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Showing content with the highest reputation on 11/11/2017 in Posts
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4 points
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First iteration of the other bombsite. I have been struggling on this one for a long time and tried different stuff. It was quite hard because of the many entrances it would have but I hope I managed to create something that could work. Last thing to create it the path form this bombsite to CT spawn / CT mid and the layout is ready for a playtest.2 points
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[CS:GO][WIP] de_Noordveld
Pancakesandsyrup123 and one other reacted to Lg2K for a topic
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Hey there, this is de_somnio, my first attempt at a defuse map and its placed inside a dream! So I will just be using the excuse of it being a dream to justify pretty much every criticism! I build almost everything out of intuition without references, and even though it took me a really long time and the gameplay and aesthetics might not be top notch, it has been a small little journey and now I'm almost at the end of the road. Workshop link will follow soon. Feedback is welcome anyways EDIT: Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1214738719 New Screenshots Old Screenshots1 point
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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.1 point
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I was pretty much in your position 2 years ago. And now I will start my internship at DICE in January. All I can say is, Decide whether you want to become a 3D Artist or Level Designer, and focus on that. At most companies, those roles are separated. At some smaller companies, those roles can overlap and you might be able to work with them both, but it's not something you should aim for. Read articles, books, watch GDC, find inspiring people and subscribe to them (one example is Mark Brown on YouTube) Look up and find the best education possible and consider moving if required. This is also great for getting new connections. Start creating a nice portfolio and CV. Look how other 3D Artists or Level Designers have done theirs for inspiration. When all of this is done, you can start sending out personal letters together with your portfolio and CV to game companies and hope for the best. Or you could go the other way and start something yourself, but I don't have any experience with that1 point
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Bump! We're still looking for talented environment artists!1 point
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Hi, I see you got lots of views and no replies, there's surely better people than me that can answer... and I think there are similar topics/posts, or that can offer some insights around the forum (and that's why you didn't get replies). Look in the "how to break in the industry" and "level design resources" (or something along the lines). Your map looks pretty good for a first map, at least visually. Of course over time you learn and focus more on the playability aspect of it as a designer. It seems your education is taking care of your 3D proficiency, which will be useful because many companies work directly in their modeling package of choice to create maps, so I would just say that you need to keep doing what you are doing, just more and more, as much as you can! Level design is a trade that you refine over time. Read articles and watch talks, so that you get more critical when you play other people's levels and learn from it. I'll link couple resources that have been linked many times on this forum and I've put in my Pocket app list and I'm slowly reading myself: http://www.hourences.com/product/the-hows-and-whys-of-level-design-2/ http://www.clement-melendez.com/portfolio/articles/push-pull/introduction/1 point
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WIP in WIP, post your level screenshots!
JimWood reacted to Flower_Shop_Guy for a topic
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New update time. The first art pass is well underway with just over half the map textured and lightly to moderately detailed. Mid's major focal pieces are now in place and the main bulk of texturing is complete. All that remains is to break up the bland floor slab and finish adding detail props. Upper and Lower B Site are texture wise mostly complete, detail work and a fairly hefty lighting pass are the only big ticket items left for this area. T Main Entry to B site is the most complete of all the art passed areas. All that's left here is the placement of a few custom props and a final lighting pass. T Tunnels to B site have had their first lighting and texture pass but detail props are still lacking. That's a wrap for now, next update I plan to have the map at the stage to push a workshop update out with a completed first pass. Feedback and criticism welcome.1 point
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[CS:GO][WIP] de_Noordveld
Pancakesandsyrup123 reacted to badtRIP for a topic
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Happy to see our map here now ! I want to share and i will keep update this theme with our new props and textures. Some of our own props atm1 point
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EA just killed Visceral
-HP- reacted to clankill3r for a topic
https://kotaku.com/an-updated-list-of-studios-ea-has-bought-and-then-shut-16894986140 points
