Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. ARPT

    (Source) Black props

    Thanks everyone! Ive did what all of you said, it works like a charm! im grateful for your time lads!
  3. Today
  4. I never called you any such a thing, I only stated that your religious beliefs are wholly irrelevant to this discussion, and your insistence to insert them have not aided to move the conversation in a productive direction. Hoever, since you gave me permission: yes, you are a lunatic. The question is hardly whether you're wrong, it's what you plan to do about it. Or, more so, what you seem to think we should do about it. I - and several others - have agreed with you that there are flaws in Valve's workshop system. The question is how you think it can be improved, and if you really do have a great idea - how you expect to bring that to Valve's attention. There's no point screaming at us there's a building on fire, we are not firemen, nor arsonists. So far, best I can tell, your only proposed solution has been to ''cap the reward at 2000$ per skin (or 0$)'' - I argued the flaws of that preposition, and you completely ignored them. You spent more time digressing to my offhanded post-script than you did to respond to any of the actual content of my post - which isn't hard because you spent exactly no time whatsoever responding to that. And I'm not just speaking for myself, numerous people have written at length explaining the flaw in your reason, and you just pick the least important part of their post and only respond to that. Presumably because you are convinced your argument is infallible, and any claim opposing it must therefore be inherently flawed. Cough. Personally offended by what? Yes, I blame you for being incapable of holding a discussion, you are. So what have you done to deal with them? What are you expecting us to do about it? The only vaguely relevant point you have made was "if I were valve I wouldn't do the things they are doing, because I am a righteous person" - but somehow you expect all of us - not valve employees - to solve this issue that's existed for years but you only realized last week. Arguing against your claim does not equate an attempt to hide it, you reason like a paranoid schizophrenic. Since you're incapable of picking the relevant information out of a body of text, I will now neatly list the things I expect answered: What is your concrete suggestion for improving the csgo skin workshop? Why is the csgo skin workshop, perceived as a form of gambling, more objectionable than other forms and in need of being singled out? Why is the csgo skin workshop, perceived as a waste of time, more objectionable than other forms and in need of being singled out? How do you expect Valve to justify the prospect of sharing much less revenue with skin creators? Explain what we ''have done upon others'' and what ''good'' it is time to do.
  5. I think there is a question worth discussing here. Imo, the problem is that no one knows what Valve wants from skin-creators and map-makers. Given the wide range of skin rarities in the game, from very plane and simplistic to excessively decorated, it's evident that effort is not the most important factor. So what is it then? I think there are a lot of skins on the workshop that look amazing, but don't fit stylistically within the game. For all those artists it's like they're applying for a job with a portfolio, without ever getting any feedback. They don't even know if their submission has been looked at. It may be true that this kind of system ultimately leads to a larger number of good skins, but also a larger amount of good skins that don't get in the game. Then again, I haven't published anything myself that's good enough to warrant Valve's attention so I don't really know the extent of Valve's communication with skin creators. Why didn't Junction or Import make it to an operation? I guess we'll never know. What if there was something like a "Valve Approved!", or "Valve Hates you!" badge that would be placed on every workshop submission that was reviewed by Valve. Wouldn't that be nice? They must review submissions when they're looking for new skins or maps to add to the game. Let me know if I'm absolutely delusional.
  6. Hello Fellow Creatives, I hope all my friends in the U.S. had a good (and safe) Thanksgiving. I can’t believe November is almost over. Anyhow, here are some brand new free MP3 music tracks for your projects: On my Chiptunes 3 page: FAR OUT PONG-HEADS – (Looping) https://soundimage.org/chiptunes-3/ On my Funny 7 page: THE SEWER MONSTERS DANCE PARTY – (Looping) https://soundimage.org/funny-7/ And on my Sci-Fi 9 page: DRIZZLING IN DYSTOPIA – (Looping) https://soundimage.org/sci-fi-9/ Please consider making a small donation on my site to help support my efforts if you can. Stay safe and keep being creative!
  7. Please stop being so close-minded, It's unbelievably annoying
  8. Could do with some Alan Wake right about now
  9. Seems like you do not know much about that topic. You just try to make me look bad. You can give me a stigma like Blackdog did "religious zealot" and have wrong prejudices or look closely what I wrote. But everyone started to distort what i wrote at some point. None of you could show I am wrong about this topic. ThunderKeil got mad and offensive because he was most likely personally offended and can not refute what I am talking about. So he blames me not beeing able to discuss. But honestly, there is not much to discuss. The impacts I am talking about are true. Denying them is the only way for you to not have to deal with them. Another one who is offensive and talks nonsense. I have no personality disorders. - You can not hide the truth I revealed by making me look bad.-
  10. Yesterday
  11. Added mapcore. 2048 x 512 size.
  12. Alright. Here's a look at my new map, Paradise 2. Working with Sir Thomas (Stardust, Submerged, Coverup), iiTwins aka Kroketmayo (Pithead, Aurora), Jayk_of_all_Trades, and Jonmcbane. Still very early, but here's what we've done in about 2 or 3 weeks worth of work. More map images: Can't wait to post more updates, and eventually write my MapCore article. Cheers, TheOnionChef aka celery
  13. csWaldo

    Furnace

    @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
  14. Speaking of boomer shooters, Graven team posted a dev blog about their mapmaking process. If you didn’t know, they do the brushwork in Trenchbroom and then import in UE4 https://store.steampowered.com/newshub/app/1371690/view/2905347823300141067 they also went about a bit if this on a recent Quake podcast episode https://www.podbean.com/eu/pb-ygyju-efb146
  15. Gravedig because this came through
  16. And this is the reason why i had not become a psychiatrist. Reading about personality disorders is interesting but dealing with the people affected by them....
  17. @WD No, you're right, that was crude. My apologies, @Ringel All the same, this thread was ''personal'' long before 2 hours ago. We had that discussion, and it went nowhere - for that reason. How can we have a discussion when the (seeming) only person on one side of the conversation changes the topic to talk about how he rejects organised religion but got baptized last year? If we couldn't have a discussion, maybe we could have a laugh . . . that was misjudged.
  18. Now, now @ThunderKeil let's not get personal here. We're here to talk about whether the reward system Valve has put into place to promote creativity and participation for in-game content creation of cs:go weapon skins is causing peoples lives to spiral into a void.
  19. Who has done what? Who should do what? You started this thread stating (in your own flowery way) that valve is evil for operating the skin workshop as they do, and asking our opinion of it. Now you're implicating all of us in it? What have we done that is bad? What should we (have) done that is good? The entire situation you claim to oppose is outside of our control. Have you (not) done the thing you chastise us for? Your bottleneck isn't our lack of being able to see your body language, it's that you speak English at an average-for-german-person level and make no attempt to utilize this limited resource towards conveying your thoughts to us in the clearest possible manner. Even if we assume your mind to be the spiritual enigma you claim it is, your posts do not reflect it well. Don't forget, history's greatest philosophers are remembered for what they said, not what they thought. Speaking is an art, speaking a second language doubly so.
  20. Just a false perception of yours. What I don't like about online communication in general is that you can't see me in person. A video phone call is better but also not the same. There is still something missing. You can't hear my voice, can't look into my eyes and do not see any of my body expressions. If you could, you would see the shine in my eyes and the smile. You would see how friendly and peacefull I am. Maybe you would also feel good vibes. But the last one strongly depends on your heart condition. I do not have anything against people. Even if they are unfriendly to me. But I have something against their wrong doings.
  21. We are looking for an experienced Senior Level Designer who has a proficient knowledge with UE4. You will be working on a AAA project with a large scale team and will be expected to guide and oversee your small team of other level designers. Within this position at Bulkhead you will be responsible for working with Artists, Designers, Programmers and Production to create and develop large scale levels with dynamic changes in mind. Production will be working closely alongside you to keep track and manage the tasks and milestones. The team at Bulkhead are a small, tightly knit group of developers who strive to build impressive multiplayer games. We are working with an exciting AAA partner and are looking for team players who are confident in growing and learning alongside our talented team. Responsibilities Work as a team player to create and envision large scale levels with gameplay in mind Understanding the technical constraints of the engine and project Oversee a team of Junior/Intermediate level designers on a day to day basis and be confident in helping resolve issues Understand core mechanics. Project goals and the end target to define and create strong levels Pro-actively work alongside other developers and designers to share and gather essential information and be consistent within your work Work closely with other Senior developers and Production to assign tasks and provide time estimates for milestones Required Skills Industry experience with at least 1 shipped AAA console or PC title Experience and knowledge of UE4 The ability to work independently as well as working alongside and overseeing a small handful of other level designers Experience and passion for creating large scale levels whilst utilizing 3D Level design tools Excellent verbal and written communication skills Desired Skills Experience with Maya, Blender, 3DS Max or other industry standard 3D modelling software Experience with overseeing teams in past AAA projects The ability to provide clear feedback and information to Production Experience in creating multiplayer first or third person shooters Apply Here // Working at Bulkhead
  22. We are looking for an experienced Level Designer who has a proficient knowledge of UE4. You will be working on a AAA project with a large scale team and will be working closely with others within your department to build interesting, exciting and inspiring levels. Within this position at Bulkhead you will be responsible for working with Artists, Designers, Programmers and Production to create and develop large scale levels with dynamic changes in mind. The team at Bulkhead are a small, tightly knit group of developers who strive to build impressive multiplayer games. We are working with an exciting AAA partner and are looking for team players who are confident in growing and learning alongside our talented team. Responsibilities Work as a team player to create and envision large scale levels with gameplay in mind Understanding the technical constraints of the engine and project Understand core mechanics. Project goals and the end target to define and create strong levels Pro-actively work alongside other developers and designers to share and gather essential information and be consistent within your work Required Skills Experience and knowledge of UE4 The ability to work independently as well as working alongside a small handful of other level designers Experience and passion for creating large scale levels whilst utilizing 3D Level design tools Excellent verbal and written communication skills Desired Skills Experience with Maya, Blender, 3DS Max or other industry standard 3D modelling software Previous experience in AAA level design Experience in creating levels for multiplayer first or third person shooters Apply Here // Working at Bulkhead
  1. Load more activity
×
×
  • Create New...