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Showing content with the highest reputation since 07/21/2018 in all areas

  1. 30 points
    Been working on a modular building set for a few days
  2. 20 points
    Oliver

    [CS:GO] de_Iris

    Okay here is some progress from bombsite B. The site take place on an auto salvage yard at the edge of town. This place is a haven for old relics and bits and pieces from the past. We are a good ways into the second art pass and the architecture is getting more finalized. There is still polish and lighting work to be done at the site, but for now we are happy to move on to other parts of the map. Our goal visually is to capture the feeling of an old town with its charm and history. The logo for the auto salvage company.
  3. 16 points
    THE DOOR CHALLENGE! I want to start out by welcoming you to the 2ND Door Challenge! It’s been a little over 7 Years since we held the first one! A lot has changed in our industry and new engines have made level design more accessible than ever before. With all the fresh talent coming into our industry, I think it’s important that we challenge ourselves and each other to push our creative thinking. This challenge is meant to be for everyone to join in, from your first time level designer to your Senior and Lead Designers! Everyone is in a different place throughout their careers and it’s always fun to hone your skills on one of the most old school puzzles of our time “Get the Door Open!”. The last time we did this we had a fantastic turn out of completed and submitted puzzles! Especially since we are focusing on JUST design and scripting and NOT on art! As this is a scripting challenge, you are encouraged to use Dev textures or simple greyscale materials and only what art assets are absolutely necessary to communicate key ideas. The point is to focus on your Scripting / Presentation / Storytelling / Puzzle Making skills. Most entries generally took a few days to build from start to finish, so don't sweat worrying about the deadline. If you would like to get a better idea, check out some of the entries from the first door challenge. Remembering our Past SOLEVAL - First Place Magnar Jenssen - Participation Robert Yang - Participation Jason Mojica - Participation Rules and QA Build a puzzle and craft a story to creatively open “The Door”! It doesn't matter whether you're entering, exiting, or just moving from one room to another - just get that DOOR OPEN! Acceptable Engines : UE4 / Unity / Source SDK For UE4 or Unity, you will be REQUIRED to provide an EXE of your game For Source SDK, a simple bsp will do with info on the game you built it in. (Eg. Half-life 2, Portal 2, CS:GO, TF2) We encourage you DON’T use Art unless needed to sell your idea. Simple meshes / Dev textures / grey textures should do fine. You are ALLOWED to use Templates to start yourself off. Example: UE4 has a FPS , Third Person , and VR template. You are ALLOWED to use existing scripting/ blueprints or Code to help you make your puzzle. You CAN choose - First person, Third Person , Virtual Reality (VR) DON’T submit anything larger than 250 mbs , we want simple entries that everyone can download. The challenge will begin Friday, August 10th, and end Sunday, September 16th at 11:59PM US CENTRAL time (GMT -6) Must Haves : A zip file including your EXE or map file 2 screenshots of your scene (ATTACHED! This will help us archive our entries for posterity) A video showing the puzzle's intended solution (hosted on youtube would be fine) Optional : Full Name (optional) Website or Portfolio (optional) The original level source (and any other relevant files) for inquiring minds to examine your scripting Judging : We will start judging the day after closing, Everyone will get 3 votes and then we will vote on the top 3 one week later. Things to think about when judging or making an entry. Innovation - More than just a simple Door! Theme - How close did you stay to the idea of the challenge Readability - Was your idea clear and easy to understand? Humor - Did you make someone laugh or enjoy your entry? Overall - Wrap everything together! Was it awesome? Door - Q: How much Door you got? A: Hell yes Prizes As with the previous challenge, there will be no prize other than the pride of knowing people thought you were awesome. Woo!
  4. 14 points
    General Vivi

    The Door Challenge - 2018

    THE DOOR CHALLENGE! I want to start out by welcoming you to the 2ND Door Challenge! It’s been a little over 7 Years since we held the first one! A lot has changed in our industry and new engines have made level design more accessible than ever before. With all the fresh talent coming into our industry, I think it’s important that we challenge ourselves and each other to push our creative thinking. This challenge is meant to be for everyone to join in, from your first time level designer to your Senior and Lead Designers! Everyone is in a different place throughout their careers and it’s always fun to hone your skills on one of the most old school puzzles of our time “Get the Door Open!”. The last time we did this we had a fantastic turn out of completed and submitted puzzles! Especially since we are focusing on JUST design and scripting and NOT on art! As this is a scripting challenge, you are encouraged to use Dev textures or simple greyscale materials and only what art assets are absolutely necessary to communicate key ideas. The point is to focus on your Scripting / Presentation / Storytelling / Puzzle Making skills. Most entries generally took a few days to build from start to finish, so don't sweat worrying about the deadline. If you would like to get a better idea, check out some of the entries from the first door challenge. Remembering our Past SOLEVAL - First Place Magnar Jenssen - Participation Robert Yang - Participation Jason Mojica - Participation Rules and QA Build a puzzle and craft a story to creatively open “The Door”! It doesn't matter whether you're entering, exiting, or just moving from one room to another - just get that DOOR OPEN! Acceptable Engines : UE4 / Unity / Source SDK For UE4 or Unity, you will be REQUIRED to provide an EXE of your game For Source SDK, a simple bsp will do with info on the game you built it in. (Eg. Half-life 2, Portal 2, CS:GO, TF2) We encourage you DON’T use Art unless needed to sell your idea. Simple meshes / Dev textures / grey textures should do fine. You are ALLOWED to use Templates to start yourself off. Example: UE4 has a FPS , Third Person , and VR template. You are ALLOWED to use existing scripting/ blueprints or Code to help you make your puzzle. You CAN choose - First person, Third Person , Virtual Reality (VR) DON’T submit anything larger than 250 mbs , we want simple entries that everyone can download. The challenge will begin Friday, August 10th, and end Sunday, September 16th at 11:59PM US CENTRAL time (GMT -6) Must Haves : A zip file including your EXE or map file 2 screenshots of your scene (ATTACHED! This will help us archive our entries for posterity) A video showing the puzzle's intended solution (hosted on youtube would be fine) Optional : Full Name (optional) Website or Portfolio (optional) The original level source (and any other relevant files) for inquiring minds to examine your scripting Judging : We will start judging the day after closing, Everyone will get 3 votes and then we will vote on the top 3 one week later. Things to think about when judging or making an entry. Innovation - More than just a simple Door! Theme - How close did you stay to the idea of the challenge Readability - Was your idea clear and easy to understand? Humor - Did you make someone laugh or enjoy your entry? Overall - Wrap everything together! Was it awesome? Door - Q: How much Door you got? A: Hell yes Prizes As with the previous challenge, there will be no prize other than the pride of knowing people thought you were awesome. Woo!
  5. 13 points
    Vaya

    [CSGO] Victoria

    @csWaldo and I are making a new DE map based in London ws link - https://steamcommunity.com/sharedfiles/filedetails/?id=1454924203&tscn=1533536661 Slider showing changes to layout so far https://imgsli.com/MTg2Mw New bombsite A (yet to be uploaded):
  6. 10 points
    Anduriel

    [WIP] de_splash

    The good news is: This project is not dead. The bad news is: Progress is interrupted again and again. But over the past months I learned a lot about Blender and how to get the models work properly in source. Thanks to @grapen, @Terri and many others who helped me out with all the modeling and exporting issues I had. In the near future I'll try to focus better on making some fitting models to get this map to look like something. I've got ideas for at least some of the areas. But for now, here are screenshots of the CT Spawn in it's current state and some unfinished models.
  7. 10 points
    Vaya

    WIP in WIP, post your level screenshots!

    https://imgur.com/a/wc2nVFZ https://steamcommunity.com/sharedfiles/filedetails/?id=1454924203 new map I'm working on with @csWaldo
  8. 9 points
    Yanzl

    Yanzl's Source Emporium

    I've updated the Substance Painter shader to support the new 2018.2 update and added panorama radar generator with multiple color presets based on different Valve maps. https://www.dropbox.com/s/zegqf63yt1tt40u/radargen_panorama.zip?dl=0
  9. 7 points
    esspho

    [cs:go] de_cleanup - wingman

    Here is a wingman map that I'm working on since about 3 month. workshop link At the moment I'm using some of the awesome resort props by @Yanzl. Other than that the map is currently filled with dev textures and wip props. If you have any kind of feedback I'll be happy to hear it.
  10. 7 points
    El_Exodus

    Random Photo Thread

    I also had a little trip out of town to get some shots of the moon. The evening started with a pretty cool sunset: (BTW: No Photoshop magic here, pretty much straight outta Camera) Then, after a little while, I took quite some pictures of the Blood Moon. It was really hard to get the focus spot on since everything was so dark. The rather long exposure time didn't really help. This is the sharpest one I probably got: And since the Mars was also well visible, I had to get a photo of both Moon and Mars in one shot. Ended the trip with a little wide angle shot of the eclipse and the Milky Way. 30s exposure time:
  11. 7 points
    Quotingmc

    Classic Offensive

    Valve have said we are free to use any content from their games as long as Classic Offensive is free, requires CS:GO, and does not appear to be officially endorsed by them. Their only main concerns were brand confusion or profiting from a modification, the majority of which is still their creation. For example, we cannot use the "Counter-Strike" name or logo. The maps in the mod will use assets almost entirely from Global-Offensive. Of course, we must also follow the Steam User Agreement so no exe/dll edits from Vanilla CS:GO. Hope that clears things up.
  12. 7 points
    FMPONE

    What I'm Working On, 2014-Forever

    So, the last layout change to DE_SUBZERO: a boost and trick jump into Hut Glass. Hoping to ship it ASAP. Previously, attacks on B could become stagnant and repetitive, because Terrorists only had one very long route into the B site. This detracted from the map in a few ways: Problem 1) Sub-Zero's Hut too closely mirrored Cache's B "Sunroom" (at least on radar), as another non-movement, utility area. Problem 2) Terrorists were forced to use smoke grenades on the long angle into the site -- no matter their economy -- because of CT advantage at long-ranges (USP, Awp, etc). If Terrorists threw that smoke, CTs had a clearly telegraphed signal about likely hits to the B site. Problem 3) Hut Glass, a unique feature of the map, was underutilized. Instead, most of the action centered around the long angle before Terrorists enter Hut. Problem 4) Hut Door was underitilzed, because Hut Window was much closer to the action. Problem 5) Players would often bounce nades back at themselves while trying to throw grenades through Hut Glass. Now, Terrorist attack options have been further opened up, making their tactics very difficult for CTs to predict: Benefit 1) The Terrorist "line of scrimmage" connects to every part of the CT "line of scrimmage", meaning that the entire length of Sub-Zero offers interesting, interconnected, useable space. Benefit 2) Terrorists can now attack B at any stage of a round: by breaking Hut Glass early in a round to deny CTs a sound queu later on, by boosting through Glass right away, by sending a lurker to trick-jump into Glass in order to confuse the defense; or by focusing on the traditional long angle or mid rushes with far less pressure. The bottom line: CTs can no longer assume that Hut is safe territory, they must account for Hut Glass aggression. Benefit 3) Hut will see much more action. Combined with the changes over at the A site, this means Terrorists have 6! different movement options across the map. These movement options contain a great deal of variety: boosting through Hut Glass, battling for control of B main, peeking mid from above or below, dropping down vents into connector or into the A site, pushing A main past the pillars at Radio, or dropping down A pit. (To compensate, Sub-Zero also encourages unprecendented CT aggression, thanks to favorable CT timings on B, boosts at A vent and pit, a lot of cover at A long Radio, and a fair gunfight at Mid.) Benefit 4) Hut Door will see increased action. Now far easier to reach, Terrorists are encouraged to use Door for info gathering, crossing into site, or simply to dance around in Hut. Benefit 5) Throwing grenades into Hut is now simple and meaningfully strategic. Conclusion With this change, and the changes at A, I'm now satisfied that Sub-Zero is a true "original." Beyond its unique theme and custom assets, beyond the signature Arctic Avenger player models, Sub-Zero features a number of brand new angles and gameplay quirks. From its interesting bombsites, verticality and elevation changes, consequential boosts, 2 one-way committal spots, and multiple trick jumps... there's quite a lot of "new" and "weird" packed into an easy to learn, competitive Counter-Strike package. And, unlike most Counter-Strike maps, mid-control is now an entirely _optional_ part of Terrorist strategy. (It's done.)
  13. 6 points
    NikiOo

    [CS:GO] De_BigAssStatue

    Progress is being made. Just wanted to share some more of my nonsensical over the top stylized warehouses. And guess what! There are actual ventilation fans behind these grills: And the colorful orange camo panels on the warehouses are a psychological trick to make the parents of the kids who ones used to play in the desert, which is now a construction site for this giant statue, to subconsciously perceive the construction as a positive for their kids. Orange is statistically the 3rd most loved color by kids of the age 1 to 18, as well as parents between the age of 25 and 35 as well as 50-69, unfortunately though there is a gap of orange disfavoratism between the ages of 36 and 50, which is then satisfied by the inclusion of the color green in most of the crates on the map, which is apparently the third most loved color in that age spectre.
  14. 6 points
    Hello everyone! As a part of our education here in stockholm, we created a small game during four weeks earlier this spring. It's called echo and is inspired by games like Inside, Limbo and little nightmares. It would mean the world to us if you'd like to play it and maybe provide some feedback. While the game itself will not se anymore changes, we as students would like to hear from other creators. It was created by ten students. Three desginers, four 3D artits, two 2D artists and one animator. We created it in four weeks. I recommend playing it with an X-box controller connected to your PC and playing it with sound in order to really get into the atmosphere. The game is completely free, and does not require anything other than unziping it! (windows only) https://lions-vultures.itch.io/echo Thank you all in advance and have a great day!
  15. 6 points
    I've been working on my map Retail (Set in a shopping mall under renovation) for over a year now, detailing is finaly beginning!
  16. 5 points
    Vaya

    [CSGO] Victoria

    thanks for your feedback but we've been playtesting the map and will base changes on that. edit - first 2 props done by @csWaldo based on this ref - https://www.google.com/maps/@51.5062928,-0.0832479,2a,75y,352.87h,77.03t/data=!3m6!1e1!3m4!1sHkDElsg5utiF7Gun_O-0Kw!2e0!7i13312!8i6656 Sized differently + cover added for gameplay purposes
  17. 5 points
    Here's something I'm working on for Half-Life Goldsource Death match.
  18. 5 points
    will2k

    Random Photo Thread

    Yesterday; On top of the mountain at ~2500 meters altitude (8200 feet), well above the clouds The view was breathtaking and it was cold (dropped below 10°C after sunset) Another angle from the top (overlooking another mountain chain in the background)
  19. 5 points
    [HP]

    Unreal Engine 4

    I agree, I don't even worry with UV's on my blockouts, I just use a worldspace shader that applies a checkered material to all of my faces, and I tint the vertical faces of another color, just to make the floor look a little bit diferent. This is very similar to what I use: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/6142-auto-uv-color-material-for-block-outs-download-available
  20. 5 points
    [HP]

    Unreal Engine 4

    Here's the only tool you need as a LD:
  21. 5 points
    Summer Progress Update Hey everyone Been away for almost 2 months and haven't posted any updates to this thread/WIP since early May. Work slowed down to a complete halt during all the month of June since I was very busy in real life, and Summer started However i did a lot of earlier progress during May and in the 2nd part of the current July month; development is still going on strong and steady. 2 fully scripted side quests have been implemented (with a possible 3rd one being under planning/prototyping) New custom dialogs with custom audio New areas added The 2nd major part/area of the main quests is under detailing/first art pass Extensive work done to create new indoor locations for exploration and side quests First lighting pass and tweaks A lot of manual fine tuning to the nav mesh to make sure volatiles and virals can chase you pretty much everywhere in the map I will soon move on to create the 3rd and last area of the main quest where the events leading to the grand finale will take place. I'm trying my best to make each area look unique while maintaining a coherent theme throughout the campaign. A fresh batch of screenshots: More terrain forming, water towers and ziplines fun. One of the new NPCs in the main quest One of the side quests that the player gets from the sanctuary. As I mentioned before, work has resumed so updates should be more frequent as was the case before the break. Stay tuned, the light at the end of the tunnel is starting to show.
  22. 5 points
    Some more FC5.
  23. 4 points
    Are we allowed to choose beyond the three categories listed (first person, third person, VR) for our level? Like for example is 2d or 2.5d stuff okay? (platformer, isometric etc.)
  24. 4 points
    El Moroes

    Random Photo Thread

    Some of my latest photos of my liiitttle world I love so much But guys, it's better to see these pics in High Resolution here : https://www.flickr.com/photos/bidoulmarc/
  25. 4 points
    Serialmapper

    Random Photo Thread

    I was on the Black Sea's western shore and these are some of the shots i took. Unfortunately it was cloudy and in couldn't see all the eclipse. I did see the Moon a little bit after it had risen from sea. (no photoshop was used for these pictures)
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