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Showing content with the highest reputation on 11/14/2015 in all areas

  1. Given the recent events, I want to check on everyone here who could have been harmed, so please pardon me to make a thread for that, I find it stressful enough and everything. Anyway, I hope everyone is okay at least!
    8 points
  2. I'm fine as I don't live in Paris. All my friends who live there are all safe and sound.
    5 points
  3. Shit that's crazy. I was on a train during the events, leaving paris to go back to my parent's home. So i'm safe i'd say. It's insane
    4 points
  4. I was supposed to go out tonight in that area, I wont. Fucking disgusted.
    4 points
  5. Safe here as I'm in Lyon and not Paris, but still looking for news of all the people I know in Paris. I could have been to "Le Bataclan" last night for Eagle of Death Metal and Deftones but I failed to have a ticket on time.
    4 points
  6. Looks like my friends in Paris are safe...and I hope that's it's the same for the guys you know there. It's horrible what happened tonight...I have no words...
    4 points
  7. I barely have no words for this... It's hard to realize this is actually going on in our world. My thoughts goes out for france and all of humanity and I hope these barbaric and horrifying times will calm down soon. I'm very worried of what will happen soon in the future.
    3 points
  8. I hope all the french mapcoreans and their friends are safe. This kind of shit infuriates me, i hope the 72 virgins were worth it, assholes! Unbelievable this kind of extremist acts still happen in 2015. And all for what exactly?
    3 points
  9. Quotingmc

    de_sawmill

    DE_SAWMILL This map started as an idea for a map based around a lumber mill, much like this one from GTA 5 . I thought that the setting would be unique and an interesting twist on the generic warehouse map. A then created a layout based around the theme and from that de_sawmill has grown. The layout is fairly similar to original ideas and drawings with only the bombsites undergoing major changes. Criteria I aim to meet: Balanced map with well timed choke points and rotatesFun layout that is different to other mapsLarge amount of opportunities for teamwork and smokesLarge amount of wall bang spotsRotation times stand at about: 12 secs through CT10 secs through MidDownload: http://steamcommunity.com/sharedfiles/filedetails/?id=553156940
    2 points
  10. Sorry if this is spammy' but I wanted to share something small I made for the B-apps entry for Terrorists, I want to get the in-game result as close as I can to the real thing, so I have made a few tree backdrops and started blocking out the interiors of buildings, as I think this is something I'm going to find a challenge (I've got no references) Thanks for reading!
    2 points
  11. Logic

    Complex

    Playtest submission got accepted and will take place on the 19th of november. I'll be there Thank you! I've tried to keep the props at a minimum. I've only placed props that has a direct impact on gameplay this time around Thank you! It will hopefully play a lot better this time around
    2 points
  12. Good to hear people here are safe. It really does feel unreal right now, the way it was executed and the death toll is utterly disturbing, hopefully France will be able to get back on it's feet and not let these bastards' plans to spread fear and panic work long term.
    2 points
  13. People are making French avatars on social media, so here's mine...
    2 points
  14. Can't believe this has not only happened again in France, but on a much larger scale... suicide bombers in a Western European capital, I'm almost at a loss for words... Thank God the police acted fast at the Bataclan or else there would be even more people dead in there. France needs a tough response against this...
    2 points
  15. PogoP

    Fallout 4

    Dayyyyum this game looks amazing.
    2 points
  16. Yeah I guess there's just him and I, but better know he's okay..
    2 points
  17. 'RZL

    [WIP] de_coast

    This might not be the correct answer but you have to change the priority of all the spawns, as spawn priority 1 is lower than the default priority 0 (highest priority). Negative numbers might work as well but haven't tried that out yet.
    2 points
  18. Hope everyone and their families are okay. It's hard to comprehend. @leplubodeslapin is the only paris mapcore guy I'm aware of
    2 points
  19. Still waiting for news from friends of mine. There's hundred of ppl missing. You have no idea how that feel to listen at witness. Omg.
    2 points
  20. I hope that everyone and their families are all right. My heat goes out to everyone affected by the incidents tonight.
    2 points
  21. OrnateBaboon

    [WIP] de_coast

    PrvokingPerch - None that I am aware of - will try and get a build ready for a Mapcore test sometime soon, so maybe look out for that. Dis a lot of bug fixes and optimisation, plus some more polish - adding a few more meshes in places to make areas look less "brushy", and improving the sites/route to A. Always seems a bit tricky, since adding a few bits of foliage seems to make some areas a little noisy. Couple of people asked me about the night version - I did a decent amount of work trying to get it looking good - but visibility always seems to be an issue, plus the map always has to be compiled and tested to see if areas and visibility is an issue. So for now, I will focus on polishing day one, then when I have more time, see if I can get a night one working well. Some test images of the night setting - one saturated, one less so. One thing I was wondering about is the spawn priority. I have the 5 spawns on each team set to priority 1 - yet they don't seem to be always be prioritised in 5 v 5. Still seems random. Anyone know if it is possible to lock the spawns so it is always the same 5 every time so that matches are more predictable?
    2 points
  22. Smileytopin

    Delta Delta

    A7 is out! Not really a large update, more of a quality of life thing.
    1 point
  23. That looks promissing, good job you could maybe try to accentuate the slight nuance of green, like it is on the reference, it would give more sense of depth maybe !
    1 point
  24. Quotingmc

    de_sawmill

    The saw blade has been a hit, debating releasing a version that does damage if you touch it
    1 point
  25. A site felt a little bland. I'm doing some updates on it: Though it may have gone from 'too bland' to 'too dramatic'. I'm not too sure about this change. The layout is final, depending on the mapcore playtest. If that goes well, I'll ship this map and start something new.
    1 point
  26. Pampers

    Fallout 4

    I was tempted to try and use the 360 controller to navigate menus and UI better, but the lack of situational awareness you get with a controller is not good in a game like this.
    1 point
  27. laminutederire

    Complex

    Looking forward to the playtest
    1 point
  28. PogoP

    Fallout 4

    This game just keeps getting better and better. It looks beautiful especially with a few LUT mods.. And the crafting is so satisfying.
    1 point
  29. great to see you're okay dude. I hope the same can be said for family and friends.
    1 point
  30. CompoSITe

    Call Of Duty Black Ops 3

    Congrates man! What levels did you work on?
    1 point
  31. -HP-

    Fallout 4

    Man, i gotta say, after fixing the initially problems with KB+M, I actually prefer it to the Xbox360 controller. lol This is a game where you need to move the camera a lot, looking for loot, which makes using the controller a more frustrating experience for me actually.
    1 point
  32. LATTEH

    cs_shichang

    I've been working on this map for awhile. Every time i start on it something comes up that has to take my attention away. The map is pretty far along design wise (last playtest went well) but I could always use feedback and the amount of content i have to create will make it pretty hard for me considering I'm also putting most of my time into pvkii. Heres my todo list: P = Priority, Needs to be made before anything else can get done. {Done} = finished. Architecture: P - For some buildings i need to find a certain type of architecture. Textures: Concrete trim (nothing spectial 512 / 256 with several different types of concrete) Window background details (curtains, Cloths hanging, ect) Metal Trim Shop signs. Shop signs, shop signs more shop signs. {DONE} - Marble Textures ----------------------------- Models: P - Typical hong kong window on rural apartments. P - Same type of window put wraps around a curved corner. Several AC units. Window Cloth hanger. Window Overhang covers. Asian car models. Noddle cart. Clothing store items (clothing piles, rakes) Electronic store items (Dvd cases featuring Mapcore maps) Shop Banners and signs. P - gruh luxory tower balcony's. || Not going to do that doing something different with the building. P - Curb set that will fit with the height of the sidewalks. (will be slightly higher then sidewalks) As you can see there is a lot of stuff i need to make before this is done. The original thread: https://www.mapcore.org/topic/18166-csgo-cs_shichang/ Shichang is a hostage rescue map set in an imaginary part of hong kong. The Terrorist's took two hostages from a tower deep in the city. While escaping there helicopter pickup bailed, now all they can do is hold out and ask for a ransomed. The CT's have been allowed have been allowed to engage the T's before there is more damage and they take more hostage's. Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=369561120
    1 point
  33. Hey everyone, I know I haven't been posting much in this thread, so I feel now is a good time to share what I have been doing to the map and where I plan on going with it! Some areas of the map I have began to block in the basic detail, only areas of which I'm certain will not need change, and helps me visualize the atmosphere around the map when designing it. The layout is nearing completion anyway ^^. Ok lets start with the overview, from the last image on here a lot has changed, A site was revamped, and I think has been better accepted than the previous version which was a mess. It still needed a few tweaks and a more clear focus other than a small site as found from the playtest. The timings seemed to work fine, CT's used to be able to push right down middle and through connectors which is now pointless for both sites, as either you end up in the same place, or get there way too late. Or both! Some people mentioned the need of a default plant zone in the last playtest, which I have added. This may be over powered for holding the bomb from long, i'm not sure yet. The tree boost is also now fixed, as well as the squeaky door leading from snipers nest. And since I have not posted B here either, here is a picture of it: Once again, thanks everyone who has gotten involved in this project, it has helped me so much. -Teroust
    1 point
  34. Went back to my small test map for the NYC night setup (older post from July 2015 link) further tweaking and darkening the 3D skydome. I'm also toying around with illuminated buildings windows using selfillum masks.
    1 point
  35. This is a) fantastic b) a little too realistic for TF2 imo
    1 point
  36. 1 point
  37. Next week we're going to have a conference held by the big boss of the Société Générale, a big french bank, and Maan does he look like the guy from House of Cards! Coincidence? I don't think so!
    1 point
  38. Thanks to Marnamai and Squad for helping out! My meat is swinging now!
    1 point
  39. Psyrius

    [CS:GO] de_proxy [WIP]

    I think it will be proxy
    1 point
  40. So it's been a while since updates, because renovations are slow now that I've gotten back to work. A few months ago, just before I returned to doing levels, I finished the attic room (or almost, needs a bit of clean up on the windows, a TV plug to be finished, and the stairs' railing to be oiled/colored up. It's now being used as my home office (finally dusted off and set up my PC and got myself a decent desk), and a small playroom for the kids until their own room is done. Being a bit of a noob when it came to doing the finitions on the drywall stuff, and lacking the proper tool to do the job, I didn't quite polish it enough and so you can see bumps and irregularities on the walls. I'll probably do another pass on it when I'm done with the rest of the house, either polishing it one more time to get rid of those, or covering with basic wallpaper to hide them. A bit lame to have done all that work just to fail a bit at the end, but it's not preventing us to use the room and it's more of a concern for when I try to sell the house, to give a good impression. And I'm hoping to finish the master bedroom either this weekend or the next, I still have to do a couple things regarding electricity, and to clean up and finish the borders of the floorboards. We can move in as soon as that's done and I've installed curtains on all windows. I had in mind to oil/color the wooden beams so their color matches better the windows/floor, but we're eager to expand the usable space in the house so I'll get back to that at some point in the future when the rest is done, because that stuff is messy and long to do. The good thing is that my experience with drywalls in the attic paid off here and it's way better. I'm slowly working my way down the house, from the attic to the living room/kitchen, because it makes sense that way (I don't risk screwing up something that's finished with my tools/materials while moving up and down the house. So attic = sort of done, master bedroom = almost done, second floor corridor/staircase = needs finish layers and paint and floor boards, then down to the bottom floor to do hallway, kitchen and living room next year. MANDATORY COMPARISON SHOTS! Also, the good thing is our original plan is starting to pay off: there were tough times financially and emotionally near the end of my year off, but since we don't have to pay rent anymore, now that I've got a salary back we're able to start saving money. I still have a few things to buy for the house here and there but for the most part that's a big load off my back and hopefully that'll have made it all worth it.
    1 point
  41. Thought we cleared this issue a long time ago Different Source games have different uses of clip brushes (either by design or simply an unattended bug...because, Valve ) In the case of CSGO, "clip" and "player clip" are exactly the same (refer to my post in this thread on page 1, link) @FMPONE: player clip and clip brushes will BOTH block the C4 @hamilton5: As we discussed 9 months ago in this thread, use clip brushes in CSGO to avoid having to manually delete nav meshes from the non-playable areas of the map. nav meshes simply ignore player clips and extend to outside the playable areas, which will lead to chaotic deathmatch spawns and bots trying to furiously jump on map borders if left as is. Clips on the other hand will prevent the nav meshes from extending beyond them which will make your life easier and keep the DM spawns neat (unless you like to spend 2-3 hrs deleting nav meshes then please use player clips ) In summary (for CSGO): Player clip and clip BOTH block C4Player clip and clip BOTH allow you to throw your weapons throughPlayer clip and clip BOTH allow grenades, flashes, smokes, etc to go throughPlayer clip and clip BOTH prevent players and bots from going throughPlayer clip and clip BOTH allow bullets to go throughPlayer clip lets the nav mesh extend to non-playable areas in the map (which is a hassle to clean up later), while clip prevents the nav mesh from extending outside the playable areaRaidix compiled a nice chart earlier in this thread that you can refer to also. Hope this helps and clears things out.
    1 point
  42. Em'

    The random model thread!

    HI there, I spent the last days working on a small project : a "draw me a hoverboard" contest for an IT selling company, went for a 3D cartoon approach, hope I'll win big prize ! Some modeling, some basic materials and a bit of compositing (yeah, lens flare everywhere :D)
    1 point
  43. Some more conceptualizing. I have no idea how I will remake the Kremlin's palace though D:
    1 point
  44. LATTEH

    cs_shichang

    Been working on the alley route. made a ground brick texture, another sign, another ac unit. I'm almost done with the buildings, Then ill start adding more details like debris and work on the hard models (vehicles). Also did some work in the hostage area. need to make some textures and a light model / pants model . I dont know why i really like the look of this building.
    1 point
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