Jump to content


Popular Content

Showing content with the highest reputation on 09/06/2017 in all areas

  1. 9 points

    WIP in WIP, post your level screenshots!

    Hello everyone! I am the main level-designer of the project Episode 17. EP17 is a separate story that builds on the unreleased content of HL2 Beta. And at the moment, I prepare the main platform as game locations, and periodically share my work with the community. Now the team is a hell of a lot of people, and I only work on maps. I want to know your opinion on this project, and I really look forward to your feedback to help create the game. I am always open for communication! Thank you for attention! More information, you can find on the ModDB page. ------------------------------------------------------------------------------------------- http://www.moddb.com/mods/episode-17 https://vk.com/episode17 [email protected]
  2. 4 points
    The dos and don’ts of CS:GO level design - a guide to assist you crafting a well working competitive layout for CS:GO ________________________________________________ New update (27th June 2019): The dos and donts of csgo level design - updated 2019-06-27.pdf Steam version of the guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811 ________________________________________________ Original Post:
  3. 3 points

    WIP in WIP, post your level screenshots!

    Worked a bit more on this scene. Your critique will be appreciated.
  4. 2 points


    Their post is 3-4 months old. I'd certainly hope it would have been updated by now. - Additionally, NAV is usually one of the last things edited as maps constantly change. It would be chaos to keep re-editing the file every map version.
  5. 2 points
    Wow I missed this before, great guide!!
  6. 1 point
    This article may contain slight spoilers DOOM's Argent Tower is a superb Single-Player level. The Argent Tower motivates players with an obvious goal, expands in scope (almost unbelievably), and masterfully controls pacing. A playground for new a ability and a giant environmental puzzle, the Argent Tower is the best level in this excellent reboot of the franchise. Now, let's explore the reasons why this level feels so memorable! OBJECTIVE Players will know their goal from the outset: climbing the Argent Tower. In addition to verbal instructions, the level's construction and composition never fails to aim you upward. Warm lighting moves up vertically, so that players' eyes are always drawn upwards. Even the item you acquire in the level's prelude is a double-jump upgrade, which the level then associates with an oft-repeated green light motif. Players will be doing a LOT of double-jumping in the Tower, so the game articulates a method to guide them. While players may or may not consciously respond to this green-light motif, the designers clearly believe it works as a navigational aid: it is repeated with brutal consistency throughout the level. SCOPE When players reach the Tower's inner core, the vast power of DOOM's engine is indisputable. Great music kicks in, monsters spawn all around the player, and the game "gates" engagements without muddying players' central, long-term gameplay goal. The symmetrical, circular design of the Tower's core proves extremely useful in several respects. Because players can only progress upwards, they get to experience fun combat engagements and jumping puzzles before they are neatly stuffed into small corridors adjoining the main core. This contrast between the core's verticality and its cramped side passages makes for easily controlled progression through the level and amplifies the awe of returning to the core. In one side area of the Argent Tower, players experience a "monster closet" ambush, a classic DOOM design trope in which a demon emerges from a closet adjacent to a corridor. Here, the designers chose an exploding demon for extra "oomph"! There's just something timeless about monster closets. That the game dives down to its most granular level (the monster closet) additionally provides contrast to the heights of the massive core. PACING DOOM carefully reminds players of their progress ascending the Tower. In one cramped side-area, players are faced with the seemingly trivial task of shooting canisters that underpin an elevator blocking their path. After destroying the canisters, the elevator falls down its shaft. Half-Life 2 used similar imagery to convey the scale (and ongoing destruction) of The Citadel: An additional point of this elevator diversion was to slow players down, to keep them away from the showpiece core a little while longer. New players will take a minute to identify the canisters overhead and discern that they need to be destroyed, because this is a novel task and because FPS players notoriously fail to look upward. Later in the game, the designers repeat the canister mechanic before providing players the BFG, the defining weapon of the series. Without the subtle change in momentum the canisters provide, gaining access to the Tower's rooftop or the BFG would feel too straightforward and simplistic. Having artificially lengthened the break players take from the core, the designers have guaranteed that environmental contrast will enhance perception of the Tower's scale AND that player intelligence and momentum has been challenged by a new problem. (...but because this is DOOM, problem solving is still ultimately about destroying shit.) Players complete more than six different jumping tasks including riding a flying drone to climb the Argent Tower and enter a portal into Hell. Such a variety of jumping puzzles and hazards makes the level memorable and is another technique enlarging perception of the Tower. To be clear, jumping puzzles are universally terrible in every FPS game, but their annoyance here is dulled by the focused grandiosity of the level and the ability to grapple onto ledges. The designers ultimately cared a lot more about giving players a memorable locale than sparing them falling deaths. CONCLUSION After reaching the top of the Argent Tower, players are greeted by a giant, climactic battle which ends with a wonderful fade to white. Only now are players ready to enter Hell confident that they've truly gotten to experience Mars. It's important to remember that, fundamentally, the Argent Tower is about going from point A (the foot of the tower) to point B (the top). Faced with a similar Tower-landmark, some designers might path this route with nothing more than a simple elevator cinematic or miss countless opportunities to do something special. DOOM's designers, however, missed nothing: they recognized the need to offer players dense and varied challenges, careful pacing, and spatial design rich with contrast. Later, when players return to Mars, the destroyed husk of the Tower provides an instantly recognizable landmark re-orienting players on their adventure and a tantalizing hint that things are different now. The Argent Tower goes to show that great levels are not about the destination, but the journey -- and all the controlled chaos along the way! Thanks for reading!
  7. 1 point
    https://gamebanana.com/textures/4175 Add "$reflectance" "1" into mirror.vmt file, if you want fully reclectance mirror (brighter reflections). Stock value is 0.25. Files are still working, I compiled map for testing few minutes ago.
  8. 1 point

    [RELEASED] de_stirner

    First of all, Thanks a lot for your feedback I am nearly done with detailing and will upload a newer version soon. Because I also realized that ct rotating might be too restricted, I added a second door (between the lower stairs and B outside) That can be both used by Ts and rushing CTs. The amount of hiding spots was intended and is balanced imo, because you can destroy some of the pillars and demolish the hiding spot by doing so. When I have updated the workshop, I will post it here so you can have another look at it.
  9. 1 point
    Now in part 3 let's stop being all too abstract and let's rather get more specifics with our multiplayer level layouts. https://www.youtube.com/watch?v=U4dutbP0DwU In case you missed part 1: https://www.youtube.com/watch?v=o4YbGGv1n00 In case you missed part 2: https://www.youtube.com/watch?v=WnR40rBjGzc or my channel introduction: https://www.youtube.com/watch?v=Vlyz9XIYPdo& Please share, like and subscribe. It takes a lot of time to create such videos and any support is highly appreciated.
  10. 1 point
    Hey Mapcore! After creating my first CTF map in UT a while back, I wanted my next one to be more ambitious. My first map was much more conservative, and I wanted to really push myself and learn a lot with this one. This is the second time ever I am making a map, so I am still learning. I thought I would share the progress on this map I have been working on, CTF Forest. (Generic name I know, :P, still a WIP) Currently I envision it as 10v10, possibly higher, possibly a bit lower. It is still in the greybox phase but feedback and criticism is more than welcome! Mostly I am still adding proper cover, and pickups such as health and weapons. The story of the map is that a logging company has started taking over the forest from the native population. So I tried to make each side unique showing manufactured vs natural areas. My initial bubble diagram for the map showing the areas and their connections Engagement diagram showing where offensive and defensive spots would be. Along with a sniper position This is the native spawn in the back and base in the front This is the Logging Companies spawn in the back with the base in the front. The cylinders represent trees, the eventual art pass will sell the forest look much more. I hope to have a .pak uploaded soon for testing! Any and all feedback is welcome
  11. 1 point
    I like the part on collision and visibility, That something we often forget!
  12. 1 point
    leplubodeslapin wold you mind if I copied the values from your vmt? Thanks a lot for your comment, I think you saved some people a lot of work
  13. 1 point

    [WiP] de_BREAK

    Why are you commenting on every WIP map saying the nav mesh needs updated?...It's getting to the point where you're just spamming the subforum.
  14. 1 point

    WIP in WIP, post your level screenshots!

    Damn. This looks really cool. sure wish that stupid Hurricane hadn't come and I could play this!
  15. 1 point

    Portfolio Building

    You go to Steam and check the requirements section - it is listed there. I sincerely hope hd space is not what going to hold you back from getting into modding though.
  16. 1 point
    A bunch of new wood texture images are ready, both standard and seamless, on my TXR - Wood page. http://soundimage.org/txr-wood/ I hope some of them are helpful! :-)
  17. 1 point

    [Released] Fiorina

    Nice work
  18. 1 point


  19. 1 point

    [Released] Fiorina

    would love to see an overview layout but looks fucking amazing!
  20. 1 point

    [WIP] de_biome

    Update: I haven't changed much after the last playtest, most people seemed to like the layout. One problem I noticed was that nobody wanted to go B. It might have been because of the tunnel making it easy for CTs to flank. Or maybe because there is only one entry making it hard to enter the site. So far I added this door, making it harder for CTs to push the pipe, I also moved the spawns slightly so Ts get to B faster. I also started detailing the exterior. I'll be going for this style:
  21. 1 point

    [UT4] CTF-PaleoPark

    Recently picked up this map again, I feel like finishing it! Here's a timelapse of a Triceratops statue slowly melting. Some parts of the map are nearing completion, others are still in prototyping.
  22. 1 point

    [CS:GO] DE_Breach - Released!

    Update! Map is now called Breach, and here's the progress we've made so far:
  23. 1 point
    Hey guys, been a long time i didn't post anything i have been working on : Here is my recent work : Yorkshire Dales vista, All rendered in UE4 dynamically (foliage is using volume light sample to receive GI, but still not perfect in dark area,caused by the way the foliage tool work... ) More Screenshots on my artstation ! https://www.artstation.com/artwork/0VAd4
  24. 1 point
    thanks for this man
  25. 1 point
    I am just starting out and definitely lack practice and experience. I appreciate you being honest with me and recommending that book. Now I will go read it and hopefully get a better understanding of the fundamentals.
  26. 1 point
    SURF GALAXY Surf galaxy aims to innovate the overall genre a little bit by trying out multiple layers in between the base ones, including some dynamic elements which is almost never seen in other maps, and giving it some thematic material that could fit in the surf world. If you have any suggestions, tips... let me know, all are very welcome! A HUGE thanks to Shawn Olson, for the Wall Worm Model Tools! In the mean time, ENJOY! Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=951672581 GameBanana link: http://gamebanana.com/maps/195847 A trailer for those interested to a have a quick look at the map in-game!
  27. 1 point
    I added a trailer for those interested to take a quick look into the map in-game:
  28. 1 point

    [CS:GO] surf_galaxy (Surf Galaxy)

    Spotlighted. This looks sick.
  29. 1 point
    Thanks for this dude. Will really help when I get started with mapmaking!!
  30. 1 point

    [UT4] CTF-PaleoPark

    Haven't had too much time recently, but I've started out fleshing out the mainhall, and it's basically complete. Now up next are the main wings.
  31. 1 point
    Alright so your problem is just because of the texture. You can find the one from HL2 here : SteamAppscommonHalf-Life 2hl2 Open with GCFScape hl2_textures_dir.vpk In the glass folder, you should be able to find the textures you need ("reflectiveglass002" & "...003"). I made one from those HL2 textures with this VMT : "lightmappedreflective" { "$basetexture" "cs_opera/miroir" "$translucent" 1 "$refracttexture" "_rt_WaterRefraction" "$refractamount" "-0.1" "$refracttint" "[1 1 1]" "$reflecttexture" "_rt_WaterReflection" "$reflectamount" "0.1" "$reflecttint" "[1 1 1]" "$fresnelpower" "1" "$minreflectivity" "1.0" "$maxreflectivity" "1.0" "$normalmap" "cs_opera/miroir_normal" "$surfaceprop" "glass" "$bumpframe" "0" } miroir.vtf is a copy/paste from reflectiveglass003.vtf miroir_normal.vtf is a copy/paste from reflectiveglass003_normal.vtf I simply modified the default refract values and few things to get a flat render, a clean mirror. I don't really know much more about this kind of texture, you should try to change some values on this vmt to see how it works. Tell me if you need any more help (the map with the mirror i made : http://steamcommunity.com/sharedfiles/filedetails/?id=262196646 )
  • Create New...