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Showing content with the highest reputation on 09/28/2017 in all areas
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WIP in WIP, post your level screenshots!
Flower_Shop_Guy and 8 others reacted to jd40 for a topic
Some stuff from my contest map9 points -
6 points
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What's going on with your life?
TheOnlyDoubleF and 3 others reacted to FrieChamp for a topic
Great. Now I want a Welsh sequel to 'Drive' starring dux and his car.4 points -
4 points
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What's going on with your life?
TheOnlyDoubleF and 3 others reacted to dux for a topic
Got the old crushed heart treatment from a girl. So driving around taking pictures of the only girl that doesn't give me BS. Developing a smoking habit again too, need to get that back in check soon.4 points -
Source 2!
Pericolos0 and 2 others reacted to clankill3r for a topic
At the moment I'm interested in photogrammetry. It's a technique where you take photos from multiple angles and turn it into a 3d model with magic... I mean with software. I made around 550 photos of the lab I work in, but more on that later. Anyway, for me to get the lab into source2 I needed to get a model in source2. Getting a model in source has always been a pain, even in goldsrc (in my opinion!). Unity for example is way more easy, it can even import blender files for example. And I like to use blender, not that it is the best but it is free and it has really great add-ons, and the development of it is really great. Some of you might have used the "Source Engine Export" plugin for blender before. Well long trial and error story short, you don't need that anymore. You can export to fbx, which is a pretty common format. And then with the tools from valve turn it into a model. Also setting up textures is a lot easier. And I believe it supports .tga now but I need to test that proper. I did have a problem with textures, and I really miss a console in the application telling me what is wrong. Anyway now the reason of this post. Once you have your model the workflow is great. If I make a change in blender and export to fbx again I'm done! It instants updates in the hammer editor. And even better, it EVEN UPDATES IN THE GAME WITHOUT THE NEED OF A RECOMPILE OF THE MAP OR THE MODEL! More later!3 points -
2 points
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I dipped from the contest with my map Lookout since I wasn't really happy how it turned out. The layout and gameplay was pretty good, but the aesthetics wasn't really what I wanted. So I couldn't really just scrap the layout could I? Of course not. I recreated the Lookout layout, but that map will be continued once I'm done with this next one. SO HERE I PRESENT TO YOU... THE 35TH MAP I'VE DONE THIS YEAR! (or somewhere around there) I have a way better image on how I want this map to look (got some references and shit), where as Lookout was more just made up things I thought looked good. DOWNLOAD1 point
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[CS:GO] De_Grind
SkeletonKreg reacted to The Horse Strangler for a topic
Sup peeps. Just finished another csgo map with buds @'RZL and @MaanMan. We've been working on this one for a good while now, maybe since December of last year. It was challenging at times, but we're finally happy to put it out there. WORKSHOP LINK Do you hate it, do you love it? Not enough sand? Let us know.1 point -
Are those rocks all displacements or do you have custom models?1 point
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1 point
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Hello again, I want to share another part of ours custom assets which we will use for outside and skybox. I've already started with texturing and will soon be able to put them on. Hello, thanks for the feedback, and yes LG2K its from Netherland. I know your language, but i think if we set the map on Netherland, we need to use Netherland name and Noordveld its good for us (also you can see on the sewer lid we put same name to) for the ivy im not sure Lg2K can answer here, again thanks for the feedback, and we will think about this. Cheers!1 point
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I think it was probably that, the scroll bar on that pane didn't load and therefore it was really wide and had a scroll bar for the entire page instead.1 point
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Custom assets and detailing looking cool!! I agree on the ivy in the tunnel: it doesnt fit the dutch atmosphere. If you want some foliage you better use mos instead. Is any of you dutch? I am and I am proud u guys took a place in the Netherlands, BUT our language is kinda .... IF u guys think its smart/fitting to use the location of your reference as mapname: I suggest to use a english translation instead and name it 'Northfield'. Personally I think you guys are better off naming your map based on the theme and background story so once you read the title you get a idea or glimp of where the map is located at. It could help for you guys to pick one location and target and go for it I guess since u guys have so many ideas. Anyways nice progress keep it up!1 point
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Come to think of it, and looking back at RMD's history, it's actually quite surprising that for such a small company, they managed to find a writer, and such a good one at that too. Usually in small companies you go for the "crucial" positions first, programmer, designer, etc. But by finding Sam Lake, it really propelled RMD to be in the forefront of storytelling with video games and it really gave Max Payne (and Alan Wake / Quantum Break) a very unique feel. It shows they really know and respect what their pillars are. You know, I really liked Quantum Break, but as I keep looking back to my memories playing it, it really lacks the level of polish Max Payne 1/2 and to a certain extent Alan Wake. They're all phenomenal games, and Quantum Break does a lot right, but the gameplay doesn't feel as right as their previous games. I hope they learned a lot of lessons and implement them in the next game.1 point
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[CS:GO][WIP] de_Noordveld
Pancakesandsyrup123 reacted to Lg2K for a topic
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1 point
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Great update! Much better. I love the dirty old rusty broken atmosphere u got there. I subscribed it to check it out ingame when I got time. Perhaps I got some feedback for you Edit: didnt read page 2. Too bad I couldnt be there at the playtest. Perhaps the next time. Will still walk trough it ingame anyways1 point
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Yeah same here. I enjoyed the rounds I played but the layout was confusing to say the least. The detailing is good but a little over the top in some areas. The B-site gave me some losttemple2 vibes. Which is a good and a bad thing (fun map but not played at all). Some of the Timings seemed a little of to me (left route from CT-Spawn) - but that could be my first impression without proper map-knowledge. I think simplifying the Layout and cleaning up some of the detailing would make this a really fun map to play keep on working.1 point
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Pretty much agree with everything that Vaya mentioned. Overall the map suffers from readability issues. It's not always clear where the paths are, how many there are, etc. Some examples: It's not clear that the bridge with the windows here is an accessible area. I got shot and killed in the back in two consecutive rounds because of this. It's also too difficult to see if anyone is standing behind the windows. Increase brightness behind the windows and remove the windows frames too. During the playtest I never noticed that the tunnel on the right is accessible by breaking the wood, only found that out after running around in it later. It doesn't catch any attention, which would be fine if it was only eyecandy. For example, place a light source behind it (closer than the one that you currently have) to draw attention and make the wooden planks stand out more. Overall, the map was very enjoyable. I hope you can work out the issues and looking forward to any progress1 point
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for the playtest: -Layout is unfocused. More likely to be shot in the side or back of head than the front. I think it needs simplifying. - Detailing is great but too samey throughout the map. Adding to the above comment that detailing should be simplified in areas that are important. Very cluttered at some areas that need the layout clearly defined. - bombsites should stand out a lot more. - clipping needs a major pass. Great potential here1 point
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Studio is back again with our every-other week update. The last two weeks, myself and the team have been hard at work on detailing A SITE as well as finalising CT and T's Art Work. From this point on-wards, every two weeks we will be now showing off different art-passes for each location as we draw closer to release / deadline. As expected, the areas shown in the images below are still being worked on and are not final. Images of the last two weeks progress: FULL IMGUR ALBUM (43 IMAGES): https://imgur.com/a/woeFt1 point
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ITT: Post maps/scenes that never saw the light of the day.
RA7 reacted to OrnateBaboon for 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 point -
CoD WW2
Pancakesandsyrup123 reacted to El Moroes for a topic
Okay, come back to WW2 with CoD2 and World at War...and I want that !1 point -
CoD WW2
Pancakesandsyrup123 reacted to FMPONE for a topic
No way to hate on this, even if it's CoD. This looks sick.1 point -
I'm going to the end just because I'm a sucker and want to see where they go to, but yeah, big big disappointment to probably my favourite King "short" story. ~ Just finished and what a boatload of crap! Except some names and 1/3 of the settings, this has nothing to do with the story!0 points