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  3. Update: Workshop Version Some progress here, but still far from finished. Im trying to balance assets building and actual mapping in hammer. Here's what a-site looks like so far: There's still a ton of stuff i want to improve here (like making the ramp into a staircase!) but other parts of the map needs attention. Atm im looking at making the actual ramparts into props for better geometry detail and mapping. However turning BSP into props has it drawbacks (as ive learned the hard way) Its extremely limiting what i can do in terms of decals/transitions with regards to damage/rust etc, but some of the shapes are just too complicated to make with bsp. I wish i could spend all the remaining time just noodling around with materials and textures!
  4. Any suggestions of how to use the negative space?
  5. Hello everyone! I am developing a new mod for Portal 2, and so far I think the maps are looking pretty good- however; feel free to leave any feedback you can think of. I would like to share some of my inspirations behind this mod. I am aiming for the environments in this mod to show Aperture Science in a highly detailed way that hasn't been seen very often, and I would like to explore places in Aperture that have always resided in my own head-canon for the games but never fully realized until now- for example; in the first chapter of the mod, I am utilizing an idea I've always had that aperture had some offices and facilities hidden away, lost in the crevices and gaps between all the other facilities. like if your elevator got stuck while traversing from one area of aperture to another; you might have to get off of it, and this is the forgotten area you'd end up in, like a secret "floor between floors" in a sense. Particularly, this mod is semi-inspired by 2010-era mods for portal 1, combined with aspects of portal 2's 2010 beta concepts as seen specifically in the April 2010 issue of game informer magazine. I plan to incorporate an over-all "mysterious" tone for the early chapters of the mod; similar to the lonely and slightly paranoid feel of portal 1's BTS areas and test chambers. again; I would love to get some feedback on things that I'm doing well, and also things that could be improved. And I welcome anyone who wants to playtest things as I make progress! link to the mod itself (i want to improve this a ton, but its a start). Here are some screenshots (sorry if they are too massive):
  6. Turkish Bath. One of the hostage areas.
  7. its a shame nobody is commenting- this is actually a favorite map of mine and I'm pleasantly surprised to see it here on mapcore. there are not many p2 mappers here... but there ought to be more.
  8. Hey guys, it has been 9 years now since we started working on our fully custom Left 4 Dead 2 campaign. Every now and then we posted progress or recruited new team members in this forum. Because of that i am happy to announce that the first part of our campaign is almost finished. It is a full length campaign with lots of custom content, and will be released before the end of this year. The workshop link will be posted here as soon as the campaign goes life. In the meantime, enjoy this trailer we created. https://www.youtube.com/watch?v=bB5khlK26lI&feature=emb_logo
  9. but... it has palm trees... Anyway, the way you shaped this map seems none logic I would suggest gathering a lot of references from a real-life location and use that to build upon. Also gameplay-wise it feels more like a deathmatch map instead of a thought-true tactical competitive layout. Oh and your environment light is too yellow for my taste
  10. That has to do with the Render Mode, switch it to something else: https://developer.valvesoftware.com/wiki/Env_sprite
  11. The map from what I've seen doesn't really follow the "exotic" theme of the contest. If I remember correctly, it means themes that aren't usually seen in cs maps. This just appears to be a Dust 2 themed map.
  12. Last week
  13. Radu asking the real questions I propose we title this phenomena Schrodinger's tree
  14. If a tree changes lod and no one is around to see it, does it really change lod?
  15. Those are some pretty trees fir sure! And from the looks of it, those trees are pretty poplar on here! Adding those trees to any map would really spruce it up! You wood not believe how many more tree puns I have...
  16. Well I had env_sprites on my map, but they showed the whole sprite (so the black background that is supposed to be invisible), so put them away for now.
  17. I made a reskin for portal 2's old elevators. not really its own model per-se, but just feel like showing it here. I made it because the texturing on the vanilla elevators are just....lazy, lazy, lazy. in the base game, the model just has the same texture as the walkways slapped on, baked AO and everything, with no regard or effort put into the UV whatsoever. substance + yanzl's pbr converter thing = miracles. https://gamebanana.com/models/4434 https://sketchfab.com/3d-models/elevator-a-enhanced-reskin-portal-2-d52aa695111648e7a40a16219f80e902
  18. Gave this 20 min. Very Promising! They really need to clear up the visuals though. It's busy and dark as fuck atm.
  19. Negative space consists of the unplayable areas in your map. It should be used throughout the level
  20. hi i consider to try this contest im new to csgo mapping but i have experience in level design ,map layout is on a hide facility from the spy eyes the name i must consider later,need models to add and im done for a test
  21. What do you mean by 'use more negative space'? Like make more playable areas in them and more routes to each place? And I have read the article and have it on my desk to look something up quickly when I need to. Still need to make it more compact though.
  22. Use more negative space in your map (the black void). It will help gameplaywise and later on the art. And yeah go read that article for sure. Also look at official maps and try to learn from them.
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