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Showing content with the highest reputation on 09/15/2017 in all areas

  1. 8 points

    Source 2!

    I have a vive at work and I thought it would be interesting to see the map i'm working on in virtual reality. I couldn't get VR to work in HL2 or TF2. It could be because I only have 4gig ram at work. It could also be the lack of support from valve. Anyway, SteamVR has also home environments, it's like your "home" from where you can launch games. Chat with friends etc. Those home environments run on the source2 engine. So I thought let's port my map to that. Well opening the map in source2 hammer is easy but all your textures are lost. Also things like func_detail are gone. They show up but it's not an entity anymore. This is because maps for source 2 are more like models. Hence the editor has now edge loops, splitting, bevel and stuff like that. Which I think is really great. Also the editor is way faster. I always found hammer to be really sloooow. Even on a quite small map, dragging stuff around never felt smooth. Now it runs close to 90fps and when I drag stuff around it goes to 60. I have to say my map is quite small but still it's so much smoother. And I have to say, this is with a really nice lightning preview! Also, you don't have to make a skybox around your map, so having leaks is also gone. For me it's not that big of a deal but it's sure something I embrace. The icons in the editor are quite horrible. They are really grey-ish and therefor they look all quite similar. This seems to be a trend in icon design in general which I really dislike. They eye works so well in perceiving color. Here 2 images for comparison (and note that hammer2 has a lot more icons, I only show the side bar here). Note that in certain parts they do have icons with really good distinguish colors! You can also map really well from only using the 3d viewport. This is really nice. I only go to a side view to place a model precisely on the floor for example. And the lightning in the viewport is really nice, including shadows. With the hold hammer I really disliked the contrast, I always hoped they would add ambient occlusion or something. Anyway, my point was to see my map with VR. And this is really nice. It's only a small part I have with no textures but it's so nice to walk in your own map. To feel the scale. I made a car out of brushes for example based on the scale of the car you see in de_nuke. Now with VR I really felt how the car was to big. Which is nice cause i'm making a parking garage. And large areas don't do well in csgo, and now I have the cars like 0.9 times smaller I can make a lot of the map smaller too. Maybe I post more thoughts later.
  2. 5 points
    Probably the saddest thing I've seen on this site, seeing this map in here
  3. 4 points
    El Moroes

    Dishonored II

    Guys, our standalone "Dishonored : Death of the Outsider" is released And if you want, you can see this video (spoil alert!) to see the gameplay : Have fun !
  4. 3 points
  5. 3 points
    Thanks for the map, I'll download it and finish it. Can u also share your scottish map as well ? ($$)
  6. 3 points
    General Vivi

    Uncharted 4

    Some cool Dev related stuff from their new dlc. Related to layouts!
  7. 3 points
    Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates
  8. 2 points

    WIP in WIP, post your level screenshots!

    Working on a project for brainbread 2, here it is W.i.P
  9. 2 points

    [CS:GO][WIP] Trailerpark

    More images of same areas, though I have done a lot more on other parts as well, and will hopefully post screens of those soon. Winnebago is first pass, and other areas have a better shape now I think. The 3d sky will have a tree line between the mountains to try and look like a forest, and fill in the empty spaces. The older one was a bit too close to the main map. When I work on it again, I will move it back a lot more so that it looks better under scrutiny. Lot of hard edges in the interiors atm, but I will fix those when I get round to the polish stage.
  10. 2 points
    Hi all! Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!
  11. 1 point

    [CS:GO][WIP] Trailerpark

    Posted a few of these in the WIP section, but did a bit more since. Managed to first pass the 3d skybox, a trailer interior, and another path. The map is still flat, and has a lot of "lines", but I will get to those later. The mesh trees are also pretty dark, so I will have to modify those at some point. I also posted another reference of things I will try and add. The hot air balloons will definitely be in since there area lot of air balloon shows in Lake Tahoe, plus they will make some good navigational markers.
  12. 1 point


    Hey all. Finally decided to make a topic after weeks of postponing Offtime is a hostage rescue map set in a giant concrete transmission tower. It features a vertical layout, covering a number of the bottom floors. Credits to @Rick_D_D and @Yanzl for some of the props/textures.
  13. 1 point
    Revulsion now available on steam early access! This thread shows the production of the game from fairly early on to what we see today. http://store.steampowered.com/app/719180/Revulsion/ My Next goal goals for the project is to now begin a polish phase. This means making it so that enemies animate and properly react to being shot. There are a large number of changes in the works for next phase. This will be my last push before I have to get my stuff together and move back to America. Project Stray - Watch me play my games latest Build! 7/25/2017 New titlescreen in place Slight Nerf to the Blaster (1.5 to 1.8) Slight Buff to the Magnum (1.8 to 1.5) Tooltips should appear while over the entire item Icon Magnum accuracy increased (was 6.0 is now 5.0) Lighting gun range increased (Now 500 units, was 200) Bullet holes now travel with moving objects like doors. Mega armor booster removed from minigunner death drop (Mega armor booster is cut from the game as of now) Directional keys automatically cancel inventory menu Travel menu buttons reworked for clarity Reworded all inventory menu categories for clarity Remove armor from all enemy types (For now enemies have larger health pools with no armor) Player cant move view while in any of the menus The Dark Base has had an art pass done to it. You can support this project by simply following me and upvoting me on Steemit! I regularly do dev streams here: https://gaming.youtube.com/c/CastleDoes/live (4:00 PM EST)
  14. 1 point

    Diversion (WIP)

    Hello guys, This is my first time making a "real" map (tried a couple times before, but they all end up being forgotten). I'm still learning Hammer, so it's being fun/hellish ride (I love CS:GO, but Source can be a pain in the ass). The map is pretty empty right now. The bombsites requires a lot of work (covers, nade spots...). I'm making my own props, so I hope everything on the map will be original. I don't know if I'll be able to do that in time, but I'll surely try, Right now I'm focusing on fluidity. This is very important to me. My idea of a good map starts with the flow. Since I'm using the ol' "four leaf clover" layout, players won't feel lost. I know, it`s not an original concept, but that's what I can come up in such limited time. So what I`m going to do now: - Improve the bombsites; - Fine tune the lights; - Make a lot of props, - Make decent buildings for the 3D skybox (I just placed some random brushes in it). But as soon I figure out how each bombsite will be played, I'll release a rough version on the Workshop. I hope you guys enjoy my humble map. PS: I'm Brazilian, so sorry for my broken English.
  15. 1 point
    Hey all, Because my busy life doesn't allow much time for side projects and thus doesn't satisfy the urge of doing something constructive, I wrote a multi-parts article about guiding players through environments (a subject that fascinates me greatly.) Push & Pull - The art of guiding players through an environment 1. Introduction 2. Facilitate mental mapping 3. Influence via composition 4. Lure with affordance 5. Drive with goals & narrative 6. Communicate through a language 7. Direct with restrictions & cameras 8. Show with UI elements & cut-scenes 9. Conclusion I intend to tweak and improve the article if needed so I'd be very interested to hear your thoughts, criticism and feedback! Hope you like it!
  16. 1 point

    [CS:GO][WIP] Trailerpark

    Looks Global to me! I'll see myself out...
  17. 1 point

    [WIP] ARIZONA - Source files available

    Well, you should do what's right for you. But on the other hand it's sad that another promising project gets canceled. We didn't see many good new maps during the last year but a couple of promising projects getting aborted. Probably it's because making a good map has become way too time consuming...
  18. 1 point

    [WIP] ARIZONA - Source files available

    Don't take it too hard on yourself for moving on. Life changes and I think everyone here understands the decision. I hope this means that we'll be seeing more of that macro photography.
  19. 1 point

    WIP in WIP, post your level screenshots!

    Thanks very much for the feedback! The light is that tiny one up top on the ceiling, I'll try and brighten it up a bunch & make it more obvious. I'll definitely also see what I can do about the Normals
  20. 1 point
    Andre Valera


    Taking a step back and looking at the map with a fresh set of eyes is definitely a smart decision, healthy pauses could lead into increased (lasting) productivity in the long run
  21. 1 point

    [WIP] ARIZONA - Source files available

    Take care Moroes. Do what you think is best....
  22. 1 point

    [WIP] ARIZONA - Source files available

    Take care of yourself, your family, and do what you love doing. We should all spend our time wisely.
  23. 1 point
    Guys...bad news here. Well how will I explain that I think this project show me that I've enough with mapping ? Mmmh during the last couple of days (and after two busy summer months) I tried to find someone who could help me to art this level. I honestly though that this map will be something that I'm proud and perhaps the last level for me...but these last days I was also thinking a lot about myself and my priorities and unfortunately, making levels is not on my top priorities. Of course I still like that but now, and since few years, it's my job and I honestly don't want to spend time on that when I'm at home. I think I should stop lying on myself and make what I really want to do. Of course I'll continue to follow what you're doing guys (because you're making great levels!) but, yeah, about me I'm done with that. Perhaps some of you would like to continue this level ? If it's the case, you'll find all the needed files here : DOWNLOAD ARIZONA FILES Well, I think it's clear and I'm sorry if I disappoint some of you but I think I take the right decision for me.
  24. 1 point

    Day of Infamy - Schlag

    Those greybox images are looking great! Keep it up
  25. 1 point


    It's time for an update! (FINALLY) I've been working on detailing A site for a while now. Since most models don't fit the theme I'm going for, I worked on some custom models as well. Oh, and don't mind the obvious seam in the geometry on the first screen ok thanks I'll try to post updates more regularly from now on!
  26. 1 point

    The random model thread!

    Follow up post on this one.
  27. 1 point
    I've been working on a remake of de_tides for CSGO. (Mostly as practise)
  28. 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:
  29. 1 point

    Random Photo Thread

    Just got back from Iceland, what a place, here are a few pics, more to come.
  30. 1 point
    I think you should stick with this.
  31. 1 point


    The overall mood and gameplay for this area has been nailed down. What you see is CT spawn, and the tracks cut through the entire map on a highrise platform. In the second art phase I'll revisit this part to work on finer details and final lighting. For now I'm moving on to work on the area to the right of this shot.
  32. 1 point
    I always enjoyed making weird shit but rarely released anything. Sadly CS:GO never really supported mods properly, hence I abandonned mapping altogether. The Gridlock map from Gears of War, including fully functional control point modes that balanced next spawn locations of the CP and player spawnpoints based on various scores; Same for team fortress maps or other weird shit some ports from Medal of Honor allied assault: I think we may have been to the same spot:
  33. 1 point

    [CSGO] de_subject (WIP)

    Sorry for the OT, but let's not forget that Aztec was actually featured in the launch trailer for CSS You guys remember when this was shown after the HL2 tech demo at E3 2004. it was The Shit! CSS actually came out before HL2 and looking back you could say that was technically the first early access game ever sold (?) This and the allure of a Day of Defeat Source that hadn't even been shown totally made me spend the money necessary for the Gold version... I paid 49€ just to get it shipped from the US! PS: gun models (in perspective) and especially reload animations are still nicer from in CSS than CSGO
  34. 1 point
    'Secret' Area in Lair. Flyaround at 7:35. I released the map but this area was never finished. Stumbled upon the screenshots again.
  35. 1 point
    First maps I ever made. I was about 14.
  36. 1 point
    Can add two more to my list of interesting ideas I had but nowhere to go with them Hanoi/dense Asian city: Luxembourg City:
  37. 1 point

    The random model thread!

  38. 1 point

    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.
  39. 1 point
    The Horse Strangler

    The random model thread!

    Some old work from junction, and also some new stuff:
  40. 1 point
    Old version of Valley. New version incoming but real life comes first
  41. 1 point

    [CS:GO][WIP] Trailerpark

    This is the last set of screens from this area you will see for a while. I promise! Some parts, like the ground went backwards - I had to change the displacements. Even though three of the buildings are identical (apart from the colour) - I am calling this first pass, and will move onto another area. CT's now spawn on flat ground - previously it was a slope which felt strange. I also got some reference images for a beach tower and a beach hut which I will add for the next pass.
  42. 1 point

    [CS:GO][WIP] Trailerpark

    Thanks for feedback! catfood - with regards to the lighting and colours, for the time being I tried to copy games that have a lot of colour in one area. Example image below. I think if too saturated, things might get a bit crazy! leplubodeslapin - thanks for those images. I played Life Is Strange as well and took images, but was on such low settings, so things looked a bit crap. Will definitely be using them for ideas - got the back of the beach ready to art in last image. I think maybe rocks, trees and foliage instead of whales! The watchtower would also be good to add. Will see what can be done with lighting when the map is more complete. What might look good in one area, might look too saturated in another. Worked more on CT spawn - did a build with trees as well, but they are so dark, I think the only solution to fixing them so they are not almost black is to lighten the texture a lot, and recompile. Turning off shadows etc makes the trees look radioactive.
  43. 1 point

    [CS:GO][WIP] Trailerpark

    World smallest update! Added a beach for the CT spawn, and a hill for some elevation. Also did a first pass of another trailer (the blue one).
  44. 1 point

    [CS:GO][WIP] Trailerpark

    Thank for comments guys! Sewers - yeah they are a bit out of place! Too Italian I think and not grungy enough. Main thing was to get the shape in, and basic idea. Will fix them later on once map has been given a first pass. RA7 - nah not breakable trailers, but I think some will have to look a bit broken so that there is some variety. Otherwise, they will look too similar. Also, thanks for reference image and Lanmaniax pimp (great to see it back!). blackdog - yeah the flatness and the fact that trailers are low has limited what can be done. I did find some raised trailer references, but they looked kind of ridiculous in the map (see below). In the end, I have to go with things like steps - (purple trailer and the swimming pool). In the end, the map has similar heights to maps like de_st_marc and dod_flash for example. Initially I was put off by the lack of height, so blocked out another map - de_hydro or something similar based in a dam, but made sure it had loads of height variation. However, I returned to the trailer map because I prefer the theme.
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