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Showing content with the highest reputation on 01/30/2016 in all areas

  1. Some before-after images to demonstrate the slow but steady progress
    4 points
  2. Vorontsov

    de_farm [WIP]

    It's great that you're remaking this map for the 4th time, that's quite some dedication right there. I also respect that you took it back to the greyboxing stage, what I would recommend is keep it there until you feel that the layout is fun and solid gameplay wise. You can think about detailing and the theme after you've got it down to how you like it. Hope to see an improved version in a playtest again, even if the last one was kind of bitter.
    4 points
  3. Thurnip

    Tip of the Day

    quick and dirty method of drawing blob shapes, with Blur and Levels I use this a lot
    4 points
  4. will2k

    De_forlorn WIP

    After nearly 2 months of extended break (holidays and whatnot), I resumed work on the map. Started detailing CT spawn
    4 points
  5. Dosentti

    de_farm [WIP]

    I decided to continue with version 6. It's more traditional choice, but anyways..
    2 points
  6. cs_darkwalls (very old name) rebot)) cs_ ...
    2 points
  7. Terri

    [CS:GO] (W.I.P) de_arpegio

    Hello everybody, I am working on a level called de_arpegio, my second map posted to the map core community. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=508356644 It is set it a Belgian city, on top of a small river that runs through parts of the city. North of the map is more commercialized, larger and more expensive buildings. South, is heading towards a more run down, low level housing. At bombsite B, the base of church is the primary target, and as for A, i'm not sure yet. Even though the map is still in greybox stage, I would like to post it here to get a wide vari
    1 point
  8. Squad

    Agency models/materials

    I uploaded it somewhere else for you: https://www.dropbox.com/s/2l5vfoquq0piksj/agencycontent.rar?dl=0 Let me know when you have it, so I can use the space for other stuff again
    1 point
  9. 1 point
  10. Mazy

    The Witness

    Played it for a few hours yesterday and so far I am absolutely in love with it. Getting stuck at a panel, going somewhere else to clear your thoughts and take a crack at another panel and then suddenly getting an idea for the previous panel happened multiple times yesterday, creating a really neat and rewarding loop. Also helps when the environments look so dayum good Also, this is a really good girlfriend co-op like game. Played it with my gf yesterday, and even though she's much smarter than me then we actually moments or panels that one of us were better at, rather than her just solving ev
    1 point
  11. I would guess there's a lot of unclipped stuff to climb?
    1 point
  12. This is awesome! I got your game linked today and opened a topic in the Gaming section... I don't often browse this section so never realised you had this gem going on. This is very interesting, really like the tool choices you've made.
    1 point
  13. Pampers

    Paragon (Epic Games)

    Damn that was a real good trailer
    1 point
  14. Pivac

    [CS:GO] de_section (WIP)

    Finally an update: All main brush-work is pretty much done, still need to properly texture everything, add details, props, clip brushes and optimize it (hints, area portals, etc.). Generally layout hasn't changed much, though it is not as stretched out as in sketch pictures. Mid area felt too open, easy to push by the Ts and hard to defend by the CTs, so I shrinked it down. Rush timings are roughly between 9 and 12 seconds, with both sides reaching their sniping positions in mid in around 3-4 seconds. Rotation time between bomb sites through CT spawn is roughly 13 seconds (which is alright acc
    1 point
  15. Thurnip

    Tip of the Day

    old but useful trick to make sci-fi rims on illustrator. There's a lot of applications of brushes on illustrator
    1 point
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