UPDATE - Tweaked the difficulty in the final chase near the Goon Breaking the Wall
Posts by franktha
-
-
UPDATE: - Fixed a game-breaking bug where the player could skip one part of the level. - Fixed Checkpoints [I tested and it worked but if somehow there are still issues let me know] - Fixed some lighting issues. - Fixed some gaps in the level.
-
Hello, I just published my first Dying Light Level. This editor is really awesome. I really hope there is an editor for the Sequel. Anyway please do give feedback because I would like to update it accordingly. Peace out.
YOUTUBE LINK:- https://www.youtube.com/watch?v=AqVPUwauN1g STEAM LINK:- https://steamcommunity.com/sharedfiles/fi…/?id=1889251492
-
Map Layout Update - Added a column in the middle - Added two boxes in the middle
-
Hello guys,
This is my first CSGO aim map. My focus was to learn the hammer editor and the whole process of making a CSGO level and publishing it. While building this, my main focus was on the color composition and the visibility of the map. It is a very small map and I am already working on another aim map which will be much bigger.
Please do check it out and give feedback. Thank you

Link:- STEAM WORKSHOP LINK
February 5th, 2019 Map Layout Update- Added a column in the middle- Added two boxes in the middle
-
Name: Frank Thaliath
Nick: cmiyc
Map Name: DM-DancefloorDisclaimer: “I agree that this content constitutes a Submission under the Unreal Engine EULA (https://www.unrealengine.com/eula).”[/i]
Download link: https://www.dropbox.com/s/pk8s0261y4mh…Editor.pak?dl=0
First time making a Level Design map and also using this Engine. Had a lot of fun and learned a lot by making this map for Phase 1. Made this map in 3-4 hours in a day for a week. I made a lot of mistakes in the BSP modeling which I will refine the map completely for Phase 2 to make it more polished. Also some interior part of the map is unfinished. Therefore some gun, ammo and pickup placements are not spread around the map evenly.
P.S: For some reason the Spawn Points are not working for me. Also there is a huge problem in the BSP at the middle of the map where the player can see what is below. I could not fix it on time. Maybe because of my BSP modeling was bad. For time being I used a Blocking Volume to make sure the player does not fall down.