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Showing content with the highest reputation on 05/01/2017 in all areas

  1. Hi I'm working on a demolition map for the csmapmakers subreddit contest with @Quotingmc and @VIOLATION. We have a layout we are happy with and I started making models for it. Here are some screenshots : The main reason I'm posting my work is to ask @Yanzl and @'RZL an important question... Please, could we use some of your models from Resort? \o/ (I believe it's Yanzl's work :p) I'm asking because I'm not a 3D modeler, I can barely use the extrude thing in 3Ds Max, I press the Auto Smooth button and I apply a texture that in most cases I take from the de_nuke files... I really like your props, chairs, beds and other hotel stuff you made, it's super cute and clean and I could remake all of that but it would take me months and I don't have that much time to work the map. I plan to add some easter eggs in any case, little references to others maps / mappers and I plan to give some "lore" to the map by making a connection with other maps like cs_cruise and some official maps. Thank you in advance for your answer, it's ok if it's a "no", in any cases, I like your work guys!
    20 points
  2. PogoP

    The random model thread!

    Cool stuff, is that for a Source map or what? I have no idea what Junction is Carrying on with that random space shiz I was doing a few months back. Wanted to get back into hard surface in preparation for getting back to making lots more art soon. Made a Spacex inspired manned capsule/lander thing. Just a quick Marmoset render, I want to make a proper environment for this thing to set in. Need to do another pass on the decals too, they're a bit all over the place.
    9 points
  3. Nothing is more romantic than developer textures
    4 points
  4. Some old work from junction, and also some new stuff:
    4 points
  5. So I have to tell you guys something. Roughly two weeks ago we got the message that we were accepted to the first game company incubator here in Malmö (Sweden). Today we spent our first day in the office and we got our first studio-for-hire contract signed as well. Our contract is with the Swedish Aircraft Agency for which we will be modelling airports for their flight control tower simulator and while it's not exactly games it's very different from the consulting work we've done earlier, because this contract means that we can work on it as a studio and not split up our entire team on different projects. I also dropped down to 70% with my teaching job so I can finally work day-time with our own stuff and I'll most probably drop down even more before the end of this year. This is it, almost three years later and I now see us as a serious indie studio, we got a project that's coming out the door this year (Spellsworn) and are starting the pre-production for the next one this summer, we got an office and well.. I'm just so happy and grateful to be where I am! Walking on clouds right now but I'm so scared there'll be a hole somewhere! Gotta keep my cool. Here's me in our office! (To be pimped)
    3 points
  6. Here's the port so far, couple of issues still to sort such as the Glass needing to be replaced.
    2 points
  7. Cruise was a hostage map
    1 point
  8. -HP-

    Overwatch

    While it's true DPS heroes have more quantifiable ways of ranking up, there's other ways, I ranked up like CRAZY playing Zen, by doing something very simple: Calling out my discord orbs! I get a card at the end of the games, almost every single time, because you incentivize focused damage. Also trying to predict who your sniper or your 76 will be shooting at by giving him a boost is always good. Another example is that if you're a really good Zarya, successfully giving your mates shields can really help you as well, specially if they have a Roadhog. As for Puddy's question, I'd say always have your favourit hero, and really learn his strengths / weaknesses and master it. That said, it's very important to also master one hero in each of all 4 categories, your "main" might be already taken sometimes (or often, if it's a popular DPS hero like s76) and you might need to fill. Being able to adapt to comps is the best way to really get good at this game, eventually you'll have a "main" in each category, and that's the best place to be and you can swap heroes on the fly during the game with no problems. Specially if you're doing really well with a hero (For instance, say you're killing it as pharah, if the other team has half a brain, they're gonna counter you with one or even two hitscans), that's your queue to flip that around and counter the counters.
    1 point
  9. Buddy

    The Alien movies

    Prometheus looked great, was a bad movie though. I lost hope for Ridley to actually produce a classic again, he is working with some really bad writers nowadays smh
    1 point
  10. Puddy

    Overwatch

    Quite recently started playing Overwatch again, haven't really played since Season 1. I've gotten into competitive too and it's quite fun and I really noticed how my skill improved by playing in more demanding matches. Currently at 2650:ish something. However, I am in a bit of a conundrum now when it comes to what heroes I should use and practice with. What is better in your experience, to know at least a character in the different roles or to know several characters in one or two roles so that you can adapt to enemy comp while still performing your "role"? Or in general, how do you guys pick your heroes? Do you stick to your main or mix more?
    1 point
  11. And a late thank you!
    1 point
  12. This was taken at a developers meeting
    1 point
  13. de_junction
    1 point
  14. blackdog

    The Alien movies

    I get what you mean, as I liked it at my first viewing, the whole creation thing was interesting enough… but left me with a weird taste and when I watched it a second and third time disliked it more and more. But I feel like I really want to like it, aesthetically was great. Love the flame thrower scene.
    1 point
  15. -HP-

    Overwatch

    YAY! It was harder to get here than I thought... fuck.
    1 point
  16. Congrats @Sjonsson (and late Happy birthday btw )
    1 point
  17. Keeping busy...(Might tweak the rocket ship, add some wear to that red paint..)
    1 point
  18. -HP-

    The Alien movies

    And james franco. I wonder if this is actually the sequel to "This is the End."
    1 point
  19. More WIP/modular assets In parallel, alpha blockout layout is being tweaked and finalized
    1 point
  20. That's like having the choice between aids or cancer for the second turn. I don't want to see the scam of the far right leading the country, and i was out in the street 9 months ago when Macron was minister of the economy. I have no idea what to do. Tempted to go vote white, or pound what will do the less damage in the long term.
    1 point
  21. Voted for Melenchon, proud to be part of the France Insoumise. Now I'm just sad and I want to go for a NOTA but I also don't want those fucking FN cunt to be first.
    1 point
  22. oh please tell me there are chicken sound effects when shot.
    1 point
  23. Very early w.i.p of the scene that im working on in Unreal.
    1 point
  24. IT WORKS! Sorta....I might make the scoreboard work, but it seems like a nightmare that can easily sink a lot of time into and get me no where...
    1 point
  25. grapen

    The random model thread!

    Hehe yeah I know, open source algorithms will go in and fix them by hand tonight! Edit: while doing this I noticed two stray verts had found their way into my reference branch, jacking up the total tri count by 33%. Crisis averted. All is well that ends well.
    1 point
  26. cashed

    The random model thread!

    @grapen I cant unsee these lines
    1 point
  27. grapen

    The random model thread!

    Hedge 3.0. This is probably as fluffy as I'll be able to make it without going crazy on the tri's.
    1 point
  28. FMPONE

    [CS:GO][WIP] de_sanchez

    I think this turned out really well. You definitely nailed the theme and the map has a lot of detail to look at and take in. Here's some crit: 1. You're using a lot of materials, models, etc. It might be a good idea for a lot of reasons to consolidate your material usage to a handful of "theme textures" (custom?), textures that define your level and are used throughout consistently and help define the exact look you want. For your theme textures, I would say maybe no more than 15 or so. Sure you'll have to replace a lot of your existing textures, and repeat textures more, but if you do it cleverly the consistency of your look will be improved a lot and performance as well. Same idea applies to models. As an example of where you already do this very well: your skybox and the outer part of the map. You always use the same few tree models, grass models, and that really helps make the level feel "real". The inside of the level would benefit from that kind of consistency. 2. It might be smart to be more critical of non-HR textures. This map has a lot of potential! Try to limit your use of the non-HR textures, and you'll see a big improvement in the definition of your surfaces. 3. Not all details are created equal. You do a lot of clever stuff, but it can be a bit overwhelming. As an example of what you maybe don't need: the leaves growing out of the white wooden lattices. Why not either go full natural there, or full wooden. When you mix the two you suffer from what I think the level has a bit of already, which is a feeling of chaos. If you're going to use barrels, why not use one barrel across the entire map, one set of rock models (custom?) etc. 4. Custom content. This map would benefit a lot from looking at each individual wall, prop, etc. and making the most "polished" version of that area. Custom content for signs, custom wood textures, custom models, etc. These would all help make the level less chaotic, more memorable. Overall, think this one shows a lot of promise!
    1 point
  29. i remade an old map of mine i also just wanted some practice this is playable, but im uploading it to the workshop later
    1 point
  30. Update! Here's how it looks now:
    1 point
  31. Engli

    Mapcore Introductions Thread

    Hello everybody, I'm 21 years old level designer from Czech Republic and I'm currently creating maps for truck sims at SCS Software. I was lurking for a long time and I decided that it's time for posting now.
    1 point
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