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Showing content with the highest reputation on 12/10/2018 in Posts

  1. 4 points
    HYYYYYPE! It's out! Half-Life thr- the documentary!
  2. 4 points
    1987 https://www.artstation.com/artwork/balOxE
  3. 3 points
    DMU222

    Roca [Released!]

    Roca has now been released on the Steam Workshop! Thank you for everyone who gave feedback on the map as it was developed, and Grapen who created the assets that allowed this map to be more than just Dev textures.
  4. 3 points
    Puddy

    [CS:GO] DE_Breach - Released!

    Hey folks! There's been some experimental updates to the level, which we'll test tonight at 20.00 CET in 5vs5 comp! Feel free to join (limited slots tho ofc)! Some pics below B connector now leads more directly to B, leading to less crossfire/angles in the heart of mid. Easier flow to B. T's timings have been slowed however so CT has slightly more time to setup defenses. A-long has been simplified and entrance to A has a smoother flow. Still WIP ofc. Movement in T-spawn has been simplified and path signage/readability should be improved. + minor tweaks here and there!
  5. 2 points
    blackdog

    The Last Campfire (Hello Games)

    I Not sure how such a small studio managed to find the resources to create a new game whilst developing major updates to a game like No Man’s Sky, but they did. It’s an adventure-puzzler game by the looks of it. #cuteoverload as well ~ On Twitter Sean Murray says this was made by two people
  6. 2 points
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Hellow there ! I'm now reworking the main castle / B site, starting by remaking some new materials. Also welcome some BlackSite rocks, because I was lazy making some new ones ^^ I made some progress on the A site as well
  7. 2 points
    Mamorex

    Counter-Strike: Global Offensive

    Valve used "$reflect3dskybox" 1 instead of "$reflect2dskybox" 1 in island_water_01 material. It is not described by Valve, I discovered it accidentally, ehhh... Now the 3d skybox and env_sun can be reflected by water. island_water_01: island_water_01_cheap: island_water_01_skybox: Reflections are broken when you don't make a 3d skybox (hollowed cube covered by toolskybox material with sky_camera entity inside). For maps without 3d skybox you must use "$reflect2dskybox" and env_sun will not be reflected.
  8. 1 point
    KingOfCorn

    [CS:GO] Golden

    Golden is a 5 vs 5 competitive defusal map. I've been working on it since mid 2017 but with a 8 month break until August 2018 when I decided to pick it up again. The goal was initially to compete in the 2017 mapcore competition but I underestimated the time and effort it took to finish the project. The map is inspired by the older parts of Stockholm, Sweden. An unknown terrorist cell has executed an attack in the heart of the city. Their objective is to create chaos in the normally modest and safe capital. The Counter Terrorist unit called GIGN from France has reinforced the district since the national police force is inadequate and is struggling to handle the situation. Be sure to enjoy the level and I appreciate all the feedback and comments I can get! Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1716064469
  9. 1 point
    T-Rexer

    [decompiled] dz_blacksite | dz_sirocco

    Blacksite Danger Zone map decompiled: Hammer will not run very smooth with this map! https://www.dropbox.com/s/54xq50stuexq0rd/dz_blacksite.vmf?dl=0 Sirocco Danger Zone map decompiled: Prop scaling on the oil pipes is wrong! https://www.dropbox.com/s/adhxouhualsksk4/dz_sirocco.vmf?dl=0
  10. 1 point
    Mamorex

    [decompiled] dz_blacksite | dz_sirocco

    1. Decrease Tools - Options - 3D views - Detail render distance value to make Hammer happy. 2. How it's done? Again I'm tried to discover without help from Valve - with success. I created a simple material using one of %detailtype made by Valve for a new map, "survival_grass_2" and I covered one big (~20k) displaced plane by this material. Here's the effect: detail.vbsp is in csgo folder, the other files not, so I used GCFScapes. survival_grass_2 using a "detail\detailsprites_survival" for detail sprites. So, Valve created three masks: "$worldspacetint" "detail/test_massive9_grass_tint" It looks like the darker = cover by grass, lighter = no grass. "$worldspacetype" "detail/test_massive9_grass_type" A few colors to decide, what type of grass will be placed. "$masks" "detail/detailsprites_survival_masks" I don't know, how it works, but colors are the same as in the previous one. So, if you want to use a detail sprites in your map like Valve, you must create a .vbsp file with a new detail sprites type and detail sprites material with a new masks, specially designed to your map. If you delete masks entries from your custom detail sprites material, sprites are placed or not by blend alpha value and parameters from .vbsp file.
  11. 1 point
    FMPONE

    Counter-Strike: Global Offensive

    It took me a minute to figure out what you’re saying but I actually really like this idea in theory. You get a minute to plan your tactics but the negative aspects of RNG that I find really tedious are dealt with (not being able to plan anything). Even if you only get one minute to plan your attack, that’s at least skill based compared to being dropped totally blind. I also really like that the map would still have a ton of variety like it does now, if everything was static you would lose that variety over time. Your idea is far superior to mine in that respect. Currently, everything is totally random, which means you get a nice sense of looting/discovery from time to time, so maybe not everything needs to be shown before you spawn. So, a really good suggestion IMO. HOWEVER... there is a reason we have the version we have now. I’m guessing that if they ever showed players any kind of weaponry on the map, all the players would drop there, creating a really bad approximation of competitive CS. So, probably after testing they realized it had to be fully RNG in order to be fair, and fun. But if we know anything about fully RNG, it’s that this is the opposite of competitive. So even though I had a lot of fun brainstorming competitive Danger Zone on Twitter, I actually think this will remain a casual game mode into the future. My guess is that the devs are fine with that, because classic CS is competitive enough, and it doesn’t need a rival mode, and a good casual mode is something CS has needed for a long time. Part of me still wants to see it played competitively though... As for mapping for the game mode, don’t currently know if it’s possible. It would be cool though
  12. 1 point
    Serialmapper

    Opal

    I'm usually inspecting my map with r_drawclipbrushes 2 (sv_cheats 1 enabled of course)
  13. 1 point
  14. 1 point
    Yesh, I needed rocks
  15. 1 point
    blackdog

    Unreal Engine 4

    I dunno how much was planned for UT, to me “hiring” community (weren’t they just volunteering?) was just crowdsourcing and a display of non-committal. To me looked like “let’s try and get our own CS” (read: a game for free we can then profit from and if goes badly we didn’t spend money on it”). They surely had more confidence in Paragon that was being developed by employees and the engine had as-hoc features. A bit like “let’s go fishing see what happens”. Fortnite got the upper hand (important to say: not in their original design!) and now they are raking the money. on top of that they have the passive income of the half of the whole game market using their tech, and now will have the store. hopefully this will lead to invest in some dev team again, hopefully they don’t turn into Valve. I’d be just happy if they acquired some indie teams and gave them proper resources to succeed. Would like to see a single player Unreal again, or just an SP game from them.
  16. 1 point
    NikiOo

    [CS:GO] De_BigAssStatue

    It's updated on the workshop now :https://steamcommunity.com/sharedfiles/filedetails/?id=1297030515 Here's the new layout: So I chopped off some dead weight by squashing the entire middle horizon of the map and cutting some rotation timings, while making middle a much more short range of an engagement. The most incomplete areas are the open part of middle and the CT to A connector. Any feedback is appreciated. It'd be really helpful If I could get some feedback on the performance of the map right now, cause sometimes I can't tell if it's bad optimization that's dropping my frames or it's just my laptop struggling out of the ordinary. Next thing's I should probably give it some better looking grass and ground textures.
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