WIP in WIP, post your level screenshots!
-
-
That short film by 3DMike in UE4 with de_survivor made me nostalgic, so, inspired by his maps de_survivor and de_recon, and being sick and tired of the urban landscapes that look like a warehouse full of crates, i had started a small project of mine, a defuse map. For the start i am going to make it for the wingman mode with just one bomb site to see how it behaves and then i am really thinking of extending it to a fully fledged classical defuse map.
-
I've been putting the finishing touches to my aim_six_arenas spinoff map (which I'm now calling Showdown Planet) and I though I could share some comparison GIFs between the original map and the spinoff map. As I mentioned earlier, while aim_six_arenas merely was a collection of six soundstage-like rooms connected by a hallway, Showdown Planet will consist of six separate arenas meant to represent different places around the world, which means the arenas in Showdown Planet will be far more detailed than their aim_six_arenas counterparts.
Dust/Mirage arena:
Aztec/Ancient arena:
Swamp/Mill arena:
Subzero/Monastery arena:
Hallway, made more AIM friendly in the Showdown Planet version:
I did not record camera positions when taking screenshots, hence why the GIFs aren't perfect comparisons.
-
-
I've always felt very strongly about [Blocked Image: https://i.imgur.com/v8BnVpR.png] , but my misplaced overemphasis hereof had honestly come to harm my work quite severely. Those of you who've only looked at the screenshots likely wouldn't have noticed, but I'm sure the few who actually downloaded the map will have been surprised by just how fucking low the texel density on many objects was - now working to fix this where needed & possible to try and bring the visuals into the current decade
-
Quote from jd40
On 10/27/2020 at 11:07 PM, jd40 said: I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is ?. You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too?
Finally got around to testing this out a bit, looks nice ( from some angles )
-
-
I'm learning editor for black ops 3 and I making simple house to practice. Still need tons of details, but slowly brush work and textures are finished.
[Blocked Image: https://i.imgur.com/409v0qN.jpg]
-
Quote from zombi
On 2/27/2021 at 11:28 PM, zombi said: I'm learning editor for black ops 3 and I making simple house to practice. Still need tons of details, but slowly brush work and textures are finished.
Oh wow, they have an editor in the PC version!? I always thought that they kept these games locked down with a chastity belt.
Are people playing custom content? How does it work. (In terms of finding and using it).
-
Quote from blackdog
1 hour ago, blackdog said: Oh wow, they have an editor in the PC version!? I always thought that they kept these games locked down with a chastity belt.
Are people playing custom content? How does it work. (In terms of finding and using it).
They shared with WAW and BO3 mod tools. Yeah people still playing and making new stuff for BO3, like for example exporting stuff (or recreating) from black ops cold war or making new perks, mechanics, remastering old maps etc. People love custom maps (community is super helpful) and by looking at numbers seems like steam workshop for bo3 is more popular than for csgo.
If you have black ops 3 on steam you can just download mod tools. Editor is very similar to source, but they doing some things differently, for example in black ops is a lot of scripting for simple things (adding events, music, making buyable doors), when in csgo you just assign functions to elements like door, buttons, triggers etc.
-
Hello everyone! It`s my first work in UE 4 for environmental scene

I would like to know your opinion on this work. I also ask you to give tips that can help me do better in the future. Please do not scroll past, yourfeedb ack is very important.
-
Quote from ThunderKeil
This looks amazing!!! I am working on a map inspired by the idea of a cathedral with adjacent cloisters and a pipe organ bombsite... Seeing what you have accomplished here has given me a reality check in terms of seeing how beautiful something can be. I got a long ways to go!!!
-
Not a screenshot, but I did recently create a Monty Hall problem simulator mainly using logic entities. In my version, the cars and goats have been replaced with cash and fire:
And here's a couple of videos of me running 100 simulations:External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.The process of creating this simulator is a bit long and you can read about it here. However, the AddOutput command was very useful preventing the map igniting the same button the player picked during the first round (i.e. preventing something like this from happening).External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.You can test this simulator out yourself on my map am_muntions_cache. It's a secret area, but it's pretty easy to noclip to.
-
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
-
Didn't know if I should necro my old thread for this one, but I have made some updates since it was part of the faceit hub rotation. Still throwing in some visual updates here and there. More screens at the workshop thread
-
For those of you who have played Payday 2, here's something inspired by the Diamond Heist puzzle that I created in CS:GO:
This puzzle was created using func_door, logic_case and math_counter entities and can be found on my map am_jungle_pit. You can find a general explanation on how I did this here.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
-
[Blocked Image: https://i.gyazo.com/457146e08ffb3b9ffb795735184e346d.png][Blocked Image: https://i.gyazo.com/028ef0eac2a006fcaf829dd16c9a8d51.png][Blocked Image: https://i.gyazo.com/80a4a8dc2656e3930b79aa01805c7b2b.png]
-
Some custom skybox terrain I created using World Machine and Twister:
Spoiler
This custom terrain can be found on my map am_frozen_fortress. You can read more about how I generated this here.
-
Quote from sn0wsh00
On 3/29/2021 at 11:23 PM, sn0wsh00 said: Some custom skybox terrain I created using World Machine and Twister
Pretty nice results! However, if anyone has 3DS Max 2017+ you can achieve these effects very easily by simply using some Data Channel map settings (along with displacement modifier). Just letting people know in case you want a 'free' way of doing it ?
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!