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Showing content with the highest reputation on 11/11/2014 in all areas

  1. DrywallDreams

    GTA V

    two months*
    5 points
  2. I've been working on models and textures. I finally got enough stuff finished that I can start working on the map again. Here's what I have so far.
    4 points
  3. SolarB

    Deus Ex corridor

    Hi all, this is my first attempt at an interior scene in Cryengine. I'm mostly a noob so the minimalism of the concept art was a perfect fit. It's still a WIP but it would be great to get any feedback/constructive criticism/abuse. concept art: my attempt:
    3 points
  4. Just a few more shots of my progress, will throw up something playable really soon... The item layout keeps on changing as i play it so some outside input might be best.
    3 points
  5. Zyn

    Just Cause 3

    http://avalanchestudios.com/news/just-cause-3-unveiled/ It's happening!
    2 points
  6. g0th

    Unamed by g0th

    A bit late to the party. Just doing some blockouts:
    2 points
  7. anything that uses bsp is "running on quake3 code"
    2 points
  8. Felt like I had to little things going on in the ceiling of the center / Quad Room so started working on it. Will add more to walls and maybe some form of hanging lights.
    2 points
  9. Apparently some Demolition maps are getting updates next patch, I hope I'm not the only one here who totally loves that mode.
    2 points
  10. Wanted to release an old map I never finished, i'm on the good way !
    2 points
  11. I haven't had much to contribute lately, for the Fistful of Frags Halloween update I dressed up one of my previous maps which was a bit of fun The update is still running if you want to give it a go
    2 points
  12. Hey guys, thought I would start a LotV thread too! Cinematic trailer: Here's a campaign overview where you can see the new art. I've been working mainly on the campaign. We also have another mapcorian on the team, Simon fuchs, who modeled the Spear of Adun and other sets. New multiplayer units: We also announced a few new gameplay modes, including the Archon mode, which basically let's two players control the same base. And of course the official website where you can sign up for the beta that's coming soon: http://us.battle.net/sc2/en/legacy-of-the-void/#header Last but not least some screenshots: Hope you guys like it
    1 point
  13. will2k

    DM_FORTWICK

    Fortwick is a HL2DM deathmatch map whose visuals and architecture are based on several medieval castles in Europe. The inspiration/reference was mainly drawn from Warwick and Bodiam castles in England and Carcassonne castle in France. The map is a nostalgia kick-back to old school deathmatch maps. Back in early spring 2014, I was having a chat with my good friend mr.P, and we were reminiscing about the good old times at planethalflife and how we used to upload our Half-Life 1 deathmatch maps on that site back in 2000-2001; then it struck me: I have not released a deathmatch map in over 12 years. I decided to take a small break from CSGO and focus on creating a deathmatch map for Half-Life 2 over the course of the summer even with the little free time available. I built the map just like we used to do in 1999-2000: it is fully made of brushwork and does not contain any prop, to capture the feel of an old-school brushwork-based deathmatch map. It replicates the mechanics of old school deathmatch maps in relying on weapons only before the introduction of fancy physics and gravity gun wizardry (I might release a second version with throwable physics objects such as wooden chairs/benches/barrels for the gravity gun fans). The map has 20 spawnpoints. Please note that Fortwick will be remade for CSGO very soon. Special thanks to my good friend AlcyToronto for his valuable feedback and suggestions during the alpha/beta stage of the map. Thanks and enjoy this map . http://hl2dm.gamebanana.com/maps/183152
    1 point
  14. We were there playing! Let's add eachother on steam so it's easier to invite and stuff.
    1 point
  15. TheOnLY

    De_Summer [WIP]

    Bots do run with their knife out but only until the time the fist encounter is possible. All bots switch to weapons after that time no matter where they are. Bots are still not good for testing that bcause they avoid ridiculous big areas around obstacles
    1 point
  16. catfood

    De_Summer [WIP]

    This may sound a bit strange but instead of using bots try playing a match against yourself. Run towards a bombsite as terrorist and keep an eye on the timer. Then do the same as counter-terrorist then try to find out where you would see the terrorist the first time. Build your chokepoint battle area around that spot. When you have the most basic choke point/layout go play it with friends and do the same thing. the map is probably going to feel flat and blend because you wont have cover etc but I think this gives a good first impression of the map and also gives a good feel of where the cover etc should be. hope this helps a bit.
    1 point
  17. 1 point
  18. Void

    De_Summer [WIP]

    I assume you're setting the bot difficulty to expert, because even on expert, the CSGO bots are notoriously stupid. They never run with their knife out for example, which is a fairly major issue when trying to use bots for chokepoint testing. Unless I'm wrong and they do on expert? One thing that's a little frustrating with CSGO vs CSS is that it feels like the AI is far worse.
    1 point
  19. Amazing sculpture and cool textures! Keep it up, sir!
    1 point
  20. dux

    Overwatch

    What's wrong with Warcraft, Diablo and Starcraft? Great games. Even Hearthstone is good fun. We don't talk about Diablo 3, though.
    1 point
  21. jackophant

    Far Cry 4

    That will be a udon'tPlay install... Good luck
    1 point
  22. I thought this was unneccesary, I 'll do that. Welcome my dear friend: Gorgo: He said that he needed proper stone texture and new set of teeth. Damn. So litlle time to finish this map and fix all bugs.
    1 point
  23. I got every single one of them. The first game ever, I completed the achievements Edit: epic congratulations text
    1 point
  24. That first shot there, very solid - with that orange sky and all.
    1 point
  25. ElectroSheep

    Overwatch

    Really love the environments, so clean and cool. Nice DA. But I don't like the chara design. looks like they are from a polycount contest.
    1 point
  26. Pampers

    GTA V

    thanks for the second beta playthrough for us in the masterrace department :)
    1 point
  27. Spherix

    DM_FORTWICK

    I'm loving that (3d) skybox!
    1 point
  28. Yea, that is pretty, I don't know the status around this map now, but you could make a pretty cool "ravine" look here either from a bounce pad or some high point that allows you to see out over the rocky walls, kinda like this: I would definitely try that out if you don't have any ideas or so =)
    1 point
  29. knj

    GTA V

    Just one week guys !
    1 point
  30. It's been a while since the last update, have been out of town a bit but now I'm back! At the moment I would say it plays better then it looks but I'm hoping to balance that out the last three weeks (by making it prettier not making the gameplay worse) Will focus on texturing, adding trims and details and lighting. Will also see what I can do to make the hellfog look better besides lights. the video got a bit darker then ideal... Took some screens with the cmds /noclip /cg_draw2D 0 /cg_draw_gun 0
    1 point
  31. skdr

    Far Cry 4

    Purchased and ready to go. Bring it on. #plsdontsuck
    1 point
  32. ┌HP┘

    Overwatch

    Feels so awesome to have this out there now, the reaction overall has been really positive. This blizzcon was fucking amazing, I was really high on life throughout the entire weekend, talking with all those people that played the game during the show was one of the best experiences I've ever had, everyone loved it. It's really humbling to work with this team, I can tell you guys that every single one of us is really passionate for this project and we're doing exactly the game we wanna play. I've learnt more in this last year, than in my whole career combined too, mainly due to working with all these talented mofos that surround me.
    1 point
  33. Wowowo I can check this thread back right now I saw the movie. So I think we need to keep the spoiler for later until the others take their time to go watch it. The only feeling I want to share is that kind of feeling to watch a movie where you don't agree the beginning but then being so surprised with what happen at the end! Can wait to take my hands on the soundtrack.
    1 point
  34. SolarB

    Deus Ex corridor

    Thanks! I'm thinking of just adding a normal map with the rivets/lines and maybe a detail layer or better spec map for the roughness. Is it good practice to have the lines in the diffuse as well? Texturing will be a bit painful cos silly me made the walls as one object so I'll have to split it into segments. Forgive my ignorance of modularity, haven't really made a map since Build engine where you could just raise bits of ground and give them textures
    1 point
  35. Hey there, I've been working slowly on this map for a long time. It was on a test once but, since the last test I've changed a lot. Feel free to discuss about the map in this thread. It will be released for testing soon. Feedback and suggestions are welcomed. here some screenshots:
    1 point
  36. Pericolos0

    Overwatch

    So happy to finally get this out there . The response at blizzcon and online has been incredible. I'm up in the clouds right now haha. For you guys wondering which mapcore people are working on this, we're actually a pretty small environment team of 5, 3 of which are mapcore members (Philipk, HP, and me). There's a bunch of environment screenshots released in the presskit. I found this website which collected them: http://www.gameplanet.com.au/pc/galleries/g545d4149dd53d/Overwatch-environments-screenshots/ Hope you guys like it!!
    1 point
  37. So my thoughts after 8 hours of multiplayer @ level 36 are it's ok and it was worth the buy and I will continue to play it for sometime yet but it struggles to make this new movement mechanic work because the games fundamental design holds it back. Basically it's: lets give you all this movement never seen before in a CoD game while still keeping it a CoD game which results in a cluster of issues for me. Those being: The maps are so cluttered that I am constantly getting stuck on things. An example being where I was trying to run away from someone shooting me, so I ran around a corner only to get stuck on a chair resulting in my peruser killing me. It was awful on the Killcam as you could just see me there glitched onto the chair running on thin air. If it wasn't for that I could of gotten away and maybe even killed my gotta get a kill gotta get a kill gotta get a kill peruser! The other issue I have with the maps because of the clutter is that it becomes incredibly hard to spot enemies. Combine this with how incredibly quickly you die and you have a series frustration fit. The rule of thumb tends to be whoever sees who first always wins with some rare exceptions only being if the other player that sees you first somehow fails to kill you must have hands made of ham. Again another issue with the maps I have is some really frustrating designs. There are some great maps and a few of my favourites being: Riot, Ascend, Biolab and Solar. But the two I really loathe are Detroit which is far too cluttered and the same goes for the jungle map which I forget the name of and another... which I forget the name of again which is in a Japanese style with a pink cherry tree. Someone thought it would be great to put a death pit in the middle that you have no idea about. Yeah good idea, I have fallen down there so many times it isn't funny anymore. The lack of dedicated servers STILL is a really big issue if you're playing on PC (along with ping being in bars, what's that? Can we have numbers?). I doubt the delay is really noticeable on a console as everything is slower paced and more balanced around having a controller. Just the amount of times I have been shot around corners, insta melee killed from 5 screens away or witnessed in sheer disbelief as my bullets just sponged into my target with no describable effect while at the same time he blows my ass off quite happily. Speaking of having my ass blown off I seem to die 9 times out of 10 from someone shooting me in the back. People just appear behind you constantly and you have no chance. That brings me onto another thing: the instant melee kill. This along with the one shot weapons in the game can go and stick their heads down a toilet. Has this always been a CoD thing? I really dislike it. You die fast enough already to regular weapons, why the need for other things that kill you in one go I don't know. So for the movement it's ok. I put a lot of time into Titanfall and that is the closest game I can compare it to and to be blunt Titanfall does it better. CoD's isn't terrible by no means and I've had some good fun with it - but as I mentioned before; I just believe that the map design hinders CoD's new movement to a large degree. As for the good: the port in itself is well done for once and that makes me happy. Lots of advanced graphic settings and an FOV slider. Kevin Spacey. I'm really liking the campaign. Sometimes you just gotta switch off and just enjoy the big dumb fancy AAA being thrown at your face. Press E to pay respects.
    1 point
  38. Idolon

    Overwatch

    Even if this is just another TF2, I'll gladly play it. The main thing I don't like about TF2 today is how scattered and chaotic the gameplay has gotten over the years due to all the new weapons and abilities that let so many classes play outside of their "normal" roles. If Overwatch does a better job of keeping the different classes in their particular role, I'll be a happy camper. Also, I don't think this is gonna be just another TF2. There's definitely a fair amount of stuff that Blizzard took from TF2, but there seems to be a lot of new stuff thrown in the mix too. Overwatch is definitely it's own thing.
    1 point
  39. Pretty close to calling it finished at this point.
    1 point
  40. Skacky

    Overwatch

    Not a fan at all, sorry.
    1 point
  41. esspho

    [cs:go]de_twinstar

    I definitely aim for a good overall readability. You are right with the assets. I recently started making props out of my placeholders and I think they should create some contrast to the other textures. Also the lighting is flat and shadows are dark because I didn't do anything about it yet. I'm trying to create different areas that can be easily identified by their looks. The bottom section of each area has a strip of lighter textures. Here are some of the textures I made.
    1 point
  42. Nexusdog

    de_stupa

    Are you familiar with the Tiger's Nest Monastery? Perhaps this may help - do you have any ref pics yourself? http://en.wikipedia.org/wiki/Paro_Taktsang
    1 point
  43. esspho

    [cs:go]de_twinstar

    Hi all! I'd like to share some heavy-wip-shots and maybe get some opinions. Jungle Area: CT Spawn: T Spawn: Bombsite A: Bombsite B (moved a little bit to the center of the area): Middle: Cheers!
    1 point
  44. If you (non-playtesters) ever wanted to know what it's like to participate in a typical Mapcore Playtest, check this out. Derp Level: Mapcore. For maximum derpness, enjoy with 60FPS.
    1 point
  45. I like this idea. if valve cannot fix these issues the maps will need to work around them.
    1 point
  46. I'm totally stealing that idea.
    1 point
  47. Lajron

    de_havana

    Well after thinking too much about gameplay i decided to drop it and focus my mind on more aesthetic stuff and while working on a new building i got few ideas for gameplay Anyways here are some stuff : Tunnel Above tunnel A better look at the top And the tank which isn't really all that great textured but it's gonna be seen from far away Also here's the 2d grid image
    1 point
  48. Week 1 update: Modeling props for modular geometry
    1 point
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