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Showing content with the highest reputation on 08/06/2019 in Posts

  1. Karthoum

    [WIP] Rumble

    Didn't want to quite hit the 2 month mark since last "update" so here's a few pics of me testing the scale of the current graybox ingame. Disclaimer: You might end up seeing maybe 5% of entirety of this in the final version. I will also not post a picture of the layout (not that you can't find it in google maps) as I've posted places only where floor already exists on the map.
    10 points
  2. Prec1sioN

    [WIP] Paradise

    Come to Paradise Island, We have the best Crates in the Caribean! - Mayor of Padarise Island Background Story After first struggling with finding bolth a theme and a good idea for a layout. I've now managed to get started with making a graybox version of my level. The Theme for my map is a Island named "Paradise Island" that is located in the caribbean and is well known for two things: Legal Drugs, and special Radioactive stones that can be found in Mines under the island, Terrorists are trying to stop the research team that was send to two of the places said Stones
    3 points
  3. Interfearance

    Rain [W.I.P]

    Small update #2 Video: Log: -Added vent (hole) to access window room from mid. -Added medium skill trick jump to get to the vent.
    2 points
  4. Sick_TwinN

    de_napoli WIP

    So major changes have happened to the map, b site has changed once again i started detailing some parts of the map and made some minor changes to the layout
    2 points
  5. KlixX

    [WIP] Passo

    Another new update arround the layout to fix timings at some places. imgur album: https://imgur.com/a/XsFd0pM workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1765451412 newestr radar image:
    2 points
  6. blackdog

    Hitman 2

    2 points
  7. Radu

    [WIP] Tube (greybox)

    You should read this and revise your layout after newfound knowledge:
    2 points
  8. MikeGon

    Opal

    Working on some big changes! I spent a lot of time pondering over the core issues, and decided to tackle them: Removing "A chokepoint to Mid" connector (the vaulted tunnel that started under the platform there) Removing "B chokepoint to Mid" connector (the fact that the staircase room was directly linked to the large tunnel below) Adding new connector from Mid directly to bombsite, one for each. They are meant to be faster route than the other ones, and reduce rotation time Reworking layout of lower Mid, especially to make it more comp
    2 points
  9. Sick_TwinN

    de_napoli WIP

    Heyo, so this is my first map i have ever made so i am not that good at detailing or texturing. the layout has been made with playtesting with some friends and i also tested it in 5v5 bots. i hope the layout is fine. also i would like feedback so i could improve my map!! so good luck to everyone who's participating in this event!
    1 point
  10. ItzOmega

    Demoreel feedback

    Hello guys! I don't know where to put this so I let it here for now. Gonna remove it and post where it belongs if needed. I need some feedback on my Demoreel from my last projects, basic things like composition, shots, music... or anything you want to say! Everything is welcome Also if anyone wants to see my Artstation and give some feedback from there it will be much appreciated! https://www.artstation.com/itzomega
    1 point
  11. I know, I know ... job, guys, a job takes a loot of my time now. But I have a small update, I recently tried Blender and it's awesome but I'm a bit slow right now because you know how it works) about what I have now Platform Wall grass for dressing Pillar and clouds, I grab a cloud from the shooter scene and change them a bit. the light blue color just to create a contrast with clouds on the skysphere. Slowly but steady, thanks!
    1 point
  12. Viter

    Rain [W.I.P]

    Really like the rain & the sounds, very nice!
    1 point
  13. esspho

    Blender

    Oh yeah, I remember that anvil. That's a great tutorial series.
    1 point
  14. Interfearance

    Blender

    Now that I have used blender to UV unwrap and topologize I have to say I am impressed. Its the same core functionality with little voids. Time to start work on neons for my map.
    1 point
  15. ItzOmega

    Demoreel feedback

    Thank you so much @MikeGon!! It's really nice to have some kind of feedback like yours I want to focus more on Environment art, but as I know Junior artists also tend to create a lot of props too before deeply going into environments. I'm trying to keep my Artstation as clean as possible, with a lot of images and some GIFs (Taken directly from my videos). I think is a fast way to see some more dynamic shots instead of going through all my Demoreel, but I'm also going to keep my videos in case someone wants to deepen in my work. Anyways, I'm going to take a look at those videos
    1 point
  16. FrieChamp

    Man of Medan

    I came into this thread expecting a game about the Maidan Revolution in the Ukraine. I'm an idiot.
    1 point
  17. MikeGon

    Demoreel feedback

    Hey @ItzOmega, Your demo reel is great, but honestly I don't think demo reels even matter for artists anymore. They're important for content that needs movement by nature (animation, fx, audio...) but not for art. In all the companies I worked for, art leads would literally just browse ArtStation, find artists they like based solely on their stills, and make decisions based on that. They often completely ignore demo reels, because they have dozens of portfolios to skim through and they really don't have all day. It's a very fast process. That's why quality images beat videos when it
    1 point
  18. Interfearance

    Blender

    Well I followed a basic tutorial to create this ugly sword: I really like a lot of the 2.8 changes. After taking time to actually figure out how to use blender, its actually pretty fucking simple. I don't know what anyone (myself included) is complaining about. -Edge loop tool is awesome -3D cursor is nice -Interactive creation + removal of gizmos by default seemed gimmicky but actually works really well. -Material browser does not try to be substance -New layers (collections) are a huge upgrade These were just a few things I liked in a 10 minute pe
    1 point
  19. It’s incredible to think that COD now offers a 50v50 option customisations: weapons, perks and streaks
    1 point
  20. @General Vivi A lot of things have changed between the two, Glad to see you're comfortable with making layout reworks when needed!!
    1 point
  21. ┌HP┘

    Control (Remedy)

    Btw, Alan Wake is free on Epic Games launcher, if you never played that game, I can tell you right away to go fucking play it now! It's a terrific game.
    1 point
  22. ┌HP┘

    Control (Remedy)

    "They were all dead. The final gunshot is an exclamation mark to everything that had led to this point." Sam's a legend man!
    1 point
  23. @Vaya the areas where I felt this the most were def squeek and upper mid. The ladder pane should at least be broken like the one in balcony. @blackdog my cpu is wonky ever since the stock cooler fell off for a month. Even after replacing it for a liquid one and getting a glass case it was never the same. I'm getting a coffee lake i7 next week
    1 point
  24. Fun Before and Afters
    1 point
  25. sir goober

    de_Vice

    Alright fellas, it's been too long. W a a a y too long without a new update. The map looks completely unrecognizable (for the better). The lighting has been fixed, now emitting a cool cyan/purple glow throughout the map, instead of the blinding pink (no idea what I was thinking when I made that). 1 last thing before showing you all the screenshots, I usually test on the fast compile, meaning lights aren't as powerful. So when I compiled with HDR, the lights may be a lot brighter than I intended... But shouldn't really affect things! So here ya go. So a bunch has chan
    1 point
  26. The map has finally been released! Here is a link to the Steam Workshop page And some screenshots:
    1 point
  27. Listening to a lot of German stuff lately.
    1 point
  28. NEW WORKSHOP LINK Quite a few stuff were added and tweaked opposed to the initial version posted here. Some places were too open and empty, exposing too many angles or being fully vertically disconnected from below (f.e. the bridge "cat" without potential boosts). The layout did not change much, however certain areas were given some variability and depth. Detailed info in change-log on the workshop page. New and improved radar (additional illustration of all possible spawns atm for the sake of this report) IMGs showing some of the a
    1 point
  29. Some more before and after hotness! It's so much fun to just relax everyday and make levels!
    1 point
  30. So, awp stands for awesome wallpaper photo, right?
    1 point
  31. caz674

    [csgo] de_canal (wip)

    Hey Mapcore this is my first post and my first map, its still work in progresss. Looking for some feedback and possibly some help in Hammer. Thanks ! Any questions about the map feel free to ask. Heres some screenshots and the minimap.
    1 point
  32. Hipshot

    [Q3] Rustgrad

    I didn't want to disturb the Q3 challenge, but I talked to Sprony and it was alright. I started this level last year at Grin, but then I never had time to finish it and I've been coming back to it a few times every year, but this summer I decided to just fix this shit up and release it, so here it is. It's a FFA and 2v2 for vanilla Q3, I haven't really played it much but it should work "alright". Download: http://www.zfight.com/misc/files/q3/rustgrad.zip ~35MB 5 years of hardship is over - it ends here.
    1 point
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