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Showing content with the highest reputation on 05/12/2018 in all areas

  1. Hi All, I recently launched a single player mapping challenge over on my site. I won't repeat all the details here but I wanted to let you know that in association with Michelle Sleeper, (Amazing prop maker) once of the prizes (yet to be decided how we allocate it) will be a fully finished Mertrocop Mask. Michelle regularly streams the making of the mask on the https://www.twitch.tv/makingitup channel (on Tuesday at 6pm EDT (GMT -4) and Saturday at noon EDT). In addition, there is a $600 prize fund and probably a "Raising the Bar" book. Full details can be found here: https://www.runthinkshootlive.com/posts/special-challenge-nostalgiaville/ Let me know if you have any questions.
    5 points
  2. Spring [update] is here Haven't had any updates in over a month, but here I am with a massive Spring update. More production time is being now allocated to detailing to make sure the map/campaign plays and feels like a natural continuation of the stock game. A big and fresh batch of screenshots
    4 points
  3. SirK

    [CS:GO] Granite (Wingman)

    After grapen released his castle-themed wingman map - this is my turn :) Still not to happy with some of the visuals - so guess its still WIP? xD workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1380685685
    3 points
  4. jakuza

    Kaizen

    Thanks, agree completely on the lighting. We're trying to go through with a cleaner approach now, relying more on big key lights like the light poles or shopfronts. Lighting is definitely the primary concern right now, but I'm pretty optimistic about it. Here's a recent screenshot from some tests:
    3 points
  5. Anduriel

    [CS:GO] Granite (Wingman)

    Overall pretty map
    1 point
  6. blackdog

    Kaizen

    Agree with posts above, first area is very dark, rest a bit better but I don’t think ideal for playing. One thing I always noticed is you have “backdrop” lighting (light surfaces like windows) but not “downward” lighting (lampposts) – i mean you have it, but they don’t create pools of light as I would expect.
    1 point
  7. FMPONE

    Kaizen

    Visibility here seems really reduced. Black seems like the predominate wall color now... Not sure if this change is advisable. I would keep your dark skybox but revert much of the level lighting, readability is important for the gameplay to be fun.
    1 point
  8. I've been working on my de_tides remake. I've also started making models for the map. But I can't seem to get the textures to look right... It looks mushy and too contrasty. Any tips on how I'd improve the textures would be greatly appreciated
    1 point
  9. I wanted to do something different in-between my planned projects, so I had a look at Far Cry 5's Arcade editor and made an Outpost level called Wetland Turmoil. I also figured that I'd take this opportunity to write down my more or less incoherent thoughts on the editor, for those interested in checking it out. I like Arcade overall. It's robust, easy to learn and simply put designed for cranking out levels fast. I think that's both a strength and a detriment, as on one hand it diminishes the barrier of entry and creates a huge PR buzz for the game, while on the other it hampers advanced users creativity. You can tell it's a watered down version of whatever editor Ubisoft uses in-house, as I was missing some stuff that I wanted. There's no prop scaling, flowing rivers, dynamic wires, scripting of any kind, custom post fx - things that you otherwise might find in the base game of Far Cry 5. Though I must say that the environment options available are powerful. Each node on the grid has a hard memory limit that is hit quite fast, especially when you add AI. This makes sense though as Ubisoft would not want to deal with huge, broken maps all over the place, basically a safety net. Terraforming, painting foliage, placing props, setting up compositions etc. is a blast though, and you get a lot of props to use, a majority of which are from FC5. Great fun if you, like me, are into that. If my memory serves me right, it's very similar to the old CryEngine editors from back then? I only dabbled a little bit in those to fully remember. I spent about 2-3 workdays from downloading the editor to publishing my map, which I think speaks for how easy it is to learn and iterate in it. Would I recommend anyone getting the game just for the editors sake? No, not really. As much as I think the editor is cool, there's both Unreal and Unity to scratch the same kind of mapping itch. So here's a few shots of my level. I wanted to take some inspiration from L4D's Swamp Fever, which turned out a really fun project considering there were hardly any natural swamp/wetlands foliage, so I had to improvise. If you have the game installed you could search for maps made my user "grap3n".
    1 point
  10. catfood

    [CSGO] de_ruby

    @FMPONEThanks! and the sparkling effect is not a sprite but are small func_dustmotes with a short life time well deserved enjoy looking at your cake piece! Thanks Exodus! and nice to hear you like the soundscapes but that's the work of Hunsrus: https://steamcommunity.com/id/Hunsrus He joined me on trip to Lisbon and was the audio guy for this level as well as my previous levels
    1 point
  11. catfood

    [CSGO] de_ruby

    Hello! Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop! The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having: ~100 custom models ~60 custom materials ~100 custom sounds All based on the Portuguese city. The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level. There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake! Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development. And please let me know what you guys think of the end result! WORKSHOP LINK
    1 point
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