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Showing content with the highest reputation on 05/24/2016 in all areas

  1. 12 points
    Sorry it's a lot, but I just finished a tentative roof pass on my graybox so I was excited. Most of these are going to be models, but I have no props to speak of right now. Hopefully my first map doesn't get away from me before then lol.
  2. 8 points
    jUST_RUSH

    de_shiro

    Instead of hijacking the WIP thread, I decided to start my own to document the progress. So the basic theme of this competitive defuse map is the classic Japanese castle with a samurai housing complex (obviously super traditional lol). A Site and the paths leading up to it, which don't resemble much of anything yet, are going to be the castle grounds/courtyard/castle connectors (yagura) and such. B Site is going to be a Japanese garden with a pond in the middle of a samurai housing complex (think Uchiha district in Naruto, specifically Sasuke's house's garden). Mechanically, I want to make it more on the unique side, and I garnered most of my inspiration from Overpass, while trying to keep it as simple as Cache. I definitely have not accomplished either uniqueness or simplicity, but I'm looking at the current iteration as the culmination of all my ideas, and now I'm going to try to start properly grayboxing the thing as a first step (basically a three-week long jot down of ideas in the editor). This is my first map, so I know I have a lot to learn, but I am ready for it to get torn up critically, because I know what I've done so far isn't really up to snuff. I'm currently working with the files de_shiro6_v23_graybox and de_shiro6_v24_graybox, trying to figure out what to do with B site in order to move forward. Here are some pics to kick this off. I know you can't tell much by this "layout" because of the roofs, but my only screenshots are from a compile after a pass of tentative roofing lol, so I'll post a real one later. Path to B Site CT entrance to B Site Mid>B connector overlooking B Site B Site and T path to B Site T Spawn and entrance to mid Another shot of B Site path and connector path (little door) B Site toward CT Now toward T Main T entrance to right and CT window and side entrance (working on consolidating entrances for sight and simplicity purposes, so don't worry they'll be less entrances soon) connector and B toward CT B from T path side Another T path shot; might get rid of this one, but it gives Ts a sneaky option so still deciding Connector entrance ahead From CT window; that connector window is breakable a la Mirage B site A Site (still very rough) entrance from mid A Site entrance from CT And here is my dilemma with B site, as my first plan of action from this point. The problem I see with a pond in the middle made up of displacements, is that the mechanics of CSGO don't let hiding in the water go hand in hand with balance. I know the site itself needs work with entrances and line of sight (along with the rest of the map), but leveling out the site will help me see the bare bones of the map with regards to theme (which is very important to me) to completion. I can rework the layout no problem, but if I don't have a solution for the playability of the site, then I'll just scratch the idea anyway. I'm thinking something like this, with bridges and docks covering the water would suffice, as long as you can still tell what it is after I'm done screwing it up. And the problem with this is that the areas still left with water, I made deeper for realism because I couldn't do so when the entire site was water. I guess it'll come down to tweaking the balance between depth and function so areas like this, where i can crouch and see right to the main T entrance while only my head is visible, doesn't exist anymore in such an extreme fashion. This entrance is probably going too, but I just thought I'd add it here. Anyway, that's where I'm at. I'll continue the gameplay and layout fixes as I go along, but this is my main issue for now. There's obviously no time constraint, so the order doesn't matter much to me. This is just super fun and to make a map that looks nice while having fun is all I could ask for lol.
  3. 7 points
    untor

    [CS:GO] de_waterfall [wip]

    Waterfall was release! Download!
  4. 6 points
    Minos

    Overwatch

    https://gfycat.com/ConstantBreakableImperialeagle
  5. 3 points
    2d-chris

    Overwatch

  6. 3 points
    2d-chris

    Overwatch

    ha that part of the map has caused some amazing gameplay D: as a main Lucio player, that area pleases me.
  7. 3 points
    [HP]

    Overwatch

    Fuck man... it sure is!
  8. 2 points
    untor

    [CS:GO] Waterfall

    Waterfall download! A bomb defusal map set in France Terrorists destroy a villa built at the old lighthouse. The villa has a valuable art objects. Under the lighthouse there is a small warehouse, probably there are stored precious historical thing.
  9. 2 points
    JSadones

    CS:GO - Link

    Thank you for the feedback! I changed bombsite A a bit, made the bombsite in the middle like you said and opened it up. It allows more planting possibilities and more movement around the bombsite. I also removed the direct access from connector to the bombsite, because otherwise there were 5 entrances to bombsite A. What routes do you think need merges? I don't see any besides the one I marked here below. And for the door, I'm going to leave it currently at this, not really sure what I should do with that area. But I defiantly don't want only 1 entrance for T's. Now some pictures Hopefully I can make some changes to B too before the playtest in 2 days.
  10. 2 points
    Beck

    Overwatch

    It's kind of like the Rocket League of shooters I guess? Once you load into the game you just set up your party, choose a game mode and go. After that you keep getting moved from game to game until you're done playing. According to Blizzard the average game length is between 6 and 9 minutes long (https://bnetcmsus-a.akamaihd.net/cms/content_folder_media/fw/FWCRAO8L79RA1463709403948.png) which is great for just picking up and having a quick few rounds with some friends. I'd say it's worth the asking price. There's plenty of variety with the heroes and the maps (and future heroes and maps will be free) and in the short time I've been playing I've had some wicked close games. I'd expect a lot more close games once everyone learns the heroes better. Competitive should be interesting and it'll be fun trying to unlock everything for all of the classes. I doubt I'll drop any money on it since I'm not too fussed about the cosmetic side of the game. I'll just enjoy looking at everyone elses skins since I never see my own!
  11. 2 points
    knj

    The Witcher 3

  12. 2 points
    Beck

    A Game of Thrones

    Ahh, @Pampers posted these a few posts above yours. They were awesome to go through. https://www.youtube.com/watch?v=hnbQNTc57Ko I think I'll be staying off social media from now on. Ep5 was kinda spoiled with people posting the last line all over the place. Didn't really "spoil" the ending but once it happened and you've already heard it it loses some of it's impact.
  13. 2 points
    Thrik

    A Game of Thrones

  14. 2 points
    Logic

    Overwatch

    http://img-9gag-fun.9cache.com/photo/ajAprb8_460sv.mp4 Anyways, I'd like to try this game out as well! Payday tomorrow!
  15. 2 points
    DrywallDreams

    Doom (4)

    how is doomguy my favorite protagonist in a long time??? I was sooooo wrong about this game, it's incredible.
  16. 2 points
    [HP]

    Doom (4)

  17. 1 point
    Hi Guys, We're developing Our Ghosts of War, an open-world survival game in the vein of projects like Ark: Survival Evolved, Rust, and DayZ, but with a World War 2 spin on the genre. As a heads up there is no crowd funding campaign, or a storefront yet, as all we're looking to do at the moment is get the word out about our game and get your feedback on what exactly you would like for this game to be. We've already received permission from the moderation staff about being able to post about our game as long as we add no referral links. Our Ghosts of War is being developed by Pixel Perfect Polygons. We're a 3D artdev company that has primarily operated out of the Unreal Engine 4 forums for the better part of the last 2 years doing freelance and contract work for a number of indie and AAA companies. Eventually we finally got it in our minds to begin work on our game and after laying down the groundwork for what we wanted to dedicate our time towards, production began on Our Ghosts of War. Currently there are 20 individuals involved and working on a host of development assets consisting of art and code. We'll have more about each of these individuals shortly just so you have a clear idea of who exactly is doing what on the project. We'll also be posting regular progress reports from each of these individuals so there is a transparent display of what exactly the development team is up to. Our plan right now is to apply to Steam Greenlight later this year. When it comes to Early Access games some are some are definitely more complete than others. Others are never completed at all. For Our Ghosts of War we have decided to focus on creating a little of everything when it comes to weapons, vehicles, and characters, and put most of our efforts on creating our the most authentic depiction of Normandy, France in the history of video games heading into release. What does this mean for the average player? Well it means that due to having a relatively low starting budget we are forced to make some very hard choices about the content that we intend to launch Our Ghosts of War with. Trust me when we say we're proud of how far we've managed to stretch every single last dollar but even so there are limits to what we can achieve with our current budget. The money we make from our sales will then be invested back into the game to create weapons, vehicles, and other props that we unfortunately didn't have the budget to create at the moment. That said this is what we do intend to launch with: - The most authentic depiction of Normandy, France in the history of video games. We've already incorporated Satellite DEM data to launch the game with 78km2 worth of authentic Normandy terrain. It looks good. It feels real. As we move further into development we will work to increase our map size to an eventual 400km2 replica of Normandy, France. There's never been anything done on this level of scale in videogames. - The most authentic placement of Normandy homes, farms, and roads in the history of video games. We've done a lot of homework already and have managed to track down aerial spy photographs that cover a large portion of the Normandy hills and roads. Using these spy pictures and cross referencing them against Google Maps we can accurately place homes and roads precisely where they were in 1944. The same goes for the roads as will make them 100% accurate to where they would have been during the war. There is no other game that seeks to achieve this level of authenticity. - The most authentic depiction of the Omaha Beach D-Day invasion ever. So this was hard but we've managed to secure official documents of the Germans with the blueprints of every single one of their defensive fortifications and measurements. This means that every anti-tank wall, anti-tank ditch, trench, concertina wire, and more will be created to the official specs of the German army. Furthermore we've painstakingly tracked down the blueprints of every single last bunker that was built on Omaha Beach and are working to create and place them exactly where they would have been in 1944 as the Allied forces invaded France in the largest invasion in history. Research matters. - Twenty launch weapons consisting of handguns, rifles, machine guns, and shotguns. As we earn more from the release of the game we will work to create additional weapons. The currently completed weapons are: 01. 1911 02. Luger 03. Thompson 04. MP40 05. K98 06. M1 Garand 07. Colt Official Police 08. Colt Commando 09. Springfield 10. Mauser C96 11. MG-08 The current weapons being modeled are: 12. MG42 13. Winchester M12 Trench Gun 14. FG42 We should have renders for all these weapons added to this thread sometime this week but this should do as a start. That's all for now. We should have daily updates for you guys starting tomorrow. We're ecstatic about the work we're doing and feel that's among the best of our lives. If you have any questions or feedback please don't hesitate to post and we'll get back to you as soon as we can. Thanks for reading!
  18. 1 point
    mendaxyz

    [CS:GO] Legacy

    Fight in streets and courtyards as terrorists invade a Malta-inspired historic coastal city. Play as the Separatists – determined to disrupt the peaceful atmosphere, or the GIGN – dispatched to protect key cultural sites on the small Mediterranean island. This is an update and re-release of my older map de_melite. I'm hoping to get more critiques with this, so of course feedback is welcomed! Imgur Album --- Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=675402575
  19. 1 point
    Corwin

    Overwatch

    12 I think from the description on the bnet store (bought my game today, first time in years I believe that I buy a game early, let alone day one)
  20. 1 point
    mendaxyz

    [CS:GO] Legacy

    Yeah, I'm definitely open to changes regarding the spawns and timings to bombsite B so if you do test the map let me know how you feel. Also keep in mind that the CTs have the opportunity to flank the terrorists from the northern entrance of the Main Hall. Same with the two entrances; I know that it's typical to have more entrances into the Bombsites, but I'm hesitant to throw in random connectors until I have an understanding of the balance of the map as is. Still, you've given me some ideas to work with so I'll play around with it in the meantime and see what works for me. Thanks!
  21. 1 point
    jUST_RUSH

    de_shiro

    Thanks! I'll get on it when I get home later for sure. Thank you! And yup, they're clipped off already. The roofs are just brushes jutting out on each side side and vertex manipulated, with a smaller, less step brush as it goes down to the side (I hope that's understandable). And the hipped-and-gabled (irimoya) roofs have four sides instead of two, vertex aligned from the top down view. Like so : Now to get on it with Blender so I don't have a billion tiny func_details cluttering up my screen lol.
  22. 1 point
    Hey there, very cool map! I like the theme and the layout, especially the middle area. I found some issues you might not have noticed. This ladder does look a bit weird to me. Some stairs would make for better gameplay and also look better. This little window is awesome for nades, but it could be abused by people with a scout.(Jumpscouting) This pathway does also look a bit weird. It looks like a river to me, but i dont really have a good idea what you could do there. I also think that you shouldnt be able to plant on the box on B site. There are so many good afterplant situations and i think CTs would have a very hard time retaking the site. Maybe some of the issues are neglible, just some thoughts. Other than that, awesome!
  23. 1 point
    wylde

    [CS:GO] Legacy

    There are a million positive things I can say about this map, but I'll cut right to the chase. This map seems to have the same balance problem cbble has, that others have identified. In cbble, Ts can get to long B at the same time/earlier than CTs can get there and set up. It makes rushing long B as a T too attractive of an option. I will take a closer look at it when I get home, and I see you have updated it by pushing the CP spawn closer to B, but you run the risk of forcing CT teams to play sites by spawn position (not favorable at pro level). It might be a matter of moving T spawns a meter to the right and CT spawns a meter to the left, but this timing will be critical in terms of becoming a truly competitive map. Also, B site itself may ultimately suffer from the problem B site on inferno has: two ways in, two ways out, but inferno has a back route to help CTs retaking the site, same as how B site dust2 has window for a 3rd option (I am only judging this from the overview right now, been a while since I ran around the map). Maybe you could solve B site retake and CT spawn timing problems by adding a small connector somewhere from the CT side of B that functions similar to inferno's construction? If it gets CTs into site a second faster, it could balance the map. Anyway, fantastic work! This should be in the next operation.
  24. 1 point
    Harry Poster

    [WIP][CS:GO] de_lombardy

    Some visual crits. 1.You can see outside of the map. 2.You can jump through it. 3.Strange bridge... 4.This side of model dont have texture
  25. 1 point
    SirK

    [CS:GO] de_waterfall [wip]

    I really liked the playtest yesterday! Impressive Work Guys!
  26. 1 point
    Thanks! Yeah, everything is pretty rough, and those displacements will need a lot of attention. It's hard to see depth in the editor when the area overlaps in the 2D but I'll keep trying!
  27. 1 point
    Vaya

    MapCore CS:GO Playtesting 4.0

    One thing I felt from the two playtests that Long A felt a little too disconnected from the rest of the map- you have the main route to the far right of T spawn (quite far from the rest of the action) and one connector in mid that could be missed by new players as it's small and partially hidden by the balcony. I would possibly rework the mid to long A connector to make it larger and feel more like a main route- not sure how it would work but in theory but I think it could allow CTs to push up long A to support mid players where required. A risky rotation with good rewards and could potentially fix the highlighted issues with mid. Someone else said that they though mid's issue was it was the only part of the map copied verbatim from CS_agency. It worked well there because the terrorists had a strong defending position- it may need to be reworked to give CTs more of an advantage.
  28. 1 point
    Alf-Life

    Vinay Dhill - Level Designer

    Nice. One small thing is that if I click "Personal Projects" a screenshot of "Establish" comes up, but nothing is clickable. I have to then go back into the menu, and click on the Establish sub-menu. As a flow thing, since there's only one personal project I would have it go right to the map, or at least make the Establish screenshot/title text clickable. Also, have you considered a YouTube trailer/quick fly-through of your work before the screenshots? Finally, would be cool to see just one [introductory] blog post in the Blog section.
  29. 1 point
    Tisky

    Overwatch

    Skipped breakfast this morning to get to play before work. Worth it! So looking forward to new content also
  30. 1 point
    Castle

    TheCastle - E1M1 WIP (Doom 4 Snapmap)

    Here is me going over more info and watch me die playing my own level. Code: TKK2GDSU
  31. 1 point
    Would you guys consider phasing out vtfedit entirely? It's bothersome that it never got 7.5 support, plus it would put everything under one roof.
  32. 1 point
    FMPONE

    Overwatch

    One of the best games in years! Can't wait to (officially) play soon
  33. 1 point
  34. 1 point
    Mazy

    Overwatch

    Grats on the release guise, hope I can get around to trying it out in the weekend~~
  35. 1 point
    Tisky

    Overwatch

    But.. but. i just called all my friends lol. Omg
  36. 1 point
    This editor is focused towards creating vmts, not vtfs. Using VTFEdit for creating vmts is more or less like using a text editor, and you have to remember or search for all the parameters. In VMT Editor you can just tweak sliders and checkboxes to get your desired material look, no parameter memorization necessary. As for DXT5 compression, they both support it.
  37. 1 point
    -yes I saw the windows you mentioned and I really like them but anyways it should be possible to throw some smokes from further away imo -you're right I forgot the image here we go -either the one on the left or the middle one You're welcome man!
  38. 1 point
    mendaxyz

    [CS:GO] Legacy

    That's actually what we did, though I'm sure the spawns will continue to be adjusted:
  39. 1 point
    Shibou

    de_oakwood

    Thx to @JustFredrik I've been able to solve some minor lighting issues and concentrate a bit more on blocking. The colour for player guidance on Bombsite B will be orange. Maybe that orange right now is a bit intense but its a nice contrast to the rest of the surroundings.
  40. 1 point
    Shibou

    de_oakwood

    Bombsite B has been reworked to look a bit friendlier. The low ceiling gave a realy depressing a clautrophic feeling. For comparisson reasons I attached images from before and after.
  41. 1 point
    Shibou

    WIP in WIP, post your level screenshots!

    trying to bring in some colour...
  42. 1 point
    Pampers

    Uncharted 4

    https://i.imgur.com/AiCy6Tm.gifv
  43. 1 point
    Bastion

    WIP in WIP, post your level screenshots!

    New bit of Fallout 4 stuff in the works.
  44. 1 point
    Working on my funicular shaft
  45. 1 point
    untor

    [CS:GO] de_waterfall [wip]

    Good day and good news! Map was full updated! Timeline Teaser (first video from the game on map, do not judge strictly)
  46. 1 point
    untor

    [CS:GO] de_waterfall [wip]

    Full update will be available tomorrow!
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