I like how it says "Földen" which sounds like the actual Ski resort "Sölden" pronounced while having the mouth stuffed with cookies.
Looks cool! Can't wait to circle around that beauty.
I like how it says "Földen" which sounds like the actual Ski resort "Sölden" pronounced while having the mouth stuffed with cookies.
Looks cool! Can't wait to circle around that beauty.
Quote1 hour ago, 'RZL said: But I heard from @grapen that he managed to make his portfolio real quick with some tool and it's fully responsive.
According to his site's source code, he is using Wordpress.
Wordpress can be set up quickly, but if I recall correctly you need a web server to run it on. There are a lot of different templates/themes that you can install and give it your own touch.
I also wrote my portfolio from scratch using HTML, CSS and jQuery. As RZL mentioned, it takes time, but I feel like it's worth it in the end.
Hey! Thanks for the quick run!
I am aware of the angel figure's collision issues but didn't bother for rough playtests yet. Will be fixed for sure!
Thanks for the headpeek find. Gonna fix that too.
I don't really know what's wrong with the radar. Some people raised concerns while it looks fine for me. Might have fucked up with the compression at some point. Will investigate, thanks!
Starting to get more comfortable with Substance Designer
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Update time!
I updated the workshop with the newest verion of de_manor: http://steamcommunity.com/sharedfiles/fi…s/?id=949351174
I also applied for a MapCore Playtest on August 3rd. Would be happy to have you folks join me! Feel free to check out the level and drop some feedback, I'd very much appreciate it!
Here's the current overview:
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After some further tweaks to the layout I started creating my first few models. Here's some progress, obviously not textured yet.
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I am at work, so I can't check it, but isn't de_train's overview file called de_train_radar?
Quote from blackdog3 hours ago, blackdog said: Hey, subscribed the map and had a quick flythrough.
Looks interesting and solid in terms of elevation and routes. I would say that most of the doorways are too tight though, especially the first ones players traverse after spawning.
A-site is definitely too cramped. Also getting there a couple corridors seem to turn around too much, I would want to see couple more decals signposting the way.
Not sure what you planning for B-site but seems a bit too open, there are no props or brushes suggesting where players take cover to defend it.
Thanks for taking the time to look at the map!
I am still tweaking the routes a little, since they are, as you said, sometimes a little too zigzagging.
The bomb site designs are pretty much intended that way. I wanted to give players two distinctly different choices instead of two very similar ones in order to cover a broader spectrum of playstyles. I might have pushed it a little to far, but I am still tweaking.
Wow! Great job on this map @grapen and congratulations on the release! Can't wait to run around this and draw some inspiration for my thematically similar map. Keep it going!
Quote from blackdog1 hour ago, blackdog said: I think this looks interesting. I miss some good de_chateau, so much I have been thinking of doing a similar map since CSGO came out.
Bit weird the downward arcs, never seen anything like that but need to see how it fits when more detailing is in.
You testing on mapcore servers? I've been totally out the testing since I moved here, my connection is terrible (shared+wifi) but recently was decent enough, I had a couple sessions on DoI, I was thinking of trying CS again.
Thanks for the comments!
The downward arcs are only placeholders since I lack proper tall arches for now. I used them to have a longer straight pillar before the actual arc. I will create custom models for that.
Yes, we are testing on the MapCore server starting at 9pm CEST (1h from now)
Alright boys and girls! I got a spot in tomorrow's playtest. I'd appreciate if you stopped by and left some feedback!
I also prettified B site just a little since it didn't receive a lot of love in the first iteration.
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Quote from Vaya6 minutes ago, Vaya said:
This screen. Its like a game finding all the weirdly used props
- Bleach on the shelf behind the bar
- Train station sign on the wall
- magazine rack
- garden gate on the left wall
- clock in/out thing on the wall
- the rake on the floor...
You missed the "Montag Ruhetag" (which translates to "Monday closing day") sign on the inside of the building. It's like saying "thanks for having you. but we will be closed tomorrow."
Jokes aside, the screenshots look really nice so far! I'll check the level out when I get home today.
Is the rake scripted to snap up and damage the player once stepped on?
I finally got a playable version of the level finished and uploaded to the workshop! Feel free to check it out and leave some feedback.
http://steamcommunity.com/sharedfiles/fi…s/?id=949351174
More screenies:
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Ran into a dead end with awful sightlines and horrible spacing so I started from scratch. I'd rather scrap my work now than desperately trying to make it work in some way. Still able to show some shots of new spaces. I am aiming to have a playable version of this iteration by the end of next week ![]()
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Hey guys!
I'm very early in the development of my map, but I wanted to share something with you as I want to get into the habit of exposing my work more.
de_manor is a bomb defuse level set wine-growing area in France. The level's architecture is inspired by Renaissance Chateaus and manors like the Biltmore Estate. With the design I am trying to create interesting indoor areas that do not feel as clumped as many others.
After the Cobblestone debacle, Lord William decided to buy this manor to relax and have some fine wine. The terrorists however intend to destroy his peace ... and his new manor.
Workshop Link: http://steamcommunity.com/sharedfiles/fi…/?id=1217276839
Here are some first vacuous screenshots:
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Barnacles in HL2 were a lot of fun to interact with. Especially combined with slippery ground.
Okay, now I understand where @cashed is coming from with his critizism. That DOES look awful.
I also feel like the high amount of pillars used throughout the map within the playable space can be very disturbing. Pillars don't work well in a game like CSGO. Same goes for the many dead angles behind door frames in the indoor parts.
I definitely need to check it ingame before commenting on it further. Thanks for the overview @text_fish
Quote from text_fish4 minutes ago, text_fish said: Lots of scope for sneaking around, like in .... ummmmmm ....... the one set in Paris which I can't remember what it was called.
de_marquis?
Can anyone post the overview? I am at work and cannot check out the level yet. And there is none in the news ...
If you use stock material, be sure to thoroughly study the models to see what is available to you. When you don't have the artistic freedom by making/requesting your own models you have to work with what you got and therefore worst case adapt your level design to it. In that case it's also wise to study how Epic assembled their levels by kit-bashing their assets. They use their versatile assets very creatively. Get inspired there!
When it comes to workflow itself - Yes, BSP blocking would be the first thing. Test it thoroughly when finished, adapt to iron out any flaws. Once you are happy with the gameplay you move on there are multiple ways to go further. The next two major steps are meshing pass (adding meshes by replacing the BSP blocks) and blocking/collision pass (replacing BSP blocks with invisible blocking volumes). The order in which you approach those to passes is pretty much personal preference I would say. They can also go hand in hand. Be aware that some of Epic's meshes have their own collision while other's don't. After that the Final Art pass with lighting, details and decals comes into play.
Please keep in mind that I have only created one level for UT4 so far, so my approach might be flawed. But I think it aids as a general direction.
Edit: I found a picture that might be helpful to you. It's the roadmap/workflow for the DM-Deck remake by chonglee (full credit to him/her):
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