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Showing content with the highest reputation on 04/03/2015 in all areas

  1. SotaPoika

    [CS:GO] de_reato

    A bomb-defusal map set in "Villaggio Generico" named town, somewhere near the border of France in Italy. Simple and classic layout, lots of wallbang spots and some vertical gameplay too. Idea is to keep the sky as open as possible for tactical smokes and windows for flashbangs. I'll see if I can be arsed to fiddle with overview map today or tomorrow so I can then upload this thing to Workshop as the proper playtest version that actually has all the features I've wanted since.. forever (the map has changed from first versions so much!). Feedback and ideas or suggestions are welcome, as always. --- CSGO Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=354153562
    11 points
  2. So, after quite a long hiatus I started playing competitive again (been busy). A day after having a near religious experience on inferno where every shot landed on everything, I'm now Legendary Eagle. Yay. Now I just got to keep this shit.
    8 points
  3. Legendary Eagle? Pfft, I got to Mythical Hawk yesterday. Yay! One step up from Fabulous Vulture.
    7 points
  4. Decided to put my man-pants on and jump into making all the basic terrain for my Arms Race map which was posted a few pages back too. This ofcourse means I have to use the dreaded displacements of Source. Time consuming, but I think the result was pretty good
    5 points
  5. Should be going to Freedom And Liberty Land in the beginning of May with trips to San Francisco and possibly Valve
    4 points
  6. are you calling it "Pride rock"?
    4 points
  7. This week I spent two evenings and a half workday with this Age of Empires 2 map. I always wanted to release something for this game and finally I took some time to do it. Try out a new take on 1v1 or 2v2 archipelago action with an innovative map featuring: * Each starting Island have three 'Caches' for Food, Stone and Gold. A cache is a resource depot wrapped within trees. In order to get to the wrapped resources you will have to cut down the trees - which ones to take first? * Level layout encouraging aggressive territorial play as you will have to expand to new islands in order to get more stone - which in this map is a luxery ware. * Level layout encouraging the use of transport ships for ambushes. Link to 1v1 version: http://steamcommunity.com/sharedfiles/filedetails/?id=418228950 Link to 2v2 version: http://steamcommunity.com/sharedfiles/filedetails/?id=418229669 P.S SORRY about the magnifying glasses. I made them for the Steam thumbnails heh!
    3 points
  8. About Piranesi you can check de_skyline >> http://steamcommunity.com/sharedfiles/filedetails/?id=235493579&searchtext= I hope to see a remake of de_prodigy or I'll make it ! I miss this map !
    3 points
  9. TheGuma

    CS_MAX (WIP)

    Updated the main post, check for screenshots. Update: 3 Apr @ 11:35pm - Art pass. - Added more brushwork. - Added more props/models. - Fixed not being able to climb on the containers while going out of vents. - Clipping pass. - Changed wallbang properties on certain parts of the map. - Replaced some fences. - Moved back the truck, replaced it's previous position with a container for better visibility and collisions. - Added particle effects. - Changed the skybox. - Added 3D skybox. - Added textures. - Made the windows look better. - Made the containers more colorful. - Added soundscapes and sounds. - Replaced Phoenix faction with Anarchists. - Replaced ST6 faction with FBI - Fixed a bug where you could spawn under ground. - Replaced sand texture. - Added additional stories to the building (unaccessible). - Changed Nav mesh. - Changed the map to A3 version. - Added a crate in middle based on original verison. - Added crates in underpass based on original version. - New assets from Train. - Improved general gameplay. - Compiled the map with -staticproplighting (fixed shadow issues). - Improved lighting. - Optimization in certain parts of the map. Let me know if you find any issues/bugs, thanks!
    2 points
  10. Thrik

    GTA V

    It could just be the time of day, the console versions do look like that in the evening. Half of those aren't consistent so some shots look washed out, etc when really it's just the game's fog effect. All this imagery makes me want to grab the PS4 version, but where the hell is some single-player DLC?? I played it to death, and while I could do the missions differently I really want a whole new narrative in this wonderful world.
    2 points
  11. tomm

    Rethinking layout

    V2 looks much more interesting to me, V4 is too blocky and square-ish(doesn't mean it's bad).. but I prefer V2 judging by the overview.
    2 points
  12. Yeah you gotta watch out for that. I was once left homeless after a company I worked for screwed me out of about 7000$ Basically don't let the amount they owe you to accumulate. Make sure there are regular payments. I trusted them for 2 months when they said they were getting the money together. My fault for trusting them.
    2 points
  13. dux

    GTA V

    Don't care, 60fps @ 1080p
    2 points
  14. Logo

    cs_estate

    I will try to do that in the next compile. Trying to change the light, still playing around. Having this strange problem with plants :/ Replaced the kitchen table, trying to put less modeles now that take up walking space. Here is the house layout you can see that I have some rooms left to do. 1 floor 2 floor Having problems with corridor on the right it is looking strange, don't know how I can change the layout for it to look good.
    2 points
  15. Hello guys. I want to post some screenshots of my CSGO bomb defiusion map. Map will be tested on 7th of April on mapcore server. It's just raw layout with a little bit of theme. I want to embed in a climate of post communist military base that is intended to demolition. Map was never tested so I'm very excited to play it with you guys.I am very happy with the current state of the map. This is the first time I try to make complete layout to test with other players. If anyone have some suggestions, feel free to post them. Overview: T spawn: Bombsite A from T side: Bombsite A: Bombsite A: CT spawn: Bombsite B: Bombsite B: Warehouse near bombsite B: Mid: Mid: Area leading to mid (left doors) and to B site (right doors): Building in front of T spawn: Mid to A connector:
    2 points
  16. Logo

    cs_estate

    This is still a beta version of the map it will be something like estate + mansion hybrid. Still need to do some stuff like sewer and some rooms in the house and fix the lighting in some places.
    1 point
  17. Hey guys! I just submitted this, thought I'd post it here too This was a collab with a buddy from work Martin Holmberg. Make sure to check out his art, he's a beast! Temple of Utu by Martin "MartinH" Holmberg & Thiago "Minos" Klafke WIP Thread: http://www.polycount.com/forum/showthread.php?t=148195 Summary: Our environment takes place in a distant planet where a civilization was built upon a complex mythology based on the worship of their host star, Utu. This planet is surrounded by several moons each represented by a specific deity that plays a major role in controlling the planet's natural cycles. On the 333th day of each year, the rising sun shines directly on the throne, signaling the beginning of 7 days of darkness. This period which is believed to be the Underworld god Nedu returning to judge the recently deceased is in fact caused by a huge moon (also known as Nedu) eclipsing the host star and plunging the planet into darkness. (Even though we didn't stick with the idea of the sun hitting the throne, the rest is still valid ) Software Used: 3ds Max, Zbrush, Unreal Engine 4, Xnormal, Photoshop, Bitmap2Material, 3D Coat, Quixel Suite. I did experiment with Substance Painter for the Throne a bit but due to being super busy with crunch and GDC I ultimately dropped it since I'm not experienced with it yet. Still a great opportunity to get my hands on it and I'll be definitely integrating it into my pipeline! Beauty Renders: Throne Construction Shot: Thanks Allegorithmic & Polycount for setting this up, We had a blast working on this! Really cool to see so many awesome entries and good luck everyone
    1 point
  18. TheGuma

    CS_MAX (WIP)

    CS_MAX In development by Guma, original by SkullHozer http://steamcommunity.com/sharedfiles/filedetails/?id=415737907 The map is set in deserted Arizona warehouse/facility. I am looking for general feedback, I will be arranging a Mapcore playtest so you will also be able to write here after it!
    1 point
  19. Geez that post just made me want to reorganize my life a little bit. I'll try but... I'll try lol.
    1 point
  20. Nice! Quoted for future reference
    1 point
  21. Steppenwolf

    GTA V

    I remember when i played GTAV on PS3 long time ago. Was a good game.
    1 point
  22. Woo! Heard the good news from Vivi last night -Allu +Puddy
    1 point
  23. Looks fun. Have you put it on the workshop?
    1 point
  24. Vaya

    de_stupa

    To make the map more easy to navigate you should maybe open up the brushwork along the T-side wall and turn it into one long cliff edge (clipped/fenced off in places so it's not one long trigger_kill box) on CT side you could look at expanding the monastery upwards so it's visible from more of the map. --- http://kekexili.typepad.com/.a/6a00d834523d7769e2013488694112970c-pi
    1 point
  25. shawnolson

    CS_MAX (WIP)

    The name of your map and the theme of it... really makes this relevant: http://www.wallworm.net/index.php/topic,1206.0.htmlYou should consider moving it to Max and participating in the contest
    1 point
  26. Promising! Keep at it!
    1 point
  27. Sorry to hear Sprony, but in a way you're so much better off. I remember you mentioning you hated your job anyway, so it's a good thing you're out and getting the benefits you are. You will pull through though, a) because you're fucking Sprony, and b) because you have the best approach towards these big life changing moments I've seen.
    1 point
  28. FMPONE

    GDC 2015

    Thanks bros~ Here's a YouTube mirror, if you haven't watched the talk yet I'd recommend this because the player is better than GDC's.
    1 point
  29. You got the Asus rog right? Did you pick it up in London or buy online? Any regrets? And Its not so much budget constraints, more spending that kind of money cannot be taken lightly. I would like to have a future proof machine, but is the extra 500+ worth it? But at the same time if I have something that's obsolete in a year I will regret not spending more. I can take a look at yours in person, but mostly as an excuse to get out the house and do something.
    1 point
  30. Some games play better with controller, but I straight up wouldn't bother playing cs with one. You have to enable configs to get it all running and you will be out aimed. I vaguely recall a download to stabilise the 360 wireless controller. It would be worth googling for a patch or something along those lines. On the topic of purchases, my partner and I gathered our resources and bought ourselves a car! First large, joint purchase for us! (ermagherd we're all growed up) 100% best bit about it is the lumbar support because I'm such an old man :'( Not trying to be showy, I'm just really excited and didn't know who to share with!
    1 point
  31. Hey guys, thanks for your feedbacks, this allowed us to make a new version. Yep, not a lot of differences but more tweaks there and there... Well, if you'll join us tomorrow, it's the same link than before >> de_arizona_b2 And I'll repeat what I said before : So now we are ready for tomorrow, and bring us your feedbacks guys .
    1 point
  32. FMPONE

    GDC 2015

    http://www.gdcvault.com/play/1021868/Community-Level-Design-for-Competitive Here's the talk I gave with Sal, if anyone wants to check it out
    1 point
  33. Sjonsson

    Games W.I.P Thread

    Devlog Update #14 – Spellsworn have been Greenlit! Yesterday night it happened, out of nowhere a mail arrived, telling the team Spellsworn have been greenlit. We’re over the top excited as this changes everything! We thought this process would take much longer than it did. This means that no matter what happens, you will see Spellsworn on Steam. Isn’t that amazing?! Devlog Video #14 Art Transformation! There's been some additional magic happening to the art of Spellsworn. Lighting have been remade, the camera angle is slightly different from before, ground textures have been entirely remade as well as the rock pillars in the arena. Moreover, the lava shader have had another pass and will now blend more seamlessly while melting the terrain. Just look at this major overhaul! A sound plan! Something that the game have been missing for quite a long time now is sounds and today we are officially announcing Frogsong Studios collaboration with Christian Björklund and Niklas Ström. Both of them have been making sound effects for video games for a long time and now they have joined our ranks to create sound effects and music for Spellsworn. Christian will be the one composing the music and have a portfolio including soundtrack for Just Cause 2 from the time he was working at Avalanche Studios. Together this power duo made all the sound effects for Arrowhead Studios game Gauntlet, so you can expect some top notch quality sounds in the coming month. Here’s Gauntlet’s announcement trailer which showcases some of their work:
    1 point
  34. So I decided to start waking up between 4 and 5am every day and do all the chores and studying I try to do after work, before work. The result is I actually get it done because I often feel sleepy and procrastinate on days when I try to do chores and study after work. My Japanese is finally starting to not suck. I also hike 6km to work early and try to leave at 5pm every day with an extra 30 min break to read. I really like the environment at work so I don't mind staying longer and doing my reading and studying there. I still work 8 hours but I break it up more with activities and lunch. Plus they have free coffee and food. Anyways I just hit 4 weeks of keeping it up. I feel way better already. The best part is when I get home from work, since I already have all my chores done, I can play video games without feeling as guilty that I have to do life stuff. It's a lot easier to enjoy gaming when you know you dont have a bunch of adult responsibilities you still haven't performed. I've been playing more video games lately than I have in the last 5-6 years. I do worry about keeping it up though. I've managed to have burst phases in the past where I do good for a week or so but then degrade into a more procrastination prone style of living. The fact I've managed to keep it up for 4 weeks is promising. I hope I can keep it going. Anyways another great thing about getting up so early and going to work early is seeing the sunrise on the bridge every day. Here's how it looked today.
    1 point
  35. Final finished scene and screenshots (see below and rest of thread for WIP shots): Old first post: Hey all! Been messing around in Unreal for a bit now, just trying to get my head around everything and I've also been wanting to learn a lot more about blueprints too, so I decided to start yet another generic sci-fi scene! Yay! I don't think anyone's done sci-fi in Unreal yet, should be fairly unique. Seriously though, I do want to try and separate this from other sci-fi scenes a bit, I'm not entirely sure how just yet. I'm going for a kind of retro look, with the fake wooden panelling. Gonna try and come up with some sort of background story to kinda embed it in some kind of universe a bit more. Thinking of doing something a little System Shock 2, an abandoned space station and you have to figure out what happened. But the entire point of this scene is to just let me explore Unreal a little more, get used to the rendering, and learn a lot more about blueprints. I want this to be really interactive. Here's a few blockout shots of where it's at. I've been working on a door and light sequence, so that when you open the door, the lights flick on one by one. Hoping to add some audio in too to sell the effect! At the moment the scene is quite small; just the one bunk room, so that I don't get too burnt out in the blockout phase. I may extend this scene a little further afterwards. Also, I'm thinking of changing out the desk area for a kitchen area to prepare food. With this scene I want to achieve the following: -Keep everything on the grid so it is easy to swap out sections for alternatives. We did this a lot on Alien Isolation and it worked really well. -Learn Unreal blueprint scripting! A few examples being having lights turn on when the door opens and turn off again when the player leaves the room, having the TV interactable and have it dynamically light the scene, and also maybe be able to open the window shutter and allow the sunlight in. Nothing particularly mindblowing, but just a bit interactivity which I haven't really done in anything I've worked on before. -Experiment with audio -Learn more about Unreal's rendering. Cheers guys, please give any crits you can. It's all still very blockout so I'm willing to change anything!
    1 point
  36. take the offer you have, you'll have stupid amounts of time to try new things later on
    1 point
  37. Woah sorry dude I didn't see your question. My default CLUT was found on the Unreal wiki, it seemed to work fine for me! Got a bit of news on this scene. Epic contacted me a while ago asking if I'd like to put this on the Marketplace and I said I didn't want to charge for it.. So they asked if I'd like this scene to be included on the 'learn' tab of the UE4 launcher! I wrote a piece of documentation about material instancing to go with my scene and it's being put up on the learn tab too. It's now in the official UE4 documentation! Really humbled that Epic think this scene is worthy of going up on the UE4 launcher alongside those other scenes which are incredibly high quality. You can read it here. The scene isn't yet up on the learn tab though, I'll let you know when it is! https://docs.unrealengine.com/latest/INT/Resources/Community/SciFiBunk_MaterialInstancing/index.html
    1 point
  38. Heeey guys, is my first time here we made a skin for Cs-Go, hope you guys like it, (# ゚∀゚#)b PP-Bizon Glock-18 Our workshop page. https://www.facebook.com/studiomonsterink Thank all u for the supp.(ノ◕ヮ◕)ノ*:・゚✧ (# ゚∀゚#)b
    1 point
  39. After 1000's of notifications on my dust2 winter reskin coming from russians that spammed crappy gun skins, I thought I'd make my own crappy gun skin Yes, that's how they look in-game :> https://steamcommunity.com/sharedfiles/filedetails/?id=402862267
    1 point
  40. Boom! The Checkmate Collection ;D http://steamcommunity.com/sharedfiles/filedetails/?id=397601995 Remember to "+1 rate and up my skin on workshop too", "rate up awp skin" or "Volvo put skin in game and give me one" (Just kidding!)
    1 point
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