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Showing content with the highest reputation on 05/21/2018 in all areas
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Toilet done! Doesn't necessarily look like it needed an overhaul from the pictures but the toilet itself was really bad, the walls were all damaged, the dry-wall on the right was moldy at the base because it touched the floor, etc. Was hoping to actually break it and leave it open to gain a few centimeters on the width of the room but there were too many pipes in all directions behind it, would have looked stupid so I rebuilt it brand new.2 points
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Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO. Assets Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit. Basalt Most of the assets from the map Basalt. https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0 Breach Assets from Breach. Over 600 models and over 100 materials. Includes a zoo map. https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0 Thrill Assets from Thrill. Includes a zoo map. https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0 Pitstop https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0 Cruise https://www.dropbox.com/s/q3ybhzd1p2q522t/Cruise.zip?dl=0 Resort https://www.dropbox.com/s/dwasa7bs5g3wo1a/Resort.zip?dl=0 Zoo https://www.dropbox.com/s/xehbw0k67tximp4/Zoo.zip?dl=0 Castle https://www.dropbox.com/s/e76x6st0nsbpafq/Castle.zip?dl=0 Water Pack Collection of 4 different water textures that work both on high and low shader settings. Free to modify. https://gortnar.com/vmt/liquids.zip Source Engine Tools Streamline the Source engine workflow. Mostly substance stuff. Substance Shaders (and templates) Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness. https://gortnar.com/vmt/sbs_shaders.zip https://gortnar.com/vmt/painter_templates.zip VMT Editor PBR to Source A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material. https://gortnar.com/vmt/pbr_to_source.zip Radar generator Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Can be used with masks from Terri's auto radar. Requires you to make overview image, playable area and spawn/plant zone masks. https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?dl=0 Sun color calculator A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct. https://codepen.io/gortnar/full/xYJGLj/ If you have any questions, ask away!1 point
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https://www.faceit.com/en/organizers/948b5a8c-702e-4140-a4b3-1d0cbfeebd45/MapCore Donations of faceit points are now enabled. We can use this points budget to create tournaments and events on Mapcore maps.1 point
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How many of those later changes are driven by art vs ld? Seems like it changes alot after blockout, often changing the gameplay massively. Like entire routes being closed off or high ground changing position. Also a bit of drama from Paladins using a screenshot straight of Tiagos art station: https://www.artstation.com/artwork/N8YgP1 point
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[WIP] de_aurelia (remake)
NikiOo reacted to Serialmapper for a topic
1 point -
[Indie Game] Revulsion - Doom Meets Darksouls
maxlevelboi reacted to Castle for a topic
Yep, I am all in on making this game happen. I have improved so much on my EU4 blueprint scripting skills its insane. XD I have not been as active here as I probably should be but here is the latest patch notes video overview. The game gets about 2 patches a week on average.1 point -
WIP in WIP, post your level screenshots!
OrnateBaboon reacted to Squad for a topic
? Picked this up again a while ago. Changing the theme to a Mexican city (thanks @Vaya !).1 point -
[CS:GO]Endless Hours
Squad reacted to Harry Poster for a topic
The first playable version of Endless Hours is out for public! I'm excited to share this alpha with you and hope to receive some feedback. This version includes: - Day/Night cycle - Survival - Fishing (Early build) - Max sized world - 2 players coop Hope you will enjoy it! Steam Workshop Contact me if you want to provide me any help. Bless ya!1 point -
[Due Process] Multiplayer FPS Level Designer
maxlevelboi reacted to Due Process for a topic
We're looking for a level designer to work on our upcoming tactical FPS Due Process. This position is onsite and will require you to be local to Seattle. This is a paid position and relocation assistance is possible. Due Process is an adversarial SWAT shooter that delivers on planning and coordination. Each round, two teams of five confront each other in an attack/defend mission on a procedurally-generated level. Before action, each team draws out a plan of attack or defense using SWAT equipment such as breaching charges, flashbangs, ballistic shields, and night vision goggles. Presskit: http://presskit.dueprocess.info/sheet.php?p=due_process Your primary responsibilities will include: Working with the creative director to define what the characteristics of various level palettes are and what our level generator should be trying to create in the future Working in Unity with our Level Gen programmer to get each level palette generating smoothly Continuously creating a significant number of maps each week for play tests Reviewing footage from play tests to iterate on our level design process Requirements: 3+ years of professional game development experience (mods included) Portfolio of levels designed for multiplayer FPS games (mods included). If you do not include a portfolio, your application will be rejected A short cover letter (roughly a paragraph) telling us Salary: ~$60,000 To apply for the position, send an email with your resume and a link to your portfolio to jobs@dueprocess.info or you can check our the listing at https://www.linkedin.com/jobs/cap/view/628059980/?pathWildcard=628059980&trk=mcm1 point -
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:1 point
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WIP in WIP, post your level screenshots!
Eric_Chocholacek reacted to ItzOmega for a topic
Still WIP! Looking great, will post more as process continues Blockout555.mp41 point -
WIP in WIP, post your level screenshots!
Utopia reacted to GrillusRetardus for a topic
1 point -
Finally I finished the stats of the maps/Hub! I know I'm not professional but I tried my best, I hope this data could be helpful for the mapmakers to improve. Sadly few matchs were played and the sample isn't very large, so the info is not 100% reliable. I wait for feedback (more or other data, better design, etc), gg wp1 point
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https://steemit.com/revulsion/@theca...pons-more-infoRevulsion Episode 2 progress, new Monsters, new weapons, more info!These guys are void bombers. Void bombers are super nasty fast moving mobs that have nasty volley attacks. They can jump high into the air then rain down explosive attacks from above. These enemy's pack a punch and they can reach you even in hard to get to areas. This guy is called a Gelatinous. It might be kind of difficult to see what these guys will look like in game. These guys are more like environmental dangers. In the center of a Gelatinous is its eye which will always be watching you as you get near them. These large slime cubes do not attack directly but they do move in predictable patterns. If you come in contact with one of these it will burn through your health like acid. If you destroy the eye in the center then the cube will dieThere is a lava variation of these cubes as well and those will mostly behave the same way except the eye will actually attack you by lobbing fireballs at you.If used cleverly these enemies can be used as a way to navigate spaces in interesting ways. The deathbow is the higher quality variation of the crossbow. A pickaxe that does increased damage against environmental objects. Some locations in episode 2 will have locations that require you to dig to find secrets and shortcuts. Having one of these can come in handy for that. A standard Rivet gun to pierce through enemy armor. A seemingly useless wooden sword. Its possible that if you leave this sword in a specific location you will be able to obtain the mighty rune sword. A flame thrower is an effective AOE weapon for large groups of enemies at close range. So my general thoughts on episode 2 is that I may almost entirely phase out the small enemy types completely. The enemy types you will face will get bigger and more complex. So far the enemy types that I have planned around are Void Bomber Shown above Gelatinous (Acid and lava) Shown above Death reaper A large cultist in a hood who can summon spinning scythes in the air around him that you have to dodge. Hell Wraith A large cultist in a hood who rushes at you with a gigantic warhammer. Abomination Very large, very fat, carries two very large weapons that fire like crazy. I may still be ready to add more, but these are the main enemy types I have in mind so far.As far as weapons, Episode 2 is poised to way more than double the total possible weapons you can obtain in the game. I also plan to have new armor types as well. Once I get the base enemy type models setup I will be able to begin building the new levels.A direct link to Revulsion game on Steam early access.http://store.steampowered.com/app/719180/Revulsion/1 point
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Kaizen
maxlevelboi reacted to Andre Valera for a topic
1 point
