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Showing content with the highest reputation on 09/17/2017 in all areas
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13 points
Dishonored : Death of the outsider // Curator and ghost town
maxlevelboi and 12 others reacted to kikette for a post in a topic
Hello guyz ! I did few screens of my work on the new Dishonored stand alone that I wanted to share with you If you want to know anything about these screens, as simple as it can be, feel free to ask, it would be a pleasure to answer Compared to art station, the following screens are in a much higher resolution (1920*3416 instead of 1920 * 1080) and I apologyze by advance if you get any trouble dowloading them. On the following screens, I only did the Buildings (Models and textures). The lighting, the composition and the smaller asset are made by my great colleagues I'll certainly update this topic with new pics when they'll be ready. Enjoy -_-_-_-_ Curator -_-_-_-_- Architecture design by Valentin "3dnj" Levilain -_-_-_- Ghost town -_-_-__-_- Architecture design by Christophe Lefaure -
3 pointsWorking on a project for brainbread 2, here it is W.i.P
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2 pointsDark Roads is one of the two halloween maps i've been creating for Team Fortress 2. Original map saw the light of the day 2011 and i helped creator of it to optimize and finish it up at that time. So with the permission of the original creator, i made out a halloween map out of it just because map still feels like it needs more attention. With the help of few others that contributed models and particle effects, this felt right thing to do. I've been working on this on and off for months now and right now i'm happy enough to say it's close to being finished. Map is available at the Steam Workshop of TF2 maps. Here are some screenshots from the latest version. Thanks.
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2 points
[CS:GO] de_dawn
maxlevelboi and one other reacted to csWaldo for a post in a topic
Hi =) I've been working on this greybox for a few weeks and it's now in a playable state. I've tried to convey some of the visuals I'm aiming for and already done some refining on timings and cover. The layout however is rather unusual and though I tried to make it fun and balanced it is really hard to judge that without the feedback of others. If any of you are interested in the map I'd love to hear and discuss your opinions on it. I am currently hosting the map here: 207.154.212.149 (host in europe). Add me on steam if you'd like to play it with me. Workshop Imgur Hope you enjoy. -
2 points
ITT: Post maps/scenes that never saw the light of the day.
maxlevelboi and one other reacted to 'RZL for a post in a topic
Let's start a petition to force @ElectroSheep to finish this map. We can't let him get away with this! >:( -
2 points
[DevLog] My Friend Pedro: Blood Bullets Bananas
tr0nic and one other reacted to DeadToast for a post in a topic
Hey! Look! I'm alive, and so is the project. Sorry for the silence on here. If you've missed me and want to see more from the game more often, be sure to follow my Twitter: https://twitter.com/deadtoast_comIt takes a bit more effort to write something for the DevLog, and I like to focus my time as much as possible on actually making the game.. so... yeah.Anyway! Here's a quick summary of some of the stuff that's been going on since last time.I give to you: The Skateboard. So this one seems to be a bit of a crowd pleaser. There will be moments where you can use a skateboard and shoot bad-dudes at the same time. Because.. why not.So after thinking about more cool things you could interact with in the game I thought of doing barrel running. I like the barrel because it can be used to run over enemies or if a barrel is placed above an enemy you can shoot the barrel to make it fall down and take out the enemy below.I've been wanting to add kicking/melee for a while. I used to have a punching thing before, but it didn't feel right. I finally figured out a way of doing kicking that makes sense with the game. I'm quite happy with the fact that you have to "aim" your kick, or that the kick follows the direction you aim in.This is the latest addition. Basically when doing play testing a lot of people were trying to do the split aim while swinging and later realizing they couldn't because one of the hands are used to grab on to the rope. I had a little think and thought it would be cool if you could grab the rope with your legs, freeing up both arms for split shooting.I'm just including this GIF to show how some of the visuals have progressed. I'm quite liking the colour scheme going on in this level.I also had a quick go at making some promo art. I went to Gamescom in Cologne a month ago, or so, and needed some flyers. It was amazing to meet developers from all over and even a couple of fans showed up which totally made the whole trip for me! It makes me so full of motivation knowing there are people out there who not only play stuff I make, but actually enjoy it! No feeling quite like it.Aaand that's it for now. Don't forget... For more frequent updates, be sure to follow Twitter @deadtoast_comBaaiiii -
2 points
WIP in WIP, post your level screenshots!
Stract and one other reacted to CWardee for a post in a topic
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 -
2 points
Random Photo Thread
Squad and one other reacted to 2d-chris for a post in a topic
Just got back from Iceland, what a place, here are a few pics, more to come. -
1 pointHello 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.
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1 pointThanks a lot guyz I honestly think that we greatly betterly mastered our engine this time and I wish you'll enjoy the game at 60 fps ahah
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1 pointReally love that industrial setting, great job guyz.
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1 pointAbsolutely incredible!!! Loved D2, can't wait for this. Congratulations.
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1 pointReally inspiring stuff. I just love the bulky architecture and colors, you guys are not messing around.
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1 pointI tried to create some Macro's (with a regular lens) of a spider with the tip I had last time: using manual focus. I experimented some with different closing times and angles to let in different amount of light. Which one of the photo's below you guys like most? And those aren't edited at all.. are there any tips on improving them with Photoshop? Also check out the album with a second spider creatings it's web. It was pretty satisfying to watch him work: https://imgur.com/a/C25Ta Photo 1: (1/1000 f5.6 iso 800) Photo 2: (1/640 f5.6 iso 800) Photo 3: (1/250 f5.6 iso 800) Photo 4: (1/100 f5.6 iso 800)
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1 pointLooks really nice!
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1 point
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1 pointThis map is pretty great, it has a ton of great detail put into it and one of the best skyboxes ive seen in a map I do however have one issue with this map (and its not even part of the map) The workshop description says this map is set in Namibia which is a country in the south west of Africa. But your CT's are the Israeli Defense Force and the Ts are Phoenix Connexion (Who are Russian) On top of that you have blue APC's next to ct spawn, which are vehicles typically used for the SAS I dont know whether player model accuracy is something you actually care about, but if you do then here is what I recommend. Change the ct's to be SAS, they operate internationally and also feature gas masks, which sort of fit with your theme. The Phoenix are also international and while they work fine for this map, I think the pirates would fit better with the theme, especially since the pirates seem to be from Africa. The only issue with them would be their large backpacks, but considering the IDF (which are the current CT model) have larger backpacks, I dont think you have a problem with that.
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1 pointWell, time to resurrect this post About a month and a half later, I'm finally happy to present the newest iteration of de_bali! The original layout has been scrapped, and finding a new one took me quite some time. After 4 cycles of frustratingly going back to the drawing board and reworking design flaws with the previous ideas, I finally settled on the layout I wanted. Voilà:
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1 pointI figured I should update the thread with my recent takes on the art pass. There's still quite a lot of work left to do, but now I'm pretty confident of the direction it's heading.
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1 point
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1 pointI quite enjoyed getting nostalgic with this video that some obsessed rather dedicated person has put together showing a live overhead map of the routes of Gordan, Barney, and Adrian in addition to a feed of each. Maybe this got posted in some other thread but we could use more of them anyway?!
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1 point
ITT: Post maps/scenes that never saw the light of the day.
RA7 reacted to OrnateBaboon for a post in a topic
I looked through the old de_highlands thread just to punish myself. I'm like that. The image above shows that more work has been done to it! Below is the most recent image in the original thread. I refuse to believe this map will not see the light of day! -
1 pointProbably the saddest thing I've seen on this site, seeing this map in here
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1 pointGuys, 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 !
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1 pointGuys...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.
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1 point
WIP in WIP, post your level screenshots!
Joy reacted to GrillusRetardus for a post in a topic
I've been working on a remake of de_tides for CSGO. (Mostly as practise) -
1 point
What I'm Working On
JorisCeoen reacted to FMPONE for a post in a topic
Thank you Shawn. And thank you for all your help and for Wall Worm Thank you. -
1 point
What I'm Working On
JorisCeoen reacted to shawnolson for a post in a topic
Looking good @FMPONE. Really nice. -
1 point
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1 pointStill working on details for Scepter.. I'm kind of dragging it out at this point. Soon(TM). Here's some handpainted stuff.
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0 pointsHey guys No surprises or happy news here too after my post on the Arizona thread. My decision is the same for all the projects I had so this one is following the same fate. As I did with Arizona, @kikette and me are agree to share all the source files of this map too. You'll find everything you want to check the map...or more. Be careful with the fact that we used some models from other maps as internal tests / temp assets (we had the idea to make our own props). Oh and there is no optimisation at all. So, no more words here but the link where you'll find the map : SOURCE FILES DOWNLOAD And again, I'm sorry if we disappoint some of you...
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0 pointsWhat is this game ?
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0 points
ITT: Post maps/scenes that never saw the light of the day.
Roald reacted to ElectroSheep for a post in a topic
Woops !