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  3. sethen

Posts by sethen

  • Maginot [Wingman]

    • sethen
    • April 9, 2022 at 2:18 AM
    Quote from Edude

    On 4/6/2022 at 11:26 PM, Edude said:

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    Gave me uncharted 1 vibes. Such great attention to detail, both minimal and overall. Kudo's to you!

  • [CS:GO] Dharma (Bomb/Defuse)

    • sethen
    • April 9, 2022 at 2:11 AM
    Quote from GenoCide

    20 hours ago, GenoCide said: Finally, fixed the lighting. The materials looked sort of full bright earlier because "Compute Reflectivity" was unchecked while creating vtf files. Adding latest screenshots. Feedback appreciated :)

    Love the new lighting bro. Adds so much life to the scene and to be honest. Fits the map way better than the previous environmental lighting choice.


    Keep up the great work my friend.

  • WIP in WIP, post your level screenshots!

    • sethen
    • March 22, 2020 at 8:51 PM

    @mr.P

    Looks fantastic to start off. Getting a COD:Modern Warefare Vibe. Also I recommend checking out Kunar base from Medal of Honor reboot. Seems like a small start, but the 2nd image is really nice. I hope you still have a long way to go. Wonder how this map is gonna turn out given the type of theme your going for.


    Good Luck,

    Nicholas Nugent

  • Ambush [TF2]

    • sethen
    • March 6, 2020 at 3:28 PM

    Very well done my good sir!

    I've already gotten a chance to look at the screenshots, but they are worth a thousand words alone. Great use of detail and creating a realistic environment for the level. I love displacements and this map from the images, don't disappoint. Hopefully I'll be able to give this map a go in the future.

    Great Job,

    Nick "Sethen" Nugent


    *P.S. It's always nice to see it snowing, so.........*cough* Snow version *cough*

  • what was your favourite / most inspiring map

    • sethen
    • March 6, 2020 at 3:15 PM

    shhhhhhhhhhhhhhhhhhhhhh......Don't argue, you know I'm right. Expect hours of your CS:S-zm life to be spent on this map.

    Zm_lila_panic - First map I played and remade.

  • AR Fawlty Towers

    • sethen
    • February 18, 2020 at 6:12 PM

    Remember seeing the CS:S version on FPSB many years ago. Great looking recreation of the level. Finally got to see the show that its based off of and must say, pretty funny.

  • [cs:go] de_cleanup - wingman

    • sethen
    • February 17, 2020 at 8:15 PM

    Love the style of the indoor area by far. Great detailing man, tone, and really shows your style.


    The only area that seems a little bland is the parking lot area (Image). Possibly the addition of pipes above or some type of vent system, could help sell the detail even more. Of course the addition of a small yellow speed bump and decals to show how used the area is down there.

    Best Regards,

    Nick Nugent

  • ASSAULT ON WAREHOUSE 72: A tribute to the iconic cs_assault [Dying Light WIP]

    • sethen
    • February 17, 2020 at 8:05 PM

    Doing well overall, just cruising along in life with college and such. Was working with BrainBread 2 on steam for some time since 2016, but finally taking a break from level design altogether. I need to check out your Dying Light campaign that you made. I know you did allot of custom work within the scripts and such. Again, congrats on that front and hope the Dev's check it out as well.


    Was thinking about the grass area and what you could do. Possibly a small parking lot for those who use the subway above, while also being enclosed by a wooden fence or some type of barrier that limits player/AI vision. The area will have two entrances with the first entrance being located by the ramp leading down to the tunnel area. This entrance is a typical parking lot entrance with a small guard post for protection :D Second, would be the fence/structure that surrounds it, having a small break in the foundation that allows for a second exit closets to the warehouse tunnel area.


    It seems more like a 1 to 1 comparison project. But never the less, just a thought. Maybe add some nice ivy trickling down from the wall, graffiti infested, and some small bushes in strategic places.

  • ASSAULT ON WAREHOUSE 72: A tribute to the iconic cs_assault [Dying Light WIP]

    • sethen
    • February 14, 2020 at 4:57 PM

    I skimmed the post and thought you redid Cs_Assault for CS:GO in a 1.6 style, my bad XD

    Really great attention to detail, especially the crosswalk (brick) texture placement or whatever its called. Really interested to see how you detail that grass area under the pathway structure for the train. Keep up the great work, really like how your loving the new engine.

    Best of Luck,

    Sethen

  • WIP in WIP, post your level screenshots!

    • sethen
    • September 18, 2019 at 7:15 PM

    bbc_Nightclub for Brainbread 2

    This map is actually based off of Dead to rights 2 nightclub/strip club level. Basically, watched a video on youtube of some person playing that level and made it into a map in the source engine.

    (WiP)Outside Area: The player starts in a apartment building overlooking the street.

    Inside: This area is after the player defeats the first boss. They must move through this area to proceed on.

    Inside (2nd Stripper: Continuing from the last area, this is a small area to showcase the environment a little more.

    Inside (Final Room): This area is a porn studio room, which showcases the final boss fight of the level.


    There's a lot more to this level, but only showing this amount for now. Still a WiP and needs more attention before initial release. If you are interested in designing levels for this mod. Visit us on our Discord!

  • [CS:GO] de_aldebaran [WIP]

    • sethen
    • February 15, 2019 at 1:37 AM

    Didn't recognize it was you Serialmapper , before looking at your post.

    The original theme of the map I was super digging (Dusty Brown). I'm starting to adjust to the newer brick texture which gives the map a more tropical theme to me (Pirates of Caribbean/old fort). The cave system looks like the biggest challenge and I would love to see how you tackle this. Though, the cliff over looking the ocean, great shot man. I can't control myself when I see great displacement on some of those rock edges. Hope you displace the floor realistic in those small corners to give it that age feel.


    I'll come back when you add some more detail buddy.

    Great job though !!

  • [CSGO] aim_temple

    • sethen
    • November 30, 2018 at 2:42 AM

    i love the middle design in terms of the broken floor, good use of detail. Both sides have different displacement textures which is great. There's just something about the last image that needs some more love.


    Good stuff!

  • A NEW HOPE: Will2k's Dying Light Single-player campaign [WIP]

    • sethen
    • November 29, 2018 at 12:15 AM

    inspires me to switch from the limited source engine.

    But overall, love the screenshots that are showing up. Great use of detail and each image looks professional!

  • [UE4] Darksiders 3 Art Dump

    • sethen
    • November 28, 2018 at 3:57 PM

    love the color pallet..

    Especially the environmental art looks popping!!

  • ITT: Post maps/scenes that never saw the light of the day.

    • sethen
    • September 22, 2017 at 7:27 AM

    A level for Brainbread 2 cancelled. It was supposed to be in the style of Chernobyl, though I stopped development and never continued.

  • WIP in WIP, post your level screenshots!

    • sethen
    • September 17, 2017 at 11:41 PM

    @Radu , Yeah we released on steam actually which was a blessing in of itself. Mainly gameplay wise, just expanded on they original concept and added various gamemodes to the mix. Though it does has a arcade type feel to it.

  • WIP in WIP, post your level screenshots!

    • sethen
    • September 16, 2017 at 2:05 AM

    @Radu We've actually released the standalone mod back in August of last year. Took sometime but we finally got it released.

  • WIP in WIP, post your level screenshots!

    • sethen
    • September 15, 2017 at 6:17 PM

    Working on a project for brainbread 2, here it is W.i.P


  • DE_Theos By Vinneri

    • sethen
    • April 2, 2014 at 8:22 PM

    Way better looking this time around!

  • DE_Theos By Vinneri

    • sethen
    • April 2, 2014 at 1:07 PM

    Great job on the new additions to the map. The detail given in the first image really helps define the space and give it a little more personality. In the third image, I love the choice of color for the bright yellow colored overpass, it really helps catch the players eye. Although the ground could use some more randomness in terms of more grass around the edges. The fourth image has really nice and excellent detail and much personality to. They choice and design of the white tower is really interesting as well as the 2 tall metal towers in the back.


    In all, the map seems to have come along way since you showed it. Thank you for taking some of my feedback in to account. Good luck on your future endeavors.

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