ElectroSheep posted a post in a topic,Well I wanted to wait a bit longer to have more to show but as it's progressing very slowly, here are some shots from almost finished areas. I spent last month to update the art with better texture work and detail, and also optimisation (if combine props works...) hope you will like it.
Hey, I just want to say that I finally finished the project.
It's short (5 minutes) walking simulator in CSGO.
You can check it out and let me know what you think about it.
[HP] posted a post in a topic,Control point map out on PTR today, set in Busan, Korea!
Each 3 points feature a different distinct theme: City, Temple and MEKA Base. The design of each point should feel very different with varying environment hazards and vertical elements. Go check it out!
Thurnip posted a post in a topic,Hello Guys, how are you? Today i posted two skins i made as a collaboration with a friend
here's a preview:
If you like it, here's the workshop link: http://steamcommunity.com/workshop/filedetails/?id=1316560642
Compile Pal is the amazing assistant for Source that makes compiling your maps a breeze.
We've all had moments where we play a section of a game, and just sit back, saying to ourselves, "damn, that was really well designed!"
I recently had that kind of moment after completing the tutorial in Dark Souls 3. I enjoyed it so much that I replayed it 3 or 4 times from the beginning, screencapping as much as possible, and attempting to understand what the designers attempted to do and why it worked out so well.
I wrote a lengthy post about it, especially after having been inspired by the Push & Pull series that was recently featured on Mapcore.
You can find the post here: http://www.panecasio.com/blog/2016/4/13/dark-souls-3-cemetery-of-ash
I'll forewarn you by saying this is a really long read, but I littered it with illustrative screenshots, so I hope it's not too dry. (I still think I need an editor!)
Interested in hearing what my fellow design-minded people think of the the tutorial in Dark Souls 3, if you've played it.
PS: yes, @cashed, I am finally done writing this and am going to work on my CS map again.
We're looking for a level designer to work on our upcoming tactical FPS Due Process. This position is onsite and will require you to be local to Seattle. This is a paid position and relocation assistance is possible.
To apply for the position, send an email with your resume and a link to your portfolio to [email protected] or you can check our the listing at https://www.linkedin.com/jobs/cap/view/628059980/?pathWildcard=628059980&trk=mcm
Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO.
Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.
Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map.
Assets from Thrill. Includes a zoo map.
Collection of 4 different water textures that work both on high and low shader settings. Free to modify.
Source Engine Tools
Streamline the Source engine workflow. Mostly substance stuff.
Substance Shaders (and templates)
Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness.
PBR to Source
A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material.
If you have any questions, ask away!