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Showing content with the highest reputation on 03/24/2019 in all areas

  1. 3 points
    Before and After for a kitchen in my current project, I made the before about 7 months ago as a placeholder and never got around to finishing it until this week
  2. 1 point
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Hi guys, A few months ago, we tested de_highlands several times on the mapcore playtest. Now we want to share some progress even if we are far from the end. It's a defuse map setted in Scotland and we want to make a beta version as soon as we can.
  3. 1 point
    Hey guys, I’ve created some new nighttime urban backgrounds that might look atmospheric in visual novels, interactive comics or other kinds of games. You’ll find them here: ART- Backgrounds – Urban https://soundimage.org/art-backgrounds-urban/ Feel free to edit / modify as needed. Enjoy!
  4. 1 point
    MikeGon

    Level Design Help Files

    Very cool, that could be useful as a starting point for large scale worlds!
  5. 1 point
    The content regarding Mirage keeps piling up, with a new before-after of the CSGO version and previous versions
  6. 1 point
    RA7

    [CS:GO][Wingman] Terraza

    Sweet will pimp it asap
  7. 1 point
    Radu

    [CS:GO][Wingman] Terraza

    And here it is: https://steamcommunity.com/sharedfiles/filedetails/?id=1686302847 Updates should be underway. There should only be visual things to resolve, hopefully.
  8. 1 point
    I ♡ The 1950's

    Resistance

    I love how It's turning out so far! It vaguely reminds me of coop_cementplant in a way with the night-time factory theme. Though here's a suggestion: Some of the windows could have lights on behind them. You don't have to make the insides if you don't wanna make all of that, but you could try something sort of like what I did with the windows on a distant house in one of my maps: (A window frame with a flat texture behind it, and a light in front of it)
  9. 1 point
    Roald

    Resistance

    Well I was trying a few brick textures on one dev wall... and then I found one and just started detailing the whole building So a first art pass on this area then: Will have to smoothen the curved path, haven't done much work on the floor since I quickly made it for the screenshots
  10. 1 point
    untor

    [CS:GO] Residence [Waterfall]

    Future update [Gameplay]-Added ventilation connecting the old mid (bridge area) with mid.-Removed vertical ladder.-Corrected spawn point for T side. Balancing with the new changes.-Window on bombsite A is narrowed.-Removed crate on bombsite A.-Add bust near the exit from the pit.-Expanded connector to the MID from the bombsite A.[Optimization]-Adjusted the number of grass from the level of graphics settings.-Improved zoning of gaming space for better performance.-The range of drawing of a set of static objects was corrected.-Used new prop models of rocks, with a smaller number of polygons.-Used rock textures from the hr_massive collection to reduce the weight of the map.[Visual]-Added new textures concrete, paving.-Returned old models of pine trees from the Cobble collection.-Improved skybox.-New rock models.-Map now looks more morning.
  11. 1 point
    Radu

    [CS:GO][Wingman] Terraza

    @Interfearance thanks for the trimming feedback! The past few days have been great. People have responded positively and I got to make the fine changes that I wasn't sure about. I've started to simplify the background in order to save time and if all goes well, I should have a release version on the workshop this weekend.
  12. 1 point
    Radu

    Opal

    @MikeGon, just make a test version. Keep the new areas greyboxed to save time. See how it plays and if it's not an improvement, no biggie
  13. 1 point
    Roald

    Resistance

    Did some changes for todays playtest at THW (12:00 CT) Special thanks to @Plantkillable (and chis community) and @untor for testing and providing feedback Think I will have to lower the container some more to make it usefull to bounce nades on. Filled up A site some more I have made the B bomsite area abit smaller and put the plantzone in the center instead of behind the pillars Mid boost has a catwalk going into the B window room. This area is now only accesable by boost for both teams. Also removed the peek hole watching into the tunnel.
  14. 1 point
    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!
  15. 1 point
    zNiiC

    [CoD: BO3] Hydro Remastered

    I decided to spend the long thanksgiving weekend "remastering" an old Black Ops 2 map, Hydro. I liked this map for the dynamic element with the water that essentially split the map into its respective symmetrical half. Most of the remastered maps or maps that are remade from previous CoD's are just reskins and haven't really had any changes done to them. I wanted to change that by taking the base layout, adding more areas and adding support for advanced movement. Learning goals: Line of sight Proper cover placement to prevent turning a corner and instantly dying Level flow / combat zones Adding support for advanced movement while keeping the movement fluid in those areas In some of the pictures, you may notice different colors. White are walls/floors/ceilings in which the player cannot go through (or double jump over, etc). Yellow is where they can mantle over or double jump to, purple is wall running, and red is cover (can be replaced with models or props). There are a few areas which I forgot to color yellow, but any time you see me double jump to a place, just imagine that its yellow Just uploaded to the steam workshop in case anyone wants to play it: https://steamcommunity.com/sharedfiles/filedetails/?id=1576212254 Feedback and criticism VERY welcome! Also, check out my portfolio here: http://nickverducci.com/ Images: Here is a recent video I recorded of a full TDM match. I will be uploading some of my earlier tests with previous iterations later, so check back!
  16. 1 point
    IGNI

    [CS:GO] DE_Breach - Released!

    Hi puddy. 1. There's a one sided wallbang from second floor mid to short B. Aim at the locker and you will find out. (sry cant take any screenshot right now) 2. Practical Suggestion: a. Bench at the back of A site is crazy b.B plat is just a little bit wider for one smoke to perfectly cover it. Make it 2 times wider actually XD. c. Remove the clip bushes or make the lights in 2nd floor mid higher so that players wont bump their head when they try to self boost onto the locker. 3.Wild one: 1.Connect A pit to the window that lead to mid(so that the defender rotation from mid to A is longer) 2. Fuck it, Open up the A pit door to mid
  17. 1 point
    Viter

    [CSGO] Chinabox (Wingman/WIP)

    Started playing a bit of CSGO again, and got the idea for a wingman map that plays like a middle would in a normal comp map! This meant making a layout where aggresive CT's taking map control together wouldn't be far away from the site. Let me know what you think of the layout! And yes i should have used a darker color for the floor, so i did a shitty sketch with some red lines so you can see where the paths actually are. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1543922201 Imgur Album: https://imgur.com/a/cP8Hgt3
  18. 1 point
    1488

    de_chiku

    This looks very open. You're going to have to drop the realistic open style of city streets if you want good gameplay for CS:GO. Also keep in a map set in Japan will require almost all custom resources. I like the name Chiku by the way, it's simple and makes sense.
  19. 1 point
    Minos

    [CS:GO] de_highlands (WIP)

    Nice! Lighting looks a bit washed out and artificial though... could be the exposure settings
  20. 1 point
    Drakeee

    [CS:GO] de_highlands (WIP)

    Are the T's very close to B? judging from the screenshot lol
  21. 1 point
    SotaPoika

    [CS:GO] de_highlands (WIP)

    Oh man, that looks amazing!
  22. 1 point
    Hlynur

    [CS:GO] de_highlands (WIP)

    Looks great!
  23. 1 point
    Pampers

    [CS:GO] de_highlands (WIP)

    Love it!
  24. 1 point
    text_fish

    [CS:GO] de_highlands (WIP)

    Beautiful.
  25. 1 point
    PaulH

    [CS:GO] de_highlands (WIP)

    Awesome, I really like the theme of this, looks very quaint
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