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Showing content with the highest reputation on 12/28/2018 in all areas

  1. 6 points
    NikiOo

    WIP in WIP, post your level screenshots!

    Remember that ugly ass wall from two weeks ago? Decided to make a small environment out of it. Don't know if this classifies as Models or Levels. There's some more images on my ArtStation: https://nikio.artstation.com/
  2. 2 points
    Radu

    Goals for 2019?

    It's that time of the year again. For me, short term goal is to finish Terraza. Long term goal is to create a basic ld portfolio and avoid the same mistakes I've made previously.
  3. 2 points
    Yanzl

    awp_natural [CS:GO]

    The water misalignment is because the scale of the water normal map is controlled by the vmt parameter $flow_normaluvscale. Texture scale in hammer controls the scaling of the flowmap texture, which should actually be something big like 20. To fix the issue you have to create a new vmt for the skybox water and adjust $flow_normaluvscale and $flow_noise_scale -- divide both by 16. Here's how wrong Hammer texture scale looks like -- left is default .25 and you get these weird distortions while right is 10 and you get a normal looking water texture.
  4. 1 point
    Serialmapper

    [CS:GO] de_aldebaran [WIP]

    A few weeks ago i started a new defuse map with a desert/arabic fortress theme, using mostly custom materials made by me from pictures taken by me or from textures.com, then adjusted in phostoshop, gimp and bitmaptomaterial. The map has two levels. I'm using custom 4way blend materials and i really love them, they give me so much freedom. I'm not rushing to finish it. I hope to be able to test it in a few weeks. Below are some screenshots.
  5. 1 point
    Serialmapper

    awp_natural [CS:GO]

    Here i present you my small/medium awp map. The actions takes place on a deserted island in the middle of nowhere. The layout is symmetrical. It features custom detail sprites by me . Credis: @Yanzl for pines and ocean water STEAM WORKSHOP a picture is a thousand words but i guess a video clip is a thousand pictures
  6. 1 point
    Radu

    Now playing - 2018

    I don't think I've told anyone, but I played through DUSK the other day. It's one of the best shooter ever and I can't recommend it enough. That got me in the mood for more shooters and I ended up getting Bulletstorm, Quake and Titanfall 2. I had played Bulletstorm back when it was released, but never finished it. My only memories of it were that you could get satisfying kills using environmental hazards and that weapons were fun to use. I have to say, I was disappointed with it. I understand that it was a commercial failure at the time(I can see why), but gained appreciation and a cult following. Sure, the weapons have a neat kick and you can get creative with killing your enemies, but that's just about it. By the time I was halfway through I just wanted to get it over with. One of the things that really bothered me was just how on-a-rail the entire experience is. I don't mean to say that it's linearity bothered me. I have no issue with linear experiences, but Bulletstorm limits the player's movement so much that it's ridiculous. There is no jump feature in the game. If you reach a certain point where you have to get over an obstacle, and there are plenty of such occasions, you press a button and your character pauses a bit to vault over. It wouldn't be that much of a hassle, but the sheer number of times this happens just makes it annoying. Then there are the numerous weird collision issues. I would more often that not get stuck near edges, where props usually overlapped. And to top this off, there are so many god damn invisible walls, you can't even fall to your death. There are plenty of instances where you have to traverse steep edges, but the sense of danger is completely removed because it's impossible for you to fall and die. It's a shame because the game's art direction is spectacular and the combat is satisfying, but the way the movement is hindered just ruins it for me. I could live with the collision issues and invisible walls, but the lack of the jump ability takes out too much combat strategy. And that is also reflected in the level design. I think Bulletstorm features some of the most unimaginative level design I've ever seen. Ok, think I've bashed it enough. Quake is.. a hassle to get working properly, but it's solid. It definitely shows it's age, but it's cool to see the origins of shooters. Edit* I finished Titanfall 2 last night. It took me around 4 hours. While short, it's a damn well crafted. The movement is super slick. Maaan, such a contrast to Bulletstorm
  7. 1 point
    i'm working on a awp map, with my favorite combination: sea, sunset, flowers, rocks (no freaking crates !)
  8. 1 point
    Quotingmc

    [CS:GO][Wingman] Pitstop

    Pitstop is complete and released as mine and Quad's entry into the /r/csmapmakers 2018 wingman contest. Download and Play Thanks to @Yanzl and @Terri for allowing us to use their assets.
  9. 1 point
    Here's another sign of life from my de_losttemple remake. This project got dropped and picked up again a few times and I feel really bad about that. Still I absolutely want to finish it. There's one big step I have yet to take to get closer to that goal, which is learning how to make textures. I will need a good amount of custom content to give it the look I've got in mind. So still a long way to go, but here's at least a WIP screenshot of the A site.
  10. 1 point
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Well I can post this one but it comes with a less good lighting also
  11. 1 point
    [HP]

    Resident Evil 2 Remake

    We work with the guy that that ported the N64 version, he did all of the music and SFX from the 2 Playstation CDs to the N64 cartridge. 2 CDs of game content onto a 64mb cartridge, wut! I went to his desk and gave him a hug, ahah!~
  12. 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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