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Showing content with the highest reputation on 03/10/2018 in all areas

  1. 3 points
    Messed around with the Soul Cave pack that epic recently released.
  2. 2 points
    Not really interested in any announcements from Valve until something is actually shipped.
  3. 2 points

    Sea of Thieves

    For any swedes here:
  4. 2 points
    I'm creating my first Wingman level just for fun.
  5. 2 points
  6. 2 points

    Mapcore FACEIT Hubs

    Sounds exciting! I'm happy to work with someone to provide a MapCore subdomain.
  7. 2 points
    I've been splitting my time for the past week between working on the layout and learning 3ds Max and Substance Painter which has enabled me to create my first asset for the map:
  8. 1 point
    Newell: "Now we're going to start shipping games again."
  9. 1 point

    What movie is this?

    Correct, it's "Good Time". Robert Pattinson plays his role really well in it. Pretty good movie overall. Your turn now @Radu!
  10. 1 point

    What movie is this?

    I had a Good Time watching that film @'RZL Well, this should be an easy one.
  11. 1 point

    What I'm Working On

    It's finally time! SUB-ZERO is released! http://steamcommunity.com/sharedfiles/filedetails/?id=1318698056&tscn=1520078825
  12. 1 point
    This guy is faster than me >:[
  13. 1 point
    Looking for: A level designer with experience in creating small to medium sized multiplayer map. Designer requirement: *Must* have a portfolio & one released map (Any FPS). Needs to be passionate about level design & have played Modern Warfare 2 + Black Ops 2 extensively will be incredibly helpful (Understanding the characteristics of the map if that makes sense). 3D modelling/whiteboxing experience in any 3D program (Maya, Max, Blender, etc). Engine: We’re building a custom game (FPS) in Unreal Engine 4, it does help to know the engine but we are open to work with someone who can create levels in 3D (We’ll implement the level into engine ourselves if this is the case). Main requirement: To create a whitebox level design for our FPS that preserves some of the characteristics we’ve experienced in the past in Mw2 & Bo2. To further document & visually express how the map will work, spawn points, line of sights, etc. for game modes such as FFA, TDM, S&D. Map’s goal is to feel good to play for both casual gameplay as well as competitive gaming (eSports, live-casting, etc). Map must be a maximum of 2 storeys high, nothing too complicated (layout) & further details of this can be discussed privately. Competitive play/gaming: We want to build this map in alignment with eSports/Competitive gaming where viewers will find this map fun to watch. This could be achieved by having choke points, areas to allow players to hide & suddenly meet during intense moments, etc. We would need your expertise as you would have a more well-rounded idea. Sniping: Sniping/quickscoping is a crucial element in creating this map, the layout must have clear areas to sniper other players from a respectable distance & not incredibly across the other map unless the player is also risking his position to be seen by others. E.g. Players sniping in the middle of the map would be exposed to attacks from multiple angles, however, if the player is skilful- he will be able to scope & shoot multiple players from the opposite team/FFA very quickly. Trickshotting: The level must consist of areas to trickshot, these are generally higher areas in the map where people can jump off a platform, window or even something a little lower such as a truck/stack of crates. They are for those who like to spin in the air & leave their bullet to chance in hitting another player across the map/through a wall/over a fair distance for a “kill-cam.” Contact: Contact me through Discord: JP#5508 or email ([email protected]) with your portfolio. Prices will be discussed privately via call at an agreed time. Misc/Extra: If you have worked on a map privately which you would like to use as a base for the task/would like to outright sell, we are open to a further discussion on the matter.
  14. 1 point


    warowl used our map- along with a bunch from the contest - for a recent video. Video has been viewed 84,000 times which pretty crazy! This contest has been awesome for exposure, thanks guys
  15. 1 point


    Hey guys, just wanted to share some updates I've made on the de_Opal, thanks to the community's feedback : v1.04 -Fixed an issue where a brush surface would be invisible, at CPA (Thanks @K'nuckles) -Blocked a spot where we could boost up and shot onto BSA from mid (Thanks @Bungalow) -Fixed an issue where a large part of the sky box was being shadowed, in the environment near TS -Added windows on a few skybox houses -Replaced police barriers with Italian text by news ones with English text -Added decals and small props in the tunnels near TS -Player models for Ts are now "Leet Crew" -Player models for CTs are now "Seal" v1.05 -Added fog (very subtle, to create a blue atmosphere) -Decals pass, especially in mid and in the underground areas (Thanks @z0ro4rk) -Added decorative a door at CPB -Added small patches of grass on the streets -Added more details to some house facades -Significant art pass in CPB connector (the industrial room with the metal staircase) -Added new props (clay pots, shop signs and animated Greek flag) in the streets -Fixed an issue where a large part of the skybox near TS would be fully shadowed -Updated position of small rectangular hole in wall on BSA (it gave CTs and exploitable LOS) There's more on the way! Here are the main tasks I'm tackling for the next update: -Add more details to the sky box (small houses still don't have windows...) -Fix the shadow flickering bug on the ground at CT spawn -Fix the issue where some small brush faces appear as completely black even with final compile -Fix issue where the bones on "Greek flag" model don't move the way they're supposed to -Improve performance (size of some lightmaps could still be reduced, etc.) ...and Here's a couple more screenshots: Happy Holidays everybody, I hope 2018 will be your most productive year ever!
  16. 1 point


    Ok, back from the workbench - Here's the 1.0 version of de_opal (that's the release name for it): I have uploaded it to a new workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=1217276956 (I replaced all links to the old version by this one.) I will continue to make improvements to it in the future - I want this map to be as fun as possible! Here's what the footprint looks like now: I am proud with what I have achieved so far, but I think it could be way more than what it is - so please tell me what you think, whether it is about gameplay, visuals, sounds, effects, my grandma, etc. Cheers and good luck with your own entries! -Mike
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