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Showing content with the highest reputation on 03/20/2016 in all areas

  1. pl_talptra, a collaboration payload map made for tf2. I was very dedicated to the project, sadly my partner was not. He later abandoned the project, leaving many of his concepts behind. The map will never be finished, but was supposed to take place in a town on a mountain. If anyone was wondering what the name meant, it was a collaboration of our names (plat and ultra) into one. He removed me from his friends list soon after abandoning the project. RIP.
    6 points
  2. UNREA1

    [WIP] DE_Portugal

    Hey, Sorry for the wait! hehe. I've been hardworking on the map after i finally started mapping on a better PC allowing me to continue with this project. Here's finally a playable version of the map. I'm reaaally excited about this project and I'm investing a lot of time to it. With this one I decided it was time I started including some custom models and textures so this so far has been a very good experience for me as a mapper. I finished blocking out the map, clipped all areas and added some crates around the bombsite areas because we all love them. Most stuff is placeholding other stuff that will come later on. I'd apreciate if I could get some feedback on this before I think about a testing session, in case I need to adress something. Thanks and once again sorry for delaying the update so much, there's too many new things to even list but I've made quite a few changes to the layout for the better, and tested privately with some friends. I think it's ready now to receive more feedback, so feel free.
    4 points
  3. De_Decays middle, coming along nicely.
    2 points
  4. Quotingmc

    [WIP] DE_Portugal

    Haven't had a chance to look in-game yet but this looks a bit odd. Excuse my terrible snipping tool drawings. Bollards normally stop vehicles driving/parking on path ways. By the time a car would reach there, it would already be practically in the park. I think something like this would make more sense: Nice start though overall, can't wait to see more!
    2 points
  5. AlexM

    Games W.I.P Thread

    Video of the LevelViz unreal plugin I'm working on for setting up interactive viewings of environments. Might be cool for environment artists to make a standalone interactive portfolio. Has tablet/touch friendly user interface. There is a long devlog about it here http://levelism.com/levelviz-002-vantage-point-system-first-version-review/ The video shows the process of setting up the LevelViz environment and then viewing the level.
    1 point
  6. It's koth_roundhouse by @KungFuSquirrel Here's the link.
    1 point
  7. Really been enjoying this game. Once you settle with that it's not a realistic shooter, bullet-sponge enemies isn't really an issue. The engine is really amazing too, the way fog and light interacts with each other, moving from cover to cover in crazy firefights. And it runs great on my old hardware too Here are some screens from my time in the city
    1 point
  8. The lighting needs addressing ASAP, I'm even having problems looking at the images because it's so dark. Some places are pitch black? Maybe your brightness of CSGO is just low? Layout looks interesting , although I see a lot of long angles (the path from CT to B Site) Also you have a workshop link?
    1 point
  9. Shima33

    [WIP] De_Wulfe

    Sure thing, here it is-
    1 point
  10. Shima33

    [WIP] De_Wulfe

    Actually, no - mainly because I've enlarged the brush since then. However, I did continue messing around, and somehow came out with this- Let me know when stopping is an option.
    1 point
  11. Shima33

    [WIP] De_Wulfe

    Just being doing some practice with advanced brushwork... Am I going too far with this?
    1 point
  12. Quotingmc

    de_contract

    Small Update: Started work on tweaking mid ready for first stage of textures. Some changes include removing a hiding spot on T side, giving CT more room on balcony adjusting the CT entrance ways. I have also changed the colour scheme on T side to orange rather than yellow. Another smaller tweak is with the geometry of the CT to A connector to remove some bad angles and make it flow better. Images: Have also collected almost 40 reference pictures from de_nuke to work from and help make the map look cool: http://imgur.com/a/hEwkY
    1 point
  13. You can make simple domes with displacements. Just make a cube the size where your dome would just fit in. Make sure to make it a cube (all sides equal) and not a rectangle. Turn all sides into displacements, hit the subdivide button and clip off the bottom half of the sphere. You should now have a dome
    1 point
  14. At first, i dont wanna make this as a WIP, previously just wanna learn how to make complex giometry, instead blocky room/space. But after i finish it like in 8 hours (actually more than 8 hours), i think i can make it atleast as an aim map, especially since this map has already have proper cover. The problem is i still cant make a dome on top of the building, i give up. I make this building based on Jakarta History Museum as a reference to learn. If you guys have a suggestion/critic, i appreciate it. Inside the game In Hammer Reference (http://themuseums.info/museum-fatahillah/)
    1 point
  15. So I'm coming close to the end of my 3 weeks vacation and I dont want it to end! I had to spend about half of it dealing with general bullshit I ignored while under the gun at work like taxes and my american citizenship process. The other half of the vacation was divine though. Played video games at my leisure, did a ton of experimenting and work in the Unreal engine, got lots of exercise and did a lot of cooking! Even when I was programming on the Unreal engine it never felt like work. Stuff on there is complicated but always logical. It's a pleasure. Problem is I don't want this to end. I would love to find some way to find a better life balance. The Unreal engine seems to be REALLY taking off from the perspective of companies who can afford to pay though. I think I'm going to double down on understanding the engine and maybe try to see if I can find some kind of niche in consulting or tooling. Although there's a part of me that wants to go back to my early twenties and just get the cheapest place I can get so I can have maximum time to myself to do whatever.
    1 point
  16. lmao https://www.reddit.com/r/GlobalOffensive/comments/48y2ly/this_sign_at_the_iem_katowice_2016_was_actually/
    1 point
  17. Haven't posted up here in a while, thought I'd check in! Here's a lil vid of a scene I've been working on. Wanted to push the VFX/audio side a little bit (only a bit.. Hah) on this project. It's a 'The Thing' inspired Xcom environment. Not meant to be seen from this angle but hey ho!
    1 point
  18. It was only my second serious map, one that I would consider even remotely viable for an operation/ serious play. I didn't scrap it lightly, in-fact I spent a good 8 hours this week trying to use an earlier version as a start point but I was changing so much, it was getting easier to just delete whole parts and start a new. I hate to trash a whole map but I think my time would be better spent on a project I A, enjoy and B, believe will generate a successful final product.
    1 point
  19. UNREA1

    [WIP] DE_Portugal

    Update boys! Finished most middle connectors, revamped mid, added vent connecting mid and Bs groceries store, and stairs to A and window. Readjusted Terrorists timings by moving spawn a little back and built the station. Church structure is up but I'm still going to add a back access to bombsite A for rotations, which will be the priests dressing room connecting Altar and back A. Bombsites were brought to the center of their respective areas for more interesting gameplay. Current layout Here are some screenshots Up up Train station (T Spawn) Revamped mid area Wine cellar (Long A) Church (CT Spawn)
    1 point
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