Mr.Goblin: The Hive was the spark of my oil tank....HA!

Archian: What work do you most enjoying doing?

What I enjoy most about work is the daunting clean slate and the whole building up process of breaking down and researching the new drawings/projects to be... as a concept artist and an art director, the most FUN part is to build worlds with the game designer.
to find the inspiration, to do the research, to eliminate the possibilities to refine the good tracks to take etc.


Archian: Is the artistic life lonely? What do you do to counteract it?

Mr.Goblin: Truth be told, it is a really lonely path. Doesn't mean it's a bad path to take, but drawing is a really self-centered activity... And just like anything, if you want to be good at it, you have to spend thousands and thousands of hours on your craft, which you'll mostly spend alone... Now that being said, there's a few ways to ease the loneliness of being a socially inept geek.

First would be to join great artistic related forums such as the Hive. Artistic Facebook pages, or Google Hangout live streaming groups.

Also, to remind yourself to take a break from drawing from time to time, go out with your friends! Visit museums, art galleries, get lost in Comic-con! Allow yourself some quality time with your family, etc. Because at the end of the day, you're your main source of happiness.


Archian: Good point :)

Mr.Goblin: It's something that even today I struggle with as an artist = going out and opening up with the world, haha. Sometimes you need to shake the introvert in you to find the joys of the extroverted. Besides, and that's on a far more personal note, but reading the book Quiet: from Susan Cain, helped me a lot in subtle ways and I would suggest it to anyone who feels like a lone wolf hermit from time to time.

I would also suggest watching this interview the veteran Brad Rigney tackles the question with great humour as well :D


Archian: I'll be sure to check that out :) What do you dislike about the art world?

Mr.Goblin: Everyone else who isn't an artist in the art industry, people take ''doing art'' for granted. You'll face tons and tons of email of people saying they are fans but don't want to give you money for something that took you years to perfect. They don't even want to pay you for the amount of hours it took you to complete that drawing. That's one type of person you'll have to deal with in the industry and it's a bummer. On a different note = working for someone who doesn't know the struggle of drawing is also a bummer, because they have the right to ask you to do something, but they have no idea the struggle and the time their request will take you... good thing drawing is a peaceful activity :p

For example, someone pointed out on my Thrall fan art piece that ''Thrall's hair didn't look ''wet'' enough...'' And I had to answer = you think it's easy to draw wet hair? how would you tackle it? because I spent 20 hours on his beard and locks and it's the best look I could achieve.

ya know?


Archian: I do! We once had a sticky post on how to give constructive criticism :O

Mr.Goblin: Besides, working for people who have no creativity and are asking you to do generic work for a project that could be so so soo much more. Is also a bummer. As in, for example = ''draw me a knight with a shield with horns on his helmet!''... And you give him a sweet looking Skyrim looking warrior (or something like that, note I know Skyrim is kinda generic nowadays as well) and he'll go = nono, just draw me a full plate armour knight with horns... (and then you die a little on the inside but you do it anyway). Luckily for me, I found a home where this doesn't happen anymore.


Archian: I guess there is a dark side to the otherwise colorful art industry :(

Mr.Goblin: Yeah and sadly it's something you only learn late in the process of working towards your goal.

Archian: What is your dream project?

Mr.Goblin: My dream project would be to work and finish my personal universe project called Device and to see it turned into an HBO TV series such as Game of Thrones ;). As well as being part of the whole filming aspect of things like a Peter Jackson would do or a Guillermo Del Toro would do. But ya know... It's a BIG dream. :D Perhaps in 20 years?

People like Myazaki, Guillermo del Toro, Peter Jackson and James Cameron all have a quality I deeply admire... And hopefully if I'm lucky and I put enough hard work, I might achieve it some days... Once I'm old and have a white beard like the rest of them.


Archian: Can you name three artists you’d like to be compared to?

Mr.Goblin: Erm, quite frankly... I wouldn't want anyone to compare myself with. For many reasons. A = there's only one Mr.Goblin, mouhahahah haha I had to say it XD.

Archian: Truly :D

Mr.Goblin: On a more serious note, I think every artists should be seen as a complex and unique individual... Even if he does hentai. To compare myself to someone who's better then me would be be disrespectful towards someone who clearly put more years and effort into his own craft. Same goes for someone who's ''technically'' as good as I, would still have more ease in certain aspects of drawing... And vice versa. so, i'm sorry but I can't properly answer this question. :S

Archian: Do you have any advice for any new potential concept artists reading this?

Mr.Goblin: Advice number one = dare to suck. It's the only way you'll ever be great at something some days. It's to dare to suck in the first place. Dare to get yourself out of the comfort zone and draw something you've never tried before. Aka dare to suck. Another advice would be = you should spend as much time learning random stuff as you spend drawing if you want to be a good concept artist. Watch movies, documentaries, listen to music, read random Wikipedia pages, watch Ted talks and read books. Be curious about everything. You can't be creative without knowledge. It's by connecting the dots in a unique way that makes things creative. But first you'll need to know these dots exists in the first place... If you get my drift.

Archian: Interesting, you make a valid point :)

Mr.Goblin: Draw me a horse = it's a horse, nothing creative about that. Draw me a /Charging / Horse / chicken / lizard creature = boom! Now that's creative! And if not, well the usual answer = learn the fundamentals. Learn your anatomy, how light refracts, atmosphere, textures etc.

And last one would be = act like Goku, push against your own limits everyday! :D


Archian: You've created many great works of art over the years, and I strongly encourage the readers to check out your previous works after reading the rest of the article. You recently had your Warcraft fan art of Thrall featured on Blizzard's community site. Congratulations on that, I guess that's kind of a huge sign of recognition from the company that made the game that inspired you to start making concept art yourself.

Mr.Goblin: First, thanks a lot, the Hive has been extremely supportive with this feature. It was just as warming as the feature by Blizzard was. And yes indeed it was a great highlight of the year and in my new career... Truth be told... It felt weird, still haven't really wrapped my head around it. The piece itself took about 2-3 months to complete. I would work on it 5 hours at a time. The piece itself took about 120 hours to complete... So once I finished it, I was ''Sooo done with it'' if you know what I mean haha!

It's a strange feeling to finally be acknowledged... It's took years of hard work and dedication to get to my level of craft (still much more years ahead to become a master like Feng Zhu or Raphael Lacoste or Dylan Cole or the Jeff simpsons of this world). So to finally be acknowledged it's kind of a bittersweet feeling as if = it's not the burst of joy you'd expect... But like a = damn... It was a bumpy road, but I'm glad I took this road... And thanks gawd It's ''over'' as in... I finally got acknowledged by a company I care for and love.


Archian: Lastly, would you be so kind to give myself and the readers an insight into the drawing proces of making the artwork titled "For Auir!"? :)

Mr.Goblin: Certainly!

THE DRAWING PROCESS
Click the images for larger versions.

drawingprocess.png
Step 1 = Get the idea! The trailer for starcraft2: Legacy of the void came out and I drooled way too much. I must have watched the trailer at least 5 times in a row. I was so blown away! Wanted to draw a protoss right away. Just get that overflow of badassness out from this video. Bamn! in 2 hours I already had my blocking, my stance, the fiercyness of the protoss... But no designs... Just a blured out sketch.


Breakdown.png
Step 2 = Get inspired = well... The idea and inspiration came from the video in this this case. :D but I still had to refine my drawing. I wanted to make a proper tribute of the protoss, study and understand = WHAT makes a protoss? What are the various details and patterns that makes a protoss unique, etc... So I did just that!


Animated_workinprogress.gif
Step 3 = Experimentation = As you can see from my animated gif, the design changed a few times along the way and even more so behind the scene (sorry didn't save WIPS of the different designs change this illustration went through when I was doing them). So basically, I tried to break down the overall flow of the armor, the patterns, the structure etc. By the use of my reference, I managed to create some interesting designs that I liked and added my little touch. (Like the war paint... I'm just... I like war paint...).

Step 4 = The solution! = Technically speaking, depending on the project, sometimes you get the ideas out fairly quickly and you just render it out till you are satisfied. In this case the design took longer to break down and I just kept improving the design and pushing the rendering until I hit the sweet spot! I feel like I could technically push forward the rendering even more… and do something like my thrall fan art piece... Maybe in the future.
 
Joined
Jan 1, 2009
Messages
1,617


This is the second issue in a regular series of news posts about wurst and the wurstscript community. Unlike the previous issue, this one is short, and focused on this month's progress. We intend to use this format for all future posts.

What is wurst? Wurstscript is a programming language that compiles to JASS (the language used for scripting warcraft 3 custom games), and is developed alongside a suite of tools, which provide a coherent and modern modding development experience. It can even work alongside maps written in vJass. Wurstscript is designed to make hard problems easier and more elegant, and easy problems dead simple.

The theme of this issue is "wurstscript in practice", where we want to show how regular ordinary maps use wurstscript, instead of focusing on higher level language features.


Toolchain updates
  • The setup tool has been moved to a separate repository. It now checks for new versions of itself as well as silently checking for compiler and project dependency updates. To get these __critical__ new features, please do update your tool by downloading at the link above.
  • Unit Tests now have map-wide read access to compiletime resources. This allows the author to unit-test some behaviors that were previously not possible.
  • Added "hashtable mocks" for string data operations, which allows them to work at compiletime and in unit tests.
  • Bug fixes:
    • Fixed some edge cases where vscode autocomplete would misbehave.
    • Fixed a bug which caused the `buildmap` command to emit an invalid mapfile in certain cases.
    • Changing between files in vscode no longer causes an invalid buffer ("ambigious reference error").
    • Standard library fixes, and new features.
    • Fixed some rare cases of ascii-int parsing problems, which improves JASS compliance.
Special thanks to @DD_legionTN and @HappyTauren for their testing and contribution efforts.


Hiveworkshop integration

This month a number of us have been thinking about, and acting on, ways of improving unification between wurst's development and hive workshop.

One achievement on this front is the addition of the Wurst tag, now enabled for all code-related submissions. This includes:
  • Spell submissions.
  • Triggers & Scripts posts.
  • JASS (code) submissions.
8cbt68B.jpg


We were also excited to see multiple submissions before this was even announced!

You should expect further wurst-related activity in the near future as a number of community members are getting involved.

We're excited to see what you've done that might be fun or interesting but doesn't quite fit in the standard library - and even moreso interested to see what kind of magic you can work up in spell submissions. For code review feedback always feel free to tag @Frotty or @Cokemonkey11 .

---

As requested by our readers, we're going to include a code snippet example in our posts from now on. In line with this month's theme, here's a practical and simple example that shows how wurst can make an easy problem trivial:
Wurst:
package SimpleSpell
// Augments the Warden blink ability to deal damage to units in the target
// area.  Units with low enough health are instead slain.
import Assets
import ClosureForGroups
import EventHelper
import RegisterEvents

constant ID_BLINK = 'A000'

constant BASE_DAMAGE    =  100.
constant DAMAGE_RADIUS  =  150.
constant SLAY_THRESHOLD =  200.
constant BLINK_RANGE    = 1000.

constant EFFECT_POISON = Abilities.poisonStingTarget
constant EFFECT_SLAY   = Objects.nightElfBloodArcher

function onEffect()
    let caster = GetTriggerUnit()

    forUnitsInRange(getSpellTargetPos(), DAMAGE_RADIUS, (unit u) -> begin
        if caster.getOwner().isEnemyOf(u.getOwner()) and u.isAlive()
            if u.getHP() <= SLAY_THRESHOLD
                u.addEffect(EFFECT_SLAY, "origin").destr()
                caster.damageTarget(u, SLAY_THRESHOLD * 2.)
            else
                u.addEffect(EFFECT_POISON, "origin").destr()
                caster.damageTarget(u, BASE_DAMAGE)
    end)

init
    registerSpellEffectEvent(ID_BLINK, function onEffect)

Then when the wurst compiler is run, the above emits nicely readable Jass (see below). This is just one example of wurst providing zero-cost abstraction, since the inliner would ultimately inline e.g. getSpellTargetPos into 2 local definitions - a topic we will discuss more in future posts.

JASS:
function getSpellTargetPos takes nothing returns real
    set getSpellTargetPos_return_x = GetSpellTargetX()
    set getSpellTargetPos_return_y = GetSpellTargetY()
    return getSpellTargetPos_return_x
endfunction

function forUnitsInRange takes real pos_x, real pos_y, real radius, integer c returns nothing
    call pushCallback(c)
    call GroupEnumUnitsInRange(Group_ENUM_GROUP, pos_x, pos_y, radius, ClosureForGroups_filter)
    call popCallback()
endfunction

function onEffect takes nothing returns nothing
    local unit caster_2 = GetTriggerUnit()
    local real temp_x = getSpellTargetPos()
    local real temp_y = getSpellTargetPos_return_y
    local integer clVar = alloc_Closure_2()
    set caster[clVar] = caster_2
    call forUnitsInRange(temp_x, temp_y, 150., clVar)
    set caster_2 = null
endfunction

Next month we'll return to a more hardcore example, demonstrating `@compiletime function`s + expressions, and their uses.

We look forward to your comments! As usual, we chat all things wurst at the #inwc.de-maps IRC channel.
 

Owner
Joined
Oct 6, 2004
Messages
10,216
I am very happy and proud to announce that our good old member @Kam now works for Blizzard. This is so ducking awesome. I have reflected his job title on the site:
Screenshot 2017-12-02 10.21.37.png

Give him a round of applause everyone!
 

Spell Reviewer
Joined
May 9, 2006
Messages
3,570

Hello! This is the first issue in a regular series of news posts about wurst and the wurstscript community. Actual years have passed since we last summarised wurst-related content for hive workshop news, so keep in mind that this is a very sparse summary, whereas our future news posts will more densely discuss current events.

Background on wurst: wurstscript is a programming language that compiles to JASS, and is developed alongside a suite of tools for a coherent development experience. It can even work alongside maps written in vJass. A usual workflow looks like this:
  • Design a terrain in a world editor (vanilla editor, WEX, or anything really)
  • Define objects, either using the object editor, or using the wurst “objectediting” subsystem
  • Write scripts, get instant feedback, and compile & build in the lightweight vscode editor
  • Check in your code to version control
Unlike vJass, wurstscript is a higher level programming language with a strict type system and a powerful optimiser. The result tends to be shorter code written quicker, without any sacrifice to performance.

So, what’s changed recently?

The Wurstscript community has been steadily active with frequent and regular changes, not only in the Wurstscript language, but across the whole map editing toolchain.

Wurstscript has found its niche as the toolchain that aims to maximise productivity and consistency of the development experience, without sacrificing quality.

The maintainers of Wurstscript are typically programmers first, and mappers second. Sadly, time constraints mean that we’ve not spent much time publicizing our progress for the larger modding community. This is something we’re keen to change, with more frequent curated summaries of what’s going on in our bubble.

With that context in mind, we hope this will be the first of many “Best of the Wurst” recap posts, wherein we highlight major changes - certainly more frequently than once every three years. There are too many changes to count, so in this post we’ll discuss some of the changes made just this summer that we’re excited about.


GUI tool for compiler updates and map project setup

oQDohHx.png

Probably the most major development this summer is a new tool for maintaining your installation of wurst, bootstrapping new map projects using a template and importing existing projects.

This tool maintains a global instance of the wurst compiler, automatically updates it, and can generate & update projects in a way that’s friendly for version control repositories as well as the vscode plugin.

The key point here is that we’ve done some refactoring of the wurstscript project structure to make wurst play more nicely and consistently with vscode. With the addition of dependency management and template projects, we envisage great strides in productivity as the project template (or templates!) progress.


New runmap/run-arguments design, with readonly terrain mapfile

Alongside great improvements to the JMPQ3 library, wurst now accesses your map project as a read-only archive file. Instead of overwriting it (as done traditionally), the compiler now writes built mapfiles out to a separate _build directory. This has tremendous gains, including:
  • Map files can more safely be version controlled since they’re accessed read-only by the wurst compiler.
  • In the extreme case, alongside native objediting, you can maintain your map end-to-end using your checked-in mapfile only for terraining purposes.
  • Better integration with existing maps that have JASS/vJass, because wurst can reuse the existing map script without mutating the source file.
  • Building and compiling wurst maps is now done independently in vscode by default - thus there is no need to use a custom editor (apart from for terraining) or even have warcraft3 installed at all.
Map metadata in wurst.build

c2Jd8z9.png

The overall structure of a wurst map project has changed, and now comprises two new metadata files: wurst.build and wurst_run.args - the first providing build artifacts, and the second for passing arguments to the wurst compiler.

One advantage of using the wurst.build file is that consistency is maintained from build to build - dependencies are segregated, and maintaining library code can be more modular and convenient.

Another advantage is that the world editor is no longer needed for some metadata like the map's name, description, author, etc - that metadata is sourced from the build file and injected into the final map.

The setup tool also interacts with this metadata by importing the wurst.build file, thus updating the project's dependencies to keep the standard library and other used packages up-to-date.


New docs and website, at a new address

Documentation and tutorials for wurstscript now live at wurstscript.github.io - a new landing page which we believe provides a much more consistent and attractive experience for consuming wurst. We’re encouraging community-written tutorials, and indeed the Wurst for vJass Users is one such tutorial.

Take a look here as well for the wurst setup tool mentioned above!


...And more

As a lightning recap of the last few years, here’s more:
  • Vscode plugin and workflow, which deprecates the Eclipse plugin and workflow.
  • New Github organization - refeactoring work to split up repo; now using gradle for dependency management.
  • Wurst standard library v2 now active and de facto standard.
  • Improved JASS compliance in Jurst (the vjass-friendly wurst dialect).
  • Compiler performance and RAM usage improved.
We hope you’ll find this summary informative. Please do give us some feedback as we plan to write curated content like this more frequently in the future.

As usual, we chat all things wurst at the #inwc.de-maps IRC channel.

Thanks!
--
@Cokemonkey11, @Frotty, and @peq



WurstScript - Blog - Getting Started
 

Affiliates

Streams

4 Viewers
Solaz_
Solaz_
Finishing the fight against the whole sector | UEDAIP
StarCraft

Popular resources

Submitted by Syczewski, Zess
742 downloads
Submitted by Greedy Procrastinator
414 downloads
Submitted by Izhael_DC
195 downloads
Submitted by bakr
262 downloads
Submitted by Gluma
336 downloads
Submitted by Villagerino
194 downloads
Submitted by Villagerino
214 downloads
Submitted by Maximal
257 downloads
Submitted by Darkfang, Sarsaparilla
316 downloads
Submitted by Rhapsodie, HerrDave, Direfury
394 downloads
Submitted by Maximal
248 downloads
Submitted by Gluma
360 downloads
Submitted by Rhapsodie
386 downloads
Submitted by Sarsaparilla
267 downloads
Submitted by Gluma
279 downloads
Submitted by Greedy Procrastinator
246 downloads
Submitted by Gluma
405 downloads
Submitted by GAQ
212 downloads
Submitted by Sarsaparilla
285 downloads
Submitted by bakr, Manastorm
352 downloads
Submitted by BaiyuGalan, bakr
248 downloads
Submitted by BaiyuGalan, Commedia
235 downloads
Submitted by TianJiYiPin
193 downloads
Submitted by BaiyuGalan, shining comet
229 downloads
Submitted by Sarsaparilla
217 downloads
Submitted by Gluma
307 downloads
Submitted by Commedia, Siesta
200 downloads
Submitted by BaiyuGalan, Jiok, 龙-正
196 downloads
Submitted by Jab1z
219 downloads
Submitted by Gluma
275 downloads
Submitted by BaiyuGalan, Jiok
244 downloads
Submitted by BaiyuGalan, paladinjst
193 downloads
Submitted by Stefan.K
234 downloads
1/6

Popular maps

Submitted by Tommi Gustafsson
798 downloads
Submitted by OutsiderXE
974 downloads
Submitted by OutsiderXE
1,075 downloads
Submitted by Aeroblyctos
1,732 downloads
Submitted by OutsiderXE
1,159 downloads
Submitted by Zwiebelchen, Jumbo, SHBlade
1,348 downloads
Submitted by PheoniX_VII
748 downloads
Submitted by Turnro
1,462 downloads
Submitted by Turnro
1,022 downloads
Submitted by Turnro
1,485 downloads
Submitted by SpasMaster, Vunjo
2,529 downloads
Submitted by Daemonic_Sword, Shea Easterbrook
1,105 downloads
Submitted by tomoraider
2,370 downloads
Submitted by Turnro
2,706 downloads
Submitted by tomoraider
1,890 downloads
Submitted by Warseeker
1,310 downloads
Submitted by TheSpoon
1,748 downloads
Submitted by LazZ
1,026 downloads
Submitted by Shar Dundred
990 downloads
Submitted by Warseeker
1,424 downloads
Submitted by Wa666r
953 downloads
Submitted by Macielos, Nyctaeus
2,077 downloads
Submitted by
916 downloads
Submitted by Nethalythic
1,008 downloads
Submitted by frostwhisper
918 downloads
Submitted by Wa666r
798 downloads
Submitted by Mentilara
780 downloads
Submitted by Nral
953 downloads
Submitted by Figglewig
767 downloads
Submitted by raypack
1,245 downloads
777 downloads
Submitted by Med. MapGuy
762 downloads
1/6
Top