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Showing content with the highest reputation since 04/26/2020 in all areas

  1. 16 points


    Since its been a year ago we were working on this project I decided to do a playtest and try out some small ideas. Afther the playtest I realised I wasn't really happy with how it played and decided to do some big layout changes. Here is an album: https://imgur.com/a/5GAeTIM Even though I reduced the options for Ts, the map was very much T sided because of their OP position in Apps and the fact CT had a hard time rotating. Based on these main points I have strengthen CT positions on the sides and midle and made the B apps hole more open so Ts are more exposed. New album: https://imgur.com/a/gGFT1nJ
  2. 13 points

    [CS:GO] Cusco

    Introducing my latest map set in Cusco, Peru. While my first map de_neighbors was born out of a desire to turn a real location into a playable map, I knew I wanted to take a different approach for my next project, specifically one that was born out of good gameplay--the one thing that truly matters. Now that I've experienced a full development cycle (with the exception of making custom assets) and have honed my process, I decided I wanted to do this right and start with an idea. I had a few ideas: A curved mid A connector that converges with a main entrance to a bombsite site A bombsite that Ts have a vice grip on, but if CTs were to gain control of it, they would put serious flanking pressure on the Ts. A bombsite that CTs could choose to hold proper or push out towards the main routes early to gain more map control before the first encounter. So I began with some simple pathway flows for the map. I finally landed on a flow that incorporated a number of these ideas. Throughout this process I wasn't concerned with figuring out the exact shape of the routes or specific angles. It was more about establishing the general relationship between the routes. Once that got ironed out, I built a general layout in hammer. I then took the simple routes I had and bent and twist them in thoughtful ways to create interesting angles and to adjust timings. I tested the map very frequently, so frequently that I would say I designed the map through playing. I ran around thinking through scenarios, where I wanted to move, where I wanted cover, etc.. I imagined attacks on bombsites, the approaches and how I would want to move throughout the bombsite if I were defending and trying to stay alive as long as possible. I crafted the map angle by angle with the guiding principle of creating as much complexity as I could with the fewest elements possible. CSGO players are really good at breaking new maps, which is why I try to break my map as I'm designing it. The best way I've found is to test it as much as possible. The slightest change could have a cascading effect across the entire map. A silly double boost could break your whole map if you don't catch it early. And you don't want to have to comprise your art later on. After dozens of iterations, my notebook doodle eventually turned into this: The map was built on gameplay, but I kept my theme in mind throughout. To convey Cusco properly, I knew the map had to have a lot of outdoor areas, some streets, and iconic architecture like the city's stunning cathedrals. This was all very loose in my mind as I was building the layout, but it help keep design decisions in check. Since i wanted to have streets, I knew certain routes had to be a certain size at minimum to be believable. I made sure any indoor areas could believably be shaped into a house or commercial building. Again, all very loose and vague. I didn't want the layout to be too compromised by theme so early. I was more willing to retrofit the architecture to the idea. I must admit it was scary at first, but as I continued and I started pulling some art references, I found things started to just fall in place. The deeper I searched, the more architecture I found that suited the geometry I had built. Over time the map began to separate into distinct areas. Mood Board It behooves you as a map designer to get as immersed in your theme as you can. I spent hours just traveling around google maps looking for inspiration. And each time I did, I would return to my greybox with new ideas, new angles and new architecture for what areas could be. It's still evolving. I particularly loved the variety of doors around Cusco. The greybox will be ready for playtesting very soon (with screenshots to come). Let me know your thoughts so far!
  3. 13 points

    Half-Life Alyx

    workshop tools are out! We included sources for all the maps as well. Enjoy! https://steamcommunity.com/games/546560/announcements/detail/3758762298552654078
  4. 13 points
    Some practice with visuals per reference on small scale (alamo) might use this theme in a classic mode one day, who knows..
  5. 11 points
    Hello, Quickly writting that tutorial from my experiments but a more official tutorial on the wiki should definitely replace this. First, gather the source files. We will consider a material with a standard PBR shader. All the folders are relative path, so find this location on your pc : Half-Life Alyx\content\hlvr_addons\your_addon\ And then place the files over there : The model itself : \models\folder\mesh.fbx The collision if you have one : \models\folder\includes\mesh_physbox.fbx The diffuse (must end with _color) : \materials\models\folder\mesh_color.png The normalmap (must end with _normal) : \materials\models\folder\mesh_normal.png The Roughness (must end with _rough) : \materials\models\folder\mesh_rough.png Note : You can use PNG, but also TGA, JPG or even PSD Note 2 : The normalmap doesn't have its vertical values inverted like it was the case on Source 1. If you import a normalmap from Source 1, don't forget to invert the green channel ! In my case, it's a vehicle that I'll name "vehicle_sherpa", so here are my files : The model : \models\vehicle\vehicle_sherpa.fbx The collision : \models\vehicle\includes\vehicle_sherpa_physbox.fbx The diffuse : \materials\models\vehicle\vehicle_sherpa_color.png The normalmap : \materials\models\vehicle\vehicle_sherpa_normal.png The Roughness : \materials\models\vehicle\vehicle_sherpa_rough.png The AO : \materials\models\vehicle\vehicle_sherpa_ao.png Then, we'll start by creating the material. On the asset Browser window, find the Material Editor and open it. File → New And then immediately save (File → Save or CTRL + S) to define a location of your vmat. In my case, it will go along with with the textures I just imported : \materials\models\vehicle\vehicle_sherpa.vmat Note : once the files are compiled, you'll get the same hierarchy over the game folder than the content folder. Once the vmat will be compiled, it will become vmat_c (compiled material) and will have vtex_c with it (combined texture). We will keep the Vr Simple shader And you can start importing the textures by clicking on the folder icon next to each field. It will only look for files ending with the right suffix, hence the importance of naming your files to make your work easier afterwards. In my case, I have an AO texture so I'll check "Ambiant Occlusion Texture" on the left but it's optionnal. In the end, it should look like this : Feel free to use more complex shaders and to tweak things better. My model should definitely use a metalness texture but it's fine for this demonstration. Ok now save and you can quit the material editor. Back on the Asset Browser, find the ModelDoc Editor Same thing, start by saving your model. In my case it will go there : \models\vehicle\vehicle_sherpa.vmdl Start by selecting an archetype, for this we will do a simple Static Prop Model. And then, import your mesh by using that cute little star button : Once your mesh added, it will feel like nothing is happening. Try pressing the compile button on the right. That's right, you need to press that compile button to make sure to compile stuff. It wasn't the case for the material editor, everything was being compiled automatically. Your model should be a ref wireframe because it doesn't have any material assigned to it, so let's start with that. On the left pannel, check "Show Empty Categories", it will show you "categories" for which you can configure stuff (i'm vague because ... i don't know most of these stuff for now). Right clic on the category "MaterialGroupList" → Add DefaultMaterialGroup And then, if the item "DefaultMaterialGroup" is selected, in the Node Editor pannel you'll be able to assign a material. I assume you can manage with this category the multiple materials you might need for your model. For my simple example, there's only one material so I will stick with 1 group. Compile your model and it should start to look like something ! You can move like in Hammer (hold RMB/press Z and move with WASD) or you can rotate around the mesh by holding ALT + LMB. Cool ! Now let's add a collision. Right clic on the category PhysicsShapeList and you'll notice multiple options to add collision I assume it's there because you might be able to add shapes (box, capsules and spheres) by hand or you can decide to generate a collision from ModelDoc. By in my case I have a mesh, so I'll pick "Add PhysicsMeshFile" and gives the physbox FBX I imported earlier. It should look like this in your 3D view Compile your model and you can try to place your model in hammer !
  6. 11 points
    LadderBar This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them. Features: Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes: One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works? When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it. I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions. It is possible to apply the Ladder surfaceprop to models, therefore make climbable models. Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this. Advantages: Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of): Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips: Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders! Enjoy! ladderbar.zip
  7. 9 points

    The random model thread!

    I followed latest BlenderGuru's tutorial series to make a chair and I'm pretty happy, the result is very cool ! And thanks to this tutorial I also wanted to make a table with it And ... well why not make a stylish bench too And I made lowpoly versions of these for fun and ported them over Source 2 for HL:A. They don't fit very well with the game's art thought but it works
  8. 9 points

    What I'm Working On, 2014-Forever

    Here's my new Unreal Engine 5 hostage rescue map
  9. 9 points


    Here's a follow-up on the basewall, and some additional corners. Most of the walls are now done. Some of the old ones will remain for now in the next playtest version, as I'm now advancing in my planning and working on the dragon and fishmodels, that I hopefully will have finished in the next two days! It's a lot cleaner, more natural, better colouring, and the rock models and displacement texture flow seamlessly into one another (You might notice that at the top-right side there's a straight line between the rock and plaster wall, that's just because I forgot to alpha those). I'll post some new screens when the dragon and fish are done as well
  10. 8 points

    The random model thread!

  11. 7 points
    Slowly making progress..
  12. 7 points
  13. 7 points


    So, I've decided to tackle this project once more, due to a particular request. I've thus finished an important asset that I have created both as part of the project, but also as an exercise to learn procedural design for both modeling and texturing (to ensure that I can change anything and any part of both the models and textures visually, at any time going backwards or forward, and without destroying the creative hierarchy of the asset). Not only was this an eye-opener because it allows for endless possibilities, but it also allows you to have the precise mathematical information for depth, normal mapping, phongmasking and more importantly -regarding this case- blendmodulate textures. Below is an example of the new basewall rock texture, and its blendmodulate texture that was created based off the Render-to-Texture procedurally generated model: It's hard to explain just how much procedural design changes the way you look at creating pretty much anything, but it makes so much more sense to the point that I don't see myself going back to photoshop or GIMP at almost any step in the creative process any longer. Creating textures from reference images is nice, and you can achieve some nice results, but if you want the power to do just anything you want with no artificially generated information, procedural design is the way to go. Substance Designer and B2M are really great, and you can do awsome stuff with it, but deriving textures from actual geometry that can also procedurally change is one step further that's nothing short of being amazingly perfect. I also want to stress how much more detail there is to this procedural texture, which is only 1024x1024, compared to the one there is in the current version of Daigo, which is a whopping 2048x2048 and physically generated off a reference image. It's just ridicilous. The goal with the blendmodulate texture is to allow for a wide variety of blending between the plaster walls and the stone, while also having other blend possibilities between this 'blendline'. This removes the need for a wall made out of a tesselated model, breaks the repetitive pattern of the texture, is cheap, and also saves up huge amounts of mb's in filesize while also being less straining on the eyes. Not to mention, since they are displacements, I can easily change the shape in a fine way to make it look a little more natural as opposed to completely 'flat'. Once the whole project is over I'd love to go more in-depth in the whole process of achieving all of this entirely in 3DS Max and export it easily with Wall Worm, but for now I'll continue fixing the remaining things in the map and hopefully get a new playable testversion sometime around the 8-10th of May.
  14. 6 points
  15. 6 points

    [CSGO] Rally [WIP WINGMAN]

    I'm making a wingman map based around a rally cup garage. Posting here super early in the design faze so I have to stay accountable. Hopefully I can get some sick looking rally car models in to really sell the map. I'm pretty bad at hardsurface modeling though...
  16. 6 points

    Mafia Trilogy

    Will get this for sure, Mafia 1 is one of my all time favs
  17. 6 points

    Half-Life Alyx

    Nah see you guys again in 13 years
  18. 6 points

    de_rose [remake]

    This map it's a remake of an older version. Here you may access it SteamWorkshop , also you may find it here at good old Gamebanana Although it seems a little bit infantile to me here it's the map's story: The uncontrolled urban development and illegal expropriations trigger a violent reaction of the local residents. The CT are there to defend construction corporation's interests. The maps it's designed with large public server in mind for casual play but it can be played in the competitive mode if necessary. It has details but not too many according to the today's standards, i want good performance at high player load after all. Doesn't have soundscapes because during the playtime i never hear them and they serve no purpose in this regard. Doesn't have nav with callouts either because the callouts available in csgo don't fit very well the map's pathways. But who knows on a future update maybe i will add them. It has some custom props made by me in 3dsmax (student edition), custom materials and sprites, many of them from textures.com.
  19. 6 points
  20. 6 points

    Fnatic want's to make CS better!

    Hi Everyone! My name is Erik Londré and I work at Fnatic. We have previously dabbled in creating custom maps. We did a CS:GO surf map a few years ago and created a custom 1v1 map for an event. We were super happy with the results of both. When I watched a WarOwl video where he presented the maps from the Exotic places competition I got really inspired. The level of creativity was insane! So now I am coming to your community and asking what we can do together to make CS:GO better? What educational, competitive, or just plain fun map concept are we missing? Can we build the ultimate training/warm-up map? Are we building the scariest zombie escape map ever for this years Halloween? Should we recreate the Tokyo Olympics in CS? Or should we do something completely different? I would love to hear your ideas. Maybe you are already working on something you think we could collaborate around? Our CS:GO team is currently ranked #1 in the world, we have access to sponsors for funding, big name content creators and a lot of CS:GO fans all around the World. I think we could make some really cool stuff happen together. Send me an email at [email protected]
  21. 6 points

    Corona Virus

    So why not just look at some non-random ass crime level stats? It's easy, thanks to this new-fangled gizmotron they call the World Wide Cyber-Highway. The UK's ONS (Office For National Statistics) reports 726 homicides in the year ending March 2018. That works out at 12 offences per million population. Whilst in the US, the FBI estimate 16,214 in 2018. That's about 50 offences per million population. Both websites provide a similar enough definition of Homicide to make them a useful comparison. Blackdog's video above was a bit of fun and I'm sure that household is exceptional, but the person who bought those automatic rifles definitely has very unhealthy fantasies about unloading a shit-ton of bullets in to an intruder some day, and I don't think that particular mind-set is as exceptional as it should be.
  22. 5 points

    Half-Life Alyx

    Finished this yesterday, decided to give it at least a day before talking about it on here. I played it on the Oculus Rift S, which is a really amazing piece of hardware. I've had some very limited VR experiences in friends houses, but it was the very first time I've had the time to really sit down and appreciate it.... or rather stand up. The room VR is really awesome, I love that the Rift S didn't make me install those annoying sensors on my walls, putting even more cables in the room. Never, not even once during this 14 hour long campaign had problems with controllers or headset tracking, so the sensors on this thing work really well. Also relatively impressed with the built in speakers on the headset, while not too loud or bassy, the surround sound really feels great, and it's actually useful for gameplay too. The screen is ok, 80hz refresh rate is sorta noticable but you quickly forget about it. What I didn't like is that the resolution and screendoor effect still needs to be at least twice the quality of what we have here to really start to be impressive. I sometimes would take the headset off and glimpse at my monitor and it looks so much better there, color depth, sharpness, etc. But, the exchange of picture quality for full immersion was really worth it here I think... I mean, it's one of the most immersive experiences I've ever had with a video game, it sometimes really feels like you've been transported into another simulation, and not a very uplifting one either, the combine really fucked earth up. Lmao. Btw, I did experience some nausea on my first day, it lingered for a few hours too, which sucked. But now, it's completely fine, I don't even feel that eerie feeling when taking off the headset and returning to reality anymore. Anyway, the game... it took me a full hour, or probably more just to get to Russell's apartment, I was tossing bottles at the walls, throwing pots at cats, sketching penises on a glass window with a marker, reading newspapers, and just grabbing shit... I legit felt like a kid that just received the most amazing toy on Christmas morning, lol. It's a really polished game, the level design is really well done, and it works really well for VR. Sometimes it falls on the claustrophobic side, and lacking any meaningful exploration paths. When the levels do (rarely) open up a little bit, it feels great to just move around and take it all in. But I'm also well aware of the technical limitations of the platform. Overall, I'm glad I updated my PC and got a VR headset for this. Don't regret it one bit, amazing experience. And now... we have source 2 to play around with, lets go baby.
  23. 5 points

    Source 2 Hammer Bugs

    If you try to take a high resolution screenshot, the editor crashes.
  24. 5 points

    [CS:GO] Cusco

    I moved the CT spawns back a bit to adjust the timings for the A routes. This had the side effect of making the CT timings to mid too fast. Then it occurred to me: why not just completely remove the route from CT spawn to mid? I was already trying to think of ways to avoid the archetypal CT sniper window at mid after all. This allowed me to simplify the CT side of the map, improving rotation speeds and making mid less hectic. Current Layout Now CTs can only reach mid from B site and from the middle connector. Since mid ends in a T-juncture, CTs must coordinate effectively from either side to secure mid control. If Ts gain control, the T-juncture provides adequate safety to function as a staging area for B site, while also enabling fakes/rotations to A site through the connector at the center of the map. At least that's the idea. And with that, here's a first glimpse of Cusco! B site T Spawn A Main T-Side of Mid CT Spawn CT-Side of Mid A Site CT-Side of Mid Alt route to A CT Spawn to B Site Check it out in the workshop and let me know what you think! https://steamcommunity.com/sharedfiles/filedetails/?id=2098558153
  25. 5 points

    Half-Life Alyx

  26. 5 points
    El Moroes

    Random Photo Thread

    Two birds, in black & white As usual, you can see more on my website here : http://marcbidoul-nature.fr/
  27. 5 points

    RaVaGe's real life WIP

    Fuck this, can't upload more
  28. 5 points

    Fnatic want's to make CS better!

    Hi Erik, welcome to mapcore. You could see if you can get involved in sponsoring Mapcore's next contest, as long as that wouldn't prove some sort of conflict of interest. It would be great to see the competitive community open up to new maps more. Maybe you could talk to tournament operators about expanding the map pool. Obviously the classics are the only option for big-money tournaments, but there's nothing to say they couldn't run a little side-gig where knocked out teams (so not Fnatic, obviously) play for a runners-up prize on a pool of lesser known community maps? Exposure is priceless for aspiring creators.
  29. 5 points
    Somewhere in Chicago... ...a map is getting finished... ...after some more playtesting.
  30. 4 points


    Hello! After a few years of development, Coachi (https://www.mapcore.org/profile/37221-coachi/) and I have finally released our map, Firenze. We hope you enjoy! Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2105680462 "Terrorists have driven into the previously busy streets of Firenze, with the goal of causing as much mayhem in the city as possible. They have set their eyes on select cultural centers and local tourist attractions. They plan on detonating either the the statue outside of the De Vitis shoe store or the local street market. However, Counter-Terrorists have been quickly dispatched in the city to disrupt the actions of the Terrorists. Who will win?" Full Imgur Album: https://imgur.com/a/HEixUjk
  31. 4 points

    Unreal Engine 5

    Say what? This is confirmed by Tim Sweeney to be real time footage from a playable demo captured straight from the PS5 dev kit. https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5
  32. 4 points

    Source 2 Documentation

    Feel free to post great resources, they will be added to this thread. -------------------------------------------------------- Source 2 Introduction by Marnamai https://docs.google.com/document/d/17aFk2Z-C1G2ZYcQRxKx-fEK3m4h0jSw9nqGjC9T1Bx4/edit# -------------------------------------------------------- How to Transition to Source 2 by Shy Studios -------------------------------------------------------- Steam VR Environments Docs https://developer.valvesoftware.com/wiki/SteamVR/Environments --------------------------------------------------------
  33. 4 points

    [CS:GO] Erect (wingman hostage)

    Not sure whether to move this thread to EOT Nice rocks though. I think you’re overdoing the poly counts on the cliffs a bit. I know UE5 is powerful, but just because you *can* doesn’t mean you *should*
  34. 4 points

    [CS:GO] Erect (wingman hostage)

    off topic joke alert! I've added a barn in the new version. Scarecrows are a must!
  35. 4 points

    Alan Wake

    As I wait for my Oculus Rift S to arrive in the mail (Finally!!) I decided to boot Alan Wake American Nightmare. This expansion came out in 2012, the year I moved to California, so I never got around to play it. With the exception of the DLC they just release for Control, it was the only piece of content that Remedy every released that I haven't experienced. It takes place in a Arizona desert evening, and it's in many ways similar to the main game, the story is really weird but the message behind the writing is actually fairly easy to interpret, not like Control where it's just weird for the sake of being weird. Alan Wake, the writer is basically fighting his archetypal Carl Jung-like "shadow", the version in him that wants to party, take advantage of others, basically go all out epicurean. Something that I'm sure every artist that "makes it" has to fight against, the dark side of success. Interesting premise for sure. It's kinda weird to play a game released in a pre PBR era, it feels like watching 70mm film in a modern TV. There's a certain look that's obviously dated for today's standards, but at the same time there's a magic to it that's becoming quite nostalgic, really interesting feeling. Combat, writing, graphics, sound, voice-over all feel like they come from an era with a certain artistic innocence that I kind of miss in today's video games.
  36. 4 points


    Tomorrow, I'll upload a brand new version of the map, with many improvements. I won't go into much detail yet, but here's a current W.I.P. for the Fish Statues (called Sachihoko in Japanese):
  37. 4 points

    Half-Life Alyx

    Most games =/= HL:A Most games are developed by a studio that has sunk their future into a gamble on the success of the game. Most games depend on hype and buzz and a hot take economy for the first few weeks after launch. HL:A is pretty evidently a future-looking endeavor by a studio that isn’t relying on it to do anything financially, that is going to be re-released every single time VR hardware improves (which it will do a lot over the next few years). There is just no point trying to apply traditional game sensibilities to what is pretty obviously an industry outlier product that is basically 10 years ahead of its time. HL:A did well enough with critics that Valve likely achieved everything they wanted to do with it and more. I intend on completing it soon, it’s just hard to play VR games right now because the hardware still feels stiflingly primitive, even the Index. Ironically, it feels a lot like trying to play a video game with a headcrab attached to your face.
  38. 4 points


    Here are some of the changes we've been doing over last month, we're also texturing the models rn, but we still don't feel confident enough to show them.
  39. 4 points

    My First CSGO Map de_Bronx W.I.P

    Update: 03.05.20 -added building Ct / Aspot -added kiosk
  40. 4 points

    Rain [W.I.P]

    @Kokopelli Thank you for all the feedback! Since I playtested this map on Tuesday a large amount of changes have been made. I will post screenshots or a video later today rather than waste my time giving a bad explanation of them. Suffice to say, a lot of cover is removed from the CT sided A site, and there are now 2 T entrances. One is high and perpendicular to the window and primarily fights that whereas the other is low with a door and fights on the lowest level. Hard to explain, but actually more simple than the original to some extent. Basically there are no more unfair headshot angles and T's need to push both entrances to cover eachothers asses. The new setup will almost certainly involve 2 CTs now. Also, mid has had a rework that gives CTs a lot more space, some other angles, and makes the vent hole a better place to hold. Also I removed an intended T boost where everyone was getting stomped from. The CT "path" that everyone was falling down was a big miscalculation on my part. I knew my map so well that I didn't consider that it looks like you can go there. I have since stretched mid which coincidentally fills it in bringing the wall with the ladder closer. I will make the routes you mentioned more obviously playable or deadly. As for B site and the theme. Basically what I had in mind was the Chinese rooftops of Kowloon, and B site did not exactly make things less confusing. It is something I was inspired by in this one room in a BO2 zombies map, but it was less dense rooftops and bigger buildings so it made more sense. I will have to rethink B for both thematic and gameplay purposes. People have said there is too much cover and not enough of an inspired design on B site. So far A site has been much easier to revise... Here is the theme I mean This interpretation of the theme was from BO1. In the future I will have more surrounding buildings, both close and far. Also I might take the idea of making some of the floors secondary roofs or sort of make shift metal floors. And I will probably get a big neon near T spawn
  41. 4 points

    Assassin's Creed: Valhalla

    Until then..
  42. 4 points
    some screenshots from my latest project, on which im working on in free time! It still needs some improvements, but it looks good in current state I think dz_Arctic!
  43. 3 points

    [CS:GO] Erect (wingman hostage)

    Erect is a wingman map set around a secluded church inside a desert cliff, ran by a murderous cult leader. The cops have been informed that yet another religious sacrifice is about to go down and so they've rolled down the desert in their heavy swat vehicle and jammed it straight through the main entrance. The occultists at the back have been alerted by the loud crash. The guns are out and the hunt is on! More screenshots: Radar: I saw the announcement for the Wingman contest and I put together this map in a couple of hours. I've always wanted to make a map with a church and this seems like a perfect occasion to do so. Yes, it is a hostage map. I don't even know if Valve supports hostage maps for Wingman, but the rules of the contest allowed it so I thought, why not. I've never made a hostage map. One thing I've noticed about Wingman maps is that the objective is rarely fulfilled, because either the fights happen way too quickly, or players would much rather lurk to get the jump on their opponent, than give away their position by trying to plant a bomb. So I thought why not give the attacking team, the CTs in the case of hostage, a headstart by putting them at arms reach from the hostages. This way the winning strategy is not so evident. You can either make a run and get the hostage quickly, or you can hold the breaks and wait for your opponents to make a mistake and frag them out. Either way, I've only had time to playtest this with bots so I can't tell how it's gonna play. The CTs spawn inside the church, at the main entrance, from where they have two options. They can either walk out and wrap around the church through Long where they can take a long range engagement, or flank the Ts, or they can push forward towards the hostage, where they'll be vulnerable from three attacking points. The Ts have one entrance from beneath the hostage, one side entrance, and a roof area, with one window opening to the church hall. The roof on the left side of the church is accessible through a ladder. It's not meant to be a very competitive map. I just want to make a fun map with lots of cool things that you can do. Most of the areas that seem accessible are. I've just uploaded it to the workshop so it should be accessible in a couple of hours, as soon as it gets approved. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2095685385 Let me know what you think! Visuals inspired by Dusk.
  44. 3 points

    Source 2 Hammer - Feature Request

    - Would be great for hammer to loose focus on a textbox after you wrote entity name so we don't accidentally press 'T' for transform and seeing obsolete icon. - Omni light should have its own 3d model. Right now it looks like a light_spot - And as for light_spot 3d model. The arrow pointing in the direction of light_spot is cool and all but everytime i mistake it for being a transform gizmo arrow
  45. 3 points

    Ghost of Tsushima

    All I hope is that the game doesn't have rpg leveling mechanics like assassins creed. I don't mind getting a new sword every hour or so in a game like BOTW, but I don't want to be constantly looking for an item that has slightly better numbers so I don't get fucked by the enemies. I want to be able to choose what weapon I use, not look for the statistically best gear.
  46. 3 points


    Daigo has been updated, (B2_1) and a lot of changes have been made since the last version (B2). I don't feel like it's worth mentioning the changes, because most of them will be irrelevant in the future. I've updated the original post with images of Daigo's current state, but it'll undergo such big changes that it's not really a good reference any longer. I'm going to implement all I learned in the last two months into the redesign of nearly all the artwork in the map. Should you still wish to download the map: https://steamcommunity.com/sharedfiles/filedetails/?id=1881843696
  47. 3 points

    Half-Life Alyx

    Just finished it. Amazing ending.
  48. 3 points

    Unreal Engine 5

    Speaking of deals: royalties waived under $1M I remember that too! When they started talking and mentioned that, my mind went immediately back to that Carmack interview
  49. 3 points

    Fnatic want's to make CS better!

    Joe is right, it would be great if professional players or tournament organisers would give community maps a shot. There are already dozens of well designed, quality maps out there.
  50. 3 points


    WORKSHOP LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1881843696 I present to you: de_daigo (beta-release) by @JorisCeoen (level design, artwork) and @shawnolson (technical assistance and Wall Worm Model Tools) Daigo is a competitive 5v5 defusal map, set in Japan featuring a large castle. It is geared towards all kinds of playstyles (short and longrange) and features some verticality on A-Site. The map is in dire need of multiple new passes, such as overall optimization, clipping, lighting and material-model management, and improved artwork. I'm aware that there will be numerous nodraw gaps throughout the map (and dev-textures), and that there's currently no 3D skybox to give more depth to the map. The development and design of the layout and artwork is entirely made by me. All technical assistance with the creation of custom content and level design tools was managed and coached by Shawn Olson, creator of the Wall Worm Model Tools. This mean that the entire map was designed from scratch in 3DS Max. Hammer was never, ever used to create anything related to the art- or brushwork. It's all still a heavy-WIP, but the map will be improved over time, with more custom content (that will be better managed versus the mb's in filesize). Hope you enjoy the project for how it currently stands. Without Shawn, this project would never have come to its current status, which is least to say fully functional and playable. We will update this post in the future as more progress is being made
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