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Showing content with the highest reputation on 03/25/2016 in Posts

  1. Thanks for the feedback, I've touch the texture up and made two more based off it.
    8 points
  2. Quotingmc

    de_contract

    Slow progress:
    2 points
  3. Klassic

    de_caspian [WIP]

    Some problems I've found while playtesting your map with @madsenfk 1. The stairs, no playerclips. Please 2. As @Drakeee said. it does not seem to be worth the effort to take mid control. 3. The vents are really akward... I suggest making it so that you don't have to crouch through them and make it so that you don't have to jump up the 3 boxes. (Just make it a ramp or something) 4. When coming into A as a T (at the catwalk bit with the door) I feel very unsafe. Maybe add more cover there. 5. When coming into A as a T there are a lot of spots to check: 6. Also coming up to the catwalk bit at A (as seen in the spoiler above) as a CT is really akward. Maybe make it some kind of ramp... 7. Rotation times. (around 17 seconds) 8. The layout itself. My suggestion for changes to the alyout: 9. This map doesn't have any 'unique' aspects. That's why most people wouldn't play it, keep that in mind. Overall this map has potential, layout needs A LOT of work. ~ Klassic
    2 points
  4. Quotingmc

    de_oakwood

    Looks far improved lighting wise, still a bit dark in places but I am sure that will be fixed over time as you add and adjust stuff.
    2 points
  5. 2 points
  6. Freaky_Banana

    de_oakwood

    I have started clipping important areas to prevent the most game breaking boosts. This is not to say that there aren't still plenty of them left, but I will focus my work more on layout and design than on cliping atm. @jackophant Fixed! Light is orientated along the values of an official csgo skybox and I moved the trees around a bit, to make dark areas feel less depressing and let in more light (e.g. B to mid connector and Long A). Did that, worked out perfectly. I had used decals before, but now that the leaves are overlays there should'nt be any leaves creeping up the stones anymore ! I updated the workshop, so feel free to hop in game and check it out. C & C is welcome. Cheers!
    2 points
  7. Now yer fucking cooking
    2 points
  8. It's been a long time since the last update I decided to rework the whole map since the last version felt too forced. Some images of the new middle.
    2 points
  9. Quotingmc

    de_oakwood

    How the leaves go up the rock banks looks really weird, try using the pick faces tool in the info_overlay to remove this.
    2 points
  10. In my opinion, it's absolutely about religion and denying that is just trying to rationalize and trying to find logic arguments in a subject that doesn't respect your conventional rational rules... as religion doesn't. I know far left people hate it when they hear this, but I mean, they literally scream "allahu akbar" when they kill others along with themselves, two thirds of muslims believe that the penalty for apostasy should be death and it's ok to rape or kill infidels, among other batshit crazy shit they believe and more importantly put into practice because it's in their sacred book. Islamic countries have completely different values and completely different culture than we do in the west. (We're slowly heading towards secularism, whereas islamic countries seem to be even more religious and conservative) so what we're living through now is purely a culture war and like Sam Harris eloquently puts, understanding and criticizing the doctrine of islam, and finding ways to inspire muslims to reform it, is one of the most important challenges the civilized world faces.
    2 points
  11. Freaky_Banana

    de_oakwood

    Hey guys, another update hits! With the update I tried to implement some verticality, more foliage and a bit more detail and map connecting theme. Did I manage? Before the playtest tomorrow, I just wanted to show you guys where I am at right now. Any C & C is welcome . Cheers!
    2 points
  12. Made some materials with the new DDO yesterday (the plaster is a blend material).
    2 points
  13. BJA

    Doom (4)

    New MP trailer showing Demons, Powerups and a lot of extras...I think I know who's gonna love that
    2 points
  14. Panda

    de_caspian [WIP]

    I have been working on this map for just under a week , so it is in very basic. The theme is a bit messy at the moment but once I work on it I hope to make it more defined. I also encourage you to look around the map in-game. All feedback is appreciated! Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=649444790 Mid: T spawn: A site: CT spawn: B site: Connector:
    1 point
  15. Hey guys, a friendly community is doing Mapping Gathers more or less once/twice a year where the goal is to create a functional (surf) map within 3 hours. We are all a group of mediocre to advanced surfers and/or mappers that meet on teamspeak, throw together a nice map each and then afterwards play through them. Here's a video featuring the latest creations, starring MapCore community members Mark C. and yours truely (as Keith/Attacus). Gather 8 Gather 5? Videos for comparison
    1 point
  16. Freaky_Banana

    de_caspian [WIP]

    OK, we'll see how it turns out !
    1 point
  17. Klassic

    de_caspian [WIP]

    Not removed, more like changed? I kind of said that in a wrong way
    1 point
  18. Freaky_Banana

    de_caspian [WIP]

    But wait, if 1 and 5 are removed, how do Ts get into mid ?
    1 point
  19. -HP-

    Uncharted 4

    Yeap, they got outsourcing down to a science. http://www.gdcvault.com/play/1015796/Uncharted Also, new CG trailer was released today:
    1 point
  20. Klassic

    de_caspian [WIP]

    Cool! looking forward to it Also what I just noticed while I was looking at the screenshots again is that the lighting is very dark. Is this because it is set in night or not?
    1 point
  21. Panda

    de_caspian [WIP]

    Thanks a lot for your feedback! I completely agree with the mid suggestion, I will remove number 1 in the vent path. The reason I made T spawn so big was because the timings for mid were very tight with CT, but I guess if I remove number 5 it will fix that. But I'm concerned about having to walk back on yourself to get to mid. I will try to attempt all the changes you have suggested, may take a while... especially the clipping on stairs Hopefully I will have an update out by tomorrow for you guys to look at.
    1 point
  22. Yeah, agreed. I'm compiling a list of issues to do a big overhaul sometime this year when I get the time. That will definitely be on there.
    1 point
  23. BJA

    Uncharted 4

    http://www.dualshockers.com/2016/03/16/amazing-uncharted-4-pictures-show-environments-and-more-naughty-dog-talks-texture-design-at-gdc/ I knew they outsource much but wow, that's quite a lot.
    1 point
  24. -HP-

    Uncharted 4

    1 point
  25. 1 point
  26. Looks quite grandiose now!
    1 point
  27. AtsEst

    Games W.I.P Thread

    I ma testing a bunch of VR stuff and this is a excerpt from that (expect more info if it works out). Thus the sky actually has to be volumetric, but very performant. It is made using a subdived plane mesh with an unlit material with a perlin noise function for colors and displacement with an ad hoc translucency and lighting solution. Engine is UE4. And a build is up:
    1 point
  28. Drakeee

    de_caspian [WIP]

    Feels like it's huge with no real need to get middle control?
    1 point
  29. I had the original layout back in the day and we tested and tweaked it with my friend. At some point we realized the map needs a redesign in some parts instead of trying to get every new idea to fit the layout. The map felt like it had too much stuff forced to fit the layout which didn't work anymore because of that.
    1 point
  30. jackophant

    de_oakwood

    I think you should review how dense the tree canopy is outside because it also looks very dark in those areas. Lighting is definitely too green. If it looks OK for you in game then it says more about your settings than anything else. Maybe boost the light brightness values for primary and ancient lighting a bit, make it more of a very pale orange than greeny, and make it more diffuse. The lighting doesn't look very natural because if it's color and the fact that you are plunged into darkness with shadows and a very hard edge. Softer shadow edges would help lighten it up a bit too. It would be easier to look at the sky list for csgo to see how other maps have done it and tweak the values of one that comes closest to what you are aiming for.
    1 point
  31. Buddy

    Uncharted 4

    Hey, how about a PC release?
    1 point
  32. 1 point
  33. -HP-

    Playstation 4

    Sony really seems to have their shit together man. I love the decision of them being very picky with latency on every single VR game. I wont pick this up anytime soon since I'll be getting a Oculus instead, but I see the PS VR becoming very popular and might just single handedly make VR popular due to the better price tag.
    1 point
  34. D3ads

    De_forlorn WIP

    " For God's sake, open the silo door! They're coming for us, it's our only way out!"
    1 point
  35. Just made my first texture!
    1 point
  36. 1 point
  37. A big Update! Actually, not quite big, but the map looks much more interesting than before. Soon completed work on the design of the map. But first, we would like to give the players play in the DM mode. And yet, we would like to announce the completion of the gameplay. Appropriately, anyone can add me as a friend and get acquainted with this map. Thank you for feedback!
    1 point
  38. Pericolos0

    Games W.I.P Thread

    I love this, super awesome work :). I'm also gonna steal that "something happened" text haha
    1 point
  39. clankill3r

    de_contract

    Maybe you planned to expand this, but how it looks now it looks like a raincatcher
    1 point
  40. Mazy

    Uncharted 4

    Yesh. I want to play this video game.
    1 point
  41. blackdog

    Playstation 4

    Some people have problems
    1 point
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