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Showing content with the highest reputation on 05/15/2016 in all areas

  1. Looks cool ! You should take some inspiration from NS2, they have some awesome concept art that might fit your theme.
    4 points
  2. RivFader

    [W.I.P] de_malt

    How about a modern brewery? After all, malt is one of the main components of beer.
    4 points
  3. will2k

    Random Photo Thread

    Fiery sunset. Took it last Saturday, on May 8.
    2 points
  4. My post has been updated to V-04-1 I would love to have mine play tested Thx Sprony!
    2 points
  5. LATEST UPDATE: Version 1.3.10 on Mar 27th, 2018 LATEST RELEASE OFFICIAL WEBSITE DOCUMENTATION Hey Mapcore! This is an open source vmt editor that aims to improve the tedious experience of editing text files with an easy to use UI and fast workflow. Dima Butemann did most of the heavy lifting involving the programming while I took care of the UI and bothered him about updating it. It has texture previews, can convert jpgs, pngs or tgas to vtfs (and move them to proper directories), verify vmts, features a batch vmt creation and has support for (most of) new pa
    1 point
  6. What is this? This is a simple roadmap of my optimization papers/articles for any newcomers to Source optimization or for folks who would like to further strengthen their knowledge about the subject. The goal eventually is to produce solid, well optimized maps. I keep seeing some simple questions being asked such as “what’s a hint brush and what does it do? Where do I place an areaportal? I also see many confusion and misconceptions about Source optimization on topics such as visleaves and PVS. Many folks contact me saying “hey, I read your paper/article X but I missed/wasn’t awa
    1 point
  7. clankill3r

    Doom (4)

    I just watched this, this made it seem a lot better then the dude that played with 10 thumbs
    1 point
  8. dux

    Doom (4)

    You can do a lot with snapmap from what I have tinkered with so far. The prefabs are slightly limited and certainly not as robust as a fully fledged editor but you can come up with a lot of stuff with it. The logic system is really cool too, you can come up with some neat shit.
    1 point
  9. BJA

    Doom (4)

    What you mean is "ultra nightmare" mode where you have no checkpoints and it takes only one or two hits to die. And once you die you have to start all over again. I tried that mode for a day and could barely finish the first level, it's a lot of fun though. I read somewhere that someone finished the game in ultra nightmare after only two days already, which is insane. I haven't really done that much with snapmaps but whenever you have questions or problems don't hesitate to ask me, I can ask around and try to answer them.
    1 point
  10. I love me some grime. Still heavy WIP, not done any kind of lighting pass (and obviously not finish meshing yet)
    1 point
  11. Squad

    [CS:GO]de_thrill

    More work on B site is being done. Here's an update
    1 point
  12. A few more weeks and finally it will be ready for playtesting !
    1 point
  13. Sort of new to posting here so tell me if I'm posting too often, but I decided to actually finish this map (I suppose after the graybox is completely done I should make my own thread?). Some new models that I'm mulling over before I UV and texture. Making use of Cobblestone assets where it makes sense to cut down on work and filesize.
    1 point
  14. Hey! After seeing that gamedesign bundle thread I thought it would be a good idea to have an updated thread with free tutorials and resources for game art and level design. I'll start with some youtube channels I follow and can keep this up to date as we go like the job census thread. 3D Art (Environment Art/Prop Modelling/Characters etc) 3d-Motive Amir Abdaoui Andrea Orioli Andrew Smith Hai Phan Jeff Parrot tsabszy Philip Klevestav Thiago Klafke Chris Holden Polycount Wiki Level Design Hourences level-design.org World Of Level Design level-design.org - Knowledge
    1 point
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