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  1. 63 points
    FMPONE

    What I'm Working On, 2014-Forever

    Hi all! Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!
  2. 61 points
    The Horse Strangler

    [CS:GO] De_Grind

    Sup peeps. Just finished another csgo map with buds @'RZL and @MaanMan. We've been working on this one for a good while now, maybe since December of last year. It was challenging at times, but we're finally happy to put it out there. WORKSHOP LINK Do you hate it, do you love it? Not enough sand? Let us know.
  3. 35 points
    Made some grass for my Day of Infamy map to try and take advantage of their new foliage system.
  4. 31 points
    Squad

    Offtime

    Hey all. Finally decided to make a topic after weeks of postponing Offtime is a hostage rescue map set in a giant concrete transmission tower. It features a vertical layout, covering a number of the bottom floors. Credits to @Rick_D_D and @Yanzl for some of the props/textures.
  5. 28 points
    Hello guyz ! I did few screens of my work on the new Dishonored stand alone that I wanted to share with you If you want to know anything about these screens, as simple as it can be, feel free to ask, it would be a pleasure to answer Compared to art station, the following screens are in a much higher resolution (1920*3416 instead of 1920 * 1080) and I apologyze by advance if you get any trouble dowloading them. On the following screens, I only did the Buildings (Models and textures). The lighting, the composition and the smaller asset are made by my great colleagues I'll certainly update this topic with new pics when they'll be ready. Enjoy -_-_-_-_ Curator -_-_-_-_- Architecture design by Valentin "3dnj" Levilain -_-_-_- Ghost town -_-_-__-_- Architecture design by Christophe Lefaure
  6. 26 points
    Corvus

    WIP in WIP, post your level screenshots!

    Worked a bit more on this scene. Your critique will be appreciated.
  7. 23 points
    ZeLzStorm

    [WIP] Studio

    Studio is back again with our every-other week update. The last two weeks, myself and the team have been hard at work on detailing A SITE as well as finalising CT and T's Art Work. From this point on-wards, every two weeks we will be now showing off different art-passes for each location as we draw closer to release / deadline. As expected, the areas shown in the images below are still being worked on and are not final. Images of the last two weeks progress: FULL IMGUR ALBUM (43 IMAGES): https://imgur.com/a/woeFt CT AND A SITE VIDEO SHOWCASE: A SITE: (WIP: A Site is still being detailed, so many of the props in "grey box" areas are not final. Additionally, the Site currently has an 'Inferno vibe' which will change with the addition of more studio related props. E.G. Replacing Wooden Crates / Fountain with Camera and Crane equipment.) T SPAWN: (WIP: Only a few more tweaks will be made to T spawn including minor editing to lighting, props and optimisation.) CT SPAWN: (WIP: Only a few more tweaks will be made to CT spawn including minor editing to lighting and optimisation.) Animated TV Screens: https://giant.gfycat.com/GleamingDarkAfricanclawedfrog.mp4 Finally, feedback is welcome and we hope to hear your opinions of the progress we have made so far!
  8. 20 points
    CWardee

    WIP in WIP, post your level screenshots!

    Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates
  9. 17 points
    Vaya

    CS_Apollo

    A little overview of a recent build of the map. More Screens + workshop update coming soon.
  10. 17 points
    I've been working on a remake of de_tides for CSGO. (Mostly as practise)
  11. 16 points
    Sprony

    Well what do you know! The Sequel!

    Well, he's finally here. My son Jayce was born on Tuesday. It's been a long and difficult road, both for him and my wife. But he's a fighter and he's here to stay. Both are still recovering and I hope they get well soon. It's been tough and tiresome, but nothing says love more than holding both your son and daughter in your hands. Now, if I just could find a moment to catch some sleep. Anyway, heres him enjoying the view: Oh, and if you are wondering about the name. I couldn't get Jason (my wife refused), so this is the closest I could get. Nothing wrong with Jayce though, because.....
  12. 16 points
    OrnateBaboon

    [CS:GO][WIP] Trailerpark

    More images of same areas, though I have done a lot more on other parts as well, and will hopefully post screens of those soon. Winnebago is first pass, and other areas have a better shape now I think. The 3d sky will have a tree line between the mountains to try and look like a forest, and fill in the empty spaces. The older one was a bit too close to the main map. When I work on it again, I will move it back a lot more so that it looks better under scrutiny. Lot of hard edges in the interiors atm, but I will fix those when I get round to the polish stage.
  13. 16 points
    ics

    WIP in WIP, post your level screenshots!

    For the past 2 years, ive been making maps, especially halloween maps for Team Fortress 2. Both last year and previous before that, Valve included those halloween maps into the game as official levels. They can't count to 3 but i decided to do something for the players anyway. Soon.
  14. 16 points
    Vaya

    What I'm Working On, 2014-Forever

    Terrible. Start again.
  15. 15 points
    ZeLzStorm

    [WIP] Studio

    Studio is back again with our every-other week update. The last two weeks, myself and the team have been working on T Mid Entrance / Connector, as well as T's Lower Route to B Site and lastly an overhaul to CT's Exterior Spawn Building. As expected, the areas shown in the images below are still being worked on and are not final. Images of the last two weeks progress:
  16. 15 points
    Animal1ty

    [WIP] Fiorina

    Some new pics
  17. 14 points
  18. 13 points
    Klems

    WIP in WIP, post your level screenshots!

    I made things Here is a recreation of the introduction of Star Trek: The Next Generation in a pixel shader. Probably the nerdiest thing I've made in a while. This was for a Shadertoy "shader adventure" contest. I got 8th place. Here is another shader https://www.shadertoy.com/view/Xd2Bzw Swirly psychedelic fractal stuff. Nothing too fancy. The code fit in less than 280 chars, which was the theme of the contest. The things people can do with 280 char is surprising, you should take a look here https://www.shadertoy.com/events/competition2017 I also made a EP2 map a while ago for a RTSL contest and got second place, the theme of the contest was to incorporate the toxic green goo from HL2 in a map. The gameplay can be a bit frustrating but I had a good theme going on. It has emotions and explosive antlion poop. The mod has many great maps, you should try it. Download here http://www.runthinkshootlive.com/posts/toxicville/ Here is the full walkthrough (on an older version of the map), you can take a look but don't spoil yourself if you intend to play it. I'm gonna make two more EP2 maps in a month or so, stay tuned.
  19. 12 points
    hey guys look at my new csgo map- oh wait never mind it's still portal 2
  20. 12 points
    FMPONE

    Climbing DOOM's Argent Tower

    This article may contain slight spoilers DOOM's Argent Tower is a superb Single-Player level. The Argent Tower motivates players with an obvious goal, expands in scope (almost unbelievably), and masterfully controls pacing. A playground for new a ability and a giant environmental puzzle, the Argent Tower is the best level in this excellent reboot of the franchise. Now, let's explore the reasons why this level feels so memorable! OBJECTIVE Players will know their goal from the outset: climbing the Argent Tower. In addition to verbal instructions, the level's construction and composition never fails to aim you upward. Warm lighting moves up vertically, so that players' eyes are always drawn upwards. Even the item you acquire in the level's prelude is a double-jump upgrade, which the level then associates with an oft-repeated green light motif. Players will be doing a LOT of double-jumping in the Tower, so the game articulates a method to guide them. While players may or may not consciously respond to this green-light motif, the designers clearly believe it works as a navigational aid: it is repeated with brutal consistency throughout the level. SCOPE When players reach the Tower's inner core, the vast power of DOOM's engine is indisputable. Great music kicks in, monsters spawn all around the player, and the game "gates" engagements without muddying players' central, long-term gameplay goal. The symmetrical, circular design of the Tower's core proves extremely useful in several respects. Because players can only progress upwards, they get to experience fun combat engagements and jumping puzzles before they are neatly stuffed into small corridors adjoining the main core. This contrast between the core's verticality and its cramped side passages makes for easily controlled progression through the level and amplifies the awe of returning to the core. In one side area of the Argent Tower, players experience a "monster closet" ambush, a classic DOOM design trope in which a demon emerges from a closet adjacent to a corridor. Here, the designers chose an exploding demon for extra "oomph"! There's just something timeless about monster closets. That the game dives down to its most granular level (the monster closet) additionally provides contrast to the heights of the massive core. PACING DOOM carefully reminds players of their progress ascending the Tower. In one cramped side-area, players are faced with the seemingly trivial task of shooting canisters that underpin an elevator blocking their path. After destroying the canisters, the elevator falls down its shaft. Half-Life 2 used similar imagery to convey the scale (and ongoing destruction) of The Citadel: An additional point of this elevator diversion was to slow players down, to keep them away from the showpiece core a little while longer. New players will take a minute to identify the canisters overhead and discern that they need to be destroyed, because this is a novel task and because FPS players notoriously fail to look upward. Later in the game, the designers repeat the canister mechanic before providing players the BFG, the defining weapon of the series. Without the subtle change in momentum the canisters provide, gaining access to the Tower's rooftop or the BFG would feel too straightforward and simplistic. Having artificially lengthened the break players take from the core, the designers have guaranteed that environmental contrast will enhance perception of the Tower's scale AND that player intelligence and momentum has been challenged by a new problem. (...but because this is DOOM, problem solving is still ultimately about destroying shit.) Players complete more than six different jumping tasks including riding a flying drone to climb the Argent Tower and enter a portal into Hell. Such a variety of jumping puzzles and hazards makes the level memorable and is another technique enlarging perception of the Tower. To be clear, jumping puzzles are universally terrible in every FPS game, but their annoyance here is dulled by the focused grandiosity of the level and the ability to grapple onto ledges. The designers ultimately cared a lot more about giving players a memorable locale than sparing them falling deaths. CONCLUSION After reaching the top of the Argent Tower, players are greeted by a giant, climactic battle which ends with a wonderful fade to white. Only now are players ready to enter Hell confident that they've truly gotten to experience Mars. It's important to remember that, fundamentally, the Argent Tower is about going from point A (the foot of the tower) to point B (the top). Faced with a similar Tower-landmark, some designers might path this route with nothing more than a simple elevator cinematic or miss countless opportunities to do something special. DOOM's designers, however, missed nothing: they recognized the need to offer players dense and varied challenges, careful pacing, and spatial design rich with contrast. Later, when players return to Mars, the destroyed husk of the Tower provides an instantly recognizable landmark re-orienting players on their adventure and a tantalizing hint that things are different now. The Argent Tower goes to show that great levels are not about the destination, but the journey -- and all the controlled chaos along the way! Thanks for reading!
  21. 12 points
    LiVl

    WIP in WIP, post your level screenshots!

    Hello everyone! I am the main level-designer of the project Episode 17. EP17 is a separate story that builds on the unreleased content of HL2 Beta. And at the moment, I prepare the main platform as game locations, and periodically share my work with the community. Now the team is a hell of a lot of people, and I only work on maps. I want to know your opinion on this project, and I really look forward to your feedback to help create the game. I am always open for communication! Thank you for attention! More information, you can find on the ModDB page. ------------------------------------------------------------------------------------------- http://www.moddb.com/mods/episode-17 https://vk.com/episode17 [email protected]
  22. 12 points
    Finally decided to do an overgrowth-themed map, and finished it in around 5 days no less. Praise our lord and savior the projected texture.
  23. 12 points
    Vaya

    Brittany [Day Of Infamy]

    Just an update that I forgot to post here. New World Interactive contacted us pretty much the day after we posted the 'Brittany' update on the workshop and bought the map + Assets off of us. It's currently in the game's beta if you want to check it out. The majority of polishing and tweaking is being done by the talented Mr @Squad and I'm stoked about the direction he's taking it (a lot of 'why did I not think of that?' for his layout changes)
  24. 11 points
    El Moroes

    Dishonored II

    Guys, our standalone "Dishonored : Death of the Outsider" is released And if you want, you can see this video (spoil alert!) to see the gameplay : Have fun !
  25. 11 points
  26. 10 points
    Rufa

    Diversion (WIP)

    Hello guys, This is my first time making a "real" map (tried a couple times before, but they all end up being forgotten). I'm still learning Hammer, so it's being fun/hellish ride (I love CS:GO, but Source can be a pain in the ass). The map is pretty empty right now. The bombsites requires a lot of work (covers, nade spots...). I'm making my own props, so I hope everything on the map will be original. I don't know if I'll be able to do that in time, but I'll surely try, Right now I'm focusing on fluidity. This is very important to me. My idea of a good map starts with the flow. Since I'm using the ol' "four leaf clover" layout, players won't feel lost. I know, it`s not an original concept, but that's what I can come up in such limited time. So what I`m going to do now: - Improve the bombsites; - Fine tune the lights; - Make a lot of props, - Make decent buildings for the 3D skybox (I just placed some random brushes in it). But as soon I figure out how each bombsite will be played, I'll release a rough version on the Workshop. I hope you guys enjoy my humble map. PS: I'm Brazilian, so sorry for my broken English.
  27. 10 points
    clankill3r

    Source 2!

    I have a vive at work and I thought it would be interesting to see the map i'm working on in virtual reality. I couldn't get VR to work in HL2 or TF2. It could be because I only have 4gig ram at work. It could also be the lack of support from valve. Anyway, SteamVR has also home environments, it's like your "home" from where you can launch games. Chat with friends etc. Those home environments run on the source2 engine. So I thought let's port my map to that. Well opening the map in source2 hammer is easy but all your textures are lost. Also things like func_detail are gone. They show up but it's not an entity anymore. This is because maps for source 2 are more like models. Hence the editor has now edge loops, splitting, bevel and stuff like that. Which I think is really great. Also the editor is way faster. I always found hammer to be really sloooow. Even on a quite small map, dragging stuff around never felt smooth. Now it runs close to 90fps and when I drag stuff around it goes to 60. I have to say my map is quite small but still it's so much smoother. And I have to say, this is with a really nice lightning preview! Also, you don't have to make a skybox around your map, so having leaks is also gone. For me it's not that big of a deal but it's sure something I embrace. The icons in the editor are quite horrible. They are really grey-ish and therefor they look all quite similar. This seems to be a trend in icon design in general which I really dislike. They eye works so well in perceiving color. Here 2 images for comparison (and note that hammer2 has a lot more icons, I only show the side bar here). Note that in certain parts they do have icons with really good distinguish colors! You can also map really well from only using the 3d viewport. This is really nice. I only go to a side view to place a model precisely on the floor for example. And the lightning in the viewport is really nice, including shadows. With the hold hammer I really disliked the contrast, I always hoped they would add ambient occlusion or something. Anyway, my point was to see my map with VR. And this is really nice. It's only a small part I have with no textures but it's so nice to walk in your own map. To feel the scale. I made a car out of brushes for example based on the scale of the car you see in de_nuke. Now with VR I really felt how the car was to big. Which is nice cause i'm making a parking garage. And large areas don't do well in csgo, and now I have the cars like 0.9 times smaller I can make a lot of the map smaller too. Maybe I post more thoughts later.
  28. 10 points
    nikkoship

    Day of Infamy - Schlag

    Hello again! It's been a while, but Schlag is not dead! I've been working on and off on the map alongside some other projects (and playing too much WoW), but I'd be lying if I said I didn't hit a wall. That wall was the foliage I needed to create for the level, as there wasn't much information on sprite foliage creation that I could find. NWI recently released a brand new foliage system, probably the best the source engine has ever seen. This gave me no more excuses to put off trying to figure out how to create grass properly. It's been a struggle, but I finally got a version of it that I'm starting to feel okay about. I thought I would document some of my attempts here. Here's what the first iteration looked like. Pretty enough at a distance, but really ugly to look at up close. I was really unsure of any best practices when it came to this stuff, I started to explore other games and found that their shapes were pretty simple and almost stylized (even games going for a more realistic look). So I attempted to create something along those lines and ended up with something okay-ish at a distance but really unnatural up close. Basically the same problem as before, just for a different reason. The games I took inspiration from clearly had better shading and better artists to stylize the foliage properly in order to achieve a consistent look. I revisited the original scan version, and tried out some new techniques in photoshop and ended up with my current version: I've still got some work to do, but the main aliasing issue is gone and I feel much more confident going forward. (also, not sure why gfycat gifs get formatted so weirdly sometimes, hopefully it isn't stretched out on your end.)
  29. 10 points
    Blackadder

    [CS:GO] De_Grind

    This clearly exposes the power of Unreal Engine 4.
  30. 10 points
    Vaya

    Brittany [Day Of Infamy]

  31. 10 points
  32. 9 points
    Probably the saddest thing I've seen on this site, seeing this map in here
  33. 9 points
    Puddy

    [CS:GO] De_Grind

    ---> Position of my head <--- ---> Position of my jaw <--- ---> POSITION OF FLOOR <---
  34. 9 points
    gav

    DE_ORE

    LOL time for bed. Thats at least 12 hrs trying to upload the modems green light turning red after getting 15 mins into Upload was soul destroying. Bomb site A MID CT I have more but cos I'm feeling shit I will post up the sewer .
  35. 9 points
    gav

    DE_ORE

    Not sure when i can get the BSP into the workshop . always seems to fail the upload My internet is not great for much i get 6megs from the 20 but my graph resembles a saw like ^^^^^^^ so i guess the valleys drop me out . Anyway I am close to where I want to be with the map . a few screenshots . I have got to squeeze some more FPS out for it to be above 160 FPS against bots.
  36. 9 points
    So, to summarize, this is basically how EP3 ends
  37. 9 points
    ZeLzStorm

    [WIP] Studio

    Studio is back again with our every-other week update. The last two weeks, myself and the team have been working on routes towards Outer B including reworking T's route towards the site as well as A connector to Middle. As expected, the areas shown in the images below are still being worked on and are not final. Images of the last two weeks progress: Finally, feedback is welcome and we love to hear what you all think of our progress!
  38. 8 points
    Roald

    Avalanche

    Afther the last playtest I had a hard time to keep on working on this project. But hey I grabbed my balls together and finally put myself to it. Unfortenetly it's mostly still in greybox but hopefully the layout is about right! Check out the album over here, I have written the changes below the pictures: https://imgur.com/a/FCFqg I will make a radar soon, fix some lighting and build the cubemaps. Perhaps then another playtest to do or should it be time to go work on the Art? Steam workshop: [link coming when there is a radar]
  39. 8 points
    Squad

    Offtime

    Still working on this. Here's a little something I put together for the Skybox (spinning speed is WIP @grapen ).
  40. 8 points
    OrnateBaboon

    [CS:GO][WIP] Trailerpark

    Thanks for comments guys. VIOLATION - making things diverse is a challenge. Different colours will come in soon and more variety on the trailers, especially in areas that look too samey. Moved onto a new area, and thought I would show the development shots. Some horrid looking stuff in there! Last screen shows the entrances to the site which comes off the swimming pool screenshot.
  41. 8 points
    Mazy

    ECHO

    After two and half years the game is finally out on Steam! Super proud of what we've managed to create. It's 10% off for the first week, and there's a new launch trailer as well. Hope you guys give it a shot http://store.steampowered.com/app/551770/ECHO/
  42. 8 points
    Radu

    [DOI] El Guettar (WIP)

    I figured I should update the thread with my recent takes on the art pass. There's still quite a lot of work left to do, but now I'm pretty confident of the direction it's heading.
  43. 8 points
    Practical Problems

    Avalanche

    It's finally complete! A Site just got prettier.
  44. 8 points
    jd40

    [WIP] de_biome

    Update: I haven't changed much after the last playtest, most people seemed to like the layout. One problem I noticed was that nobody wanted to go B. It might have been because of the tunnel making it easy for CTs to flank. Or maybe because there is only one entry making it hard to enter the site. So far I added this door, making it harder for CTs to push the pipe, I also moved the spawns slightly so Ts get to B faster. I also started detailing the exterior. I'll be going for this style edit: oh and another layout thing, I opened up this AWP spot on A again so CT can hold A long a bit easier.
  45. 8 points
    I think it's time to launch Hurg studios and finish the EP3. Here's the master plan : > Launch Hurg Studios > Finish EP3 > Get bought by Valve > ... > Profit. (might get some problems with Valve not buying but suing us instead.)
  46. 8 points
    Oh don't worry, in the spirit of hl3, that project will never be completed
  47. 7 points
    will2k

    [PVKII] Fortwick

    Fortwick is a PVKII Team Deathmatch map. The visuals and architecture are inspired by several European medieval castles, mainly Warwick and Bodiam castles in England and Carcassonne castle in France. A big and special thanks to the developers and private testers of PVKII: Colonel: for the encouragement, feedback/suggestions, PVKII-related issues help, and playtests/broadcasts organization. Gaz, Schatzmeister, Agsma, Saunachum, Combine: for the quality feedback and helpful suggestions during the several playtests of the map. The rest of the PVKII private beta testers: for making the playtests a success. The map supports up to 16 players per team (16 randomized spawns for each team). Enjoy the map. Will2k September 10, 2017 http://steamcommunity.com/sharedfiles/filedetails/?id=1132101990
  48. 7 points
  49. 7 points
    Finally settled in Zurich and taking nice pic with my new phone! I may have the chance to meet one of the worldwide expert in graphics rendering!
  50. 7 points
    RaVaGe

    What I'm Working On, 2014-Forever

    Was thinking more about something like that.
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