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Showing content with the highest reputation on 10/28/2019 in all areas

  1. 3 points
    Byron

    Cobblestone Changes

    Updated: Workshop Ignore the trash visuals, did a fast compile and didn't focus on making it look visually appealing at all. These are the gameplay changes: A/CT: - Changed the back of site raised area - Raised the wall on site - Added staircase from CT to A - Lowered CT and added a pit - Added boxes on the site - Moved hut closer to ramp and rotated it 30 degrees - Added separating the ramp and long entrances Ramp: - Raised the wall at top of ramp to block visibility - Added door between water and ramp - Added connector between ramp and drop - Added a raised section to the side Long: - Brought the wall separating long and outside out a bit to block a long sightline Outside: - Blocked off the back area - Removed snipers nest - Added a wall to patio Drop: - Drop now comes out around the corner - Added connector between ramp and drop - Blocked off flowerbed with bars B: - Slight change to cover on long T: - Blocked off upper area - Blocked off snipers nest Misc: - Changed sun angle - Added ability to nade from outside to A - Made it easier to nade long from outside - Slightly moved spawns The goal of the project is not to make a 100% functioning remake, but to test ways to make cobble great again. Suggest anything you think would be beneficial!
  2. 3 points
    Crexenic

    [WIP] Machine

    After briefly abandoning this project, I have returned with fresh enthusiasm. I believe I have ironed out a lot of the balancing issues, perhaps it sits too T sided, more testing needed... I added some shootout characters in common spots where CT/T would be. Ended up spending more time fighting these wooden boards than I did the bots
  3. 3 points
    Vaya

    Cobblestone Changes

    I wish people would let this shit map die.
  4. 3 points
    Sick_TwinN

    de_napoli WIP

    a update to the layout and i made some custom models
  5. 2 points
  6. 2 points
    spa

    [WIP] de_rampart

    Update: Workshop Version Had another playtest and got another round of great feedback from the Source Engine Discord Server. There were some issues that Ive tried to fix but also some polish since last - finally got my skeleton soldier in with his Arisaka rifle! The container he is in still needs a bake/texture pass. The main thing i was struggling with was to give the CTs more agency on the A bomb site as well as post plant options. I even tried to add a long path behind the site, but it hurt rotations too much and was probably also a bit too OP so i ended with a comprise "shed" at the back of site, which can also be scaled with a skill jump up to heaven from the opposite side. Also fixed a broken boost and a really nasty sight line break from T into the B site boost which took a little remodeling. I brightened alot of the textures which i think really helped on both the visibility but also just the general look. Im pretty happy with the layout atm but please let me know if anything seems out of order!
  7. 1 point
    DazRave

    [WIP] Dumplington

    About Backstory Layout Progress Updates Initial progress update can be found within the first post (Click an update blow to view) Added roof section to main mall Initial work on 'the Dome' (CT Spawn) and the map's backstory Planned main areas and initial map sketch Started work on Bombsite A, a Luxury Jewelers called Raven&Co. Risks, Comments & Changes Fun facts
  8. 1 point
  9. 1 point
    WilkyMay

    Kirus [WIP]

    Our map's first custom asset
  10. 1 point
    Death Stranding is coming to PC as well since this was retweeted by Remedy, complimenting their publisher 505, have the feeling this will end up Epic Store exclusive
  11. 1 point
    Beck

    The Outer Worlds (Obsidian)

    So I never realised this was releasing so soon, I always thought it was early next year like every other game coming out. Anyway, got this on the Xbox Game pass on my PC so thought I'd give it a try and after a slowish start I think I'm hooked. This is what a Fallout-like game should be. The writing is brilliant, the graphics are nice with a nice variety of environments thanks to the game taking place on different worlds, the quests are fun as is the combat. There's plenty of customisation of your character (both stats and look-wise) and you can really specialise your character the way you like. Stats all have secondary bonuses too so for example charisma doesn't just affects conversations it can be used in combat to intimidate enemies etc... Would recommend you pick it up. Just wish Obsidian had the chance to make more Fallout games.
  12. 1 point
    Endritv

    Town

    Going to give this contest a try, not sure if I will actually have anything playable at the end!
  13. 1 point
    FMPONE

    DE_CACHE (new version)

    DE_CACHE by FMPONE and Volcano A bomb defusal map set around Chernobyl. Terrorists are bent on destroying the evidence of a massive weapons-cache in the shadows of Chernobyl. THANK YOU TO THE FOLLOWING (amazing) PEOPLE!: MAPCORE.ORG, Robert Yang, Lenz Monath (penE) +++ Comparison Sliders: FMPONE.com/cache +++ +++ +++
  14. 1 point
    Le1T

    DE_CACHE (new version)

    de_cache for China
  15. 1 point
    Zanek184

    Hideout [WIP]

    Some stuff I've done so far. Still WIP, but hey, it's something. Can you guess what areas these are?
  16. 1 point
    dux

    Fallout 76

    The list of AAA developers/Publishers I'm willing to support grows thin.
  17. 1 point
  18. 1 point
    DeadKnife

    Submerged

    Layout changes
  19. 1 point
    MadsenFK

    WIP in WIP, post your level screenshots!

    Recent progress on a wingman map, DE_MOROCCO
  20. 1 point
    Anyone here still making maps for gmod? Been making a map to overshadow gm_bigcity since I got tired of waiting on someone to make a bigger better and more optimized version. The sides of the level are 16 units away from the hammer editors limits and this screenshot displays a little over half of the level. The gray area with the fog is just the skybox projection. But man who knew designing a city was so difficult.
  21. 1 point
    FMPONE

    DE_CACHE (new version)

    Lol Thank you Liam!
  22. 1 point
    leplubodeslapin

    DE_CACHE (new version)

    what Guys ok it's nice that you can be so accurate with your feedbacks and I'm pretty sure that they're welcome to improve the visuals of the map and make it more "realistic". But please, understand that not everybody is an expert in AC, plumbing and in the history of USSR vehicles from decades ago. It's something that the map creators can take into account and change but it's their map, they don't have to change these things to please a community of people. Appreciate the work applied here and do your feedbacks as suggestions of stuff that could be improved, kindly. Just my 2 cents :x
  23. 1 point
    Roald

    WIP in WIP, post your level screenshots!

    Some progress on my map Anubis
  24. 1 point
    spa

    WIP in WIP, post your level screenshots!

    Been working on a old anti-tank cannon prop for my bunker fortress (de_rampart)
  25. 1 point
    Based on Hostage Rescue mode, Cappadocia. Still working, balancing and fixing...
  26. 1 point
    So before the contest started, me and my brother proposed we Collab on a Mirror's Edge style map named Clarity. He proposed ideas by looking at screenshots of the game that I took while playing, and I wrote them all down. We didn't get very far before we had to halt recently so I can focus more on the contest, but here's what we've got so far! Also, the theme is that it's set somewhere in a Chinese city (We were eating Chinese food when we thought about it XD). I can't wait to get back to work on it once the contest is over, but here it is in all of it's unfinished glory And yes, I finally decided to stop adding that overexaggerated normal map on the flags and replaced it with the valve-made subtle reflection.
  27. 1 point
    sethen

    WIP in WIP, post your level screenshots!

    bbc_Nightclub for Brainbread 2 This map is actually based off of Dead to rights 2 nightclub/strip club level. Basically, watched a video on youtube of some person playing that level and made it into a map in the source engine. (WiP)Outside Area: The player starts in a apartment building overlooking the street. Inside: This area is after the player defeats the first boss. They must move through this area to proceed on. Inside (2nd Stripper: Continuing from the last area, this is a small area to showcase the environment a little more. Inside (Final Room): This area is a porn studio room, which showcases the final boss fight of the level. There's a lot more to this level, but only showing this amount for now. Still a WiP and needs more attention before initial release. If you are interested in designing levels for this mod. Visit us on our Discord!
  28. 1 point
  29. 1 point
  30. 1 point
    With the realistic fire effects and dynamic lighting options in source, you almost feel like doomslayer! Edit: this took 15 minutes of my life what was I thinking
  31. 1 point
    Really early WIP, trying to get some Libertalia feelings
  32. 1 point
  33. 1 point
    fewseb

    WIP in WIP, post your level screenshots!

    I recently overhauled this building in my current project, the building is owned by a design agency and the original exterior reflected a common design I found used among design agency's in Arizona, which is where my map takes place. Over time however I found the exterior to be lacking do in part to how different it was to every other building around it, it didnt fit in with its surroundings. Where as every other building I had based off old and worn storefronts from older districts inside a city, the buildings I took inspiration from while making the agency building were almost always out away the city and were newer. For a while I wasnt sure how I could make the building fit in better given how much of its design was founded on gameplay. Eventually while working on a small business to fill an empty space on the outside of the building, I came to the conclusion that the way to make the building fit in was to brake it down into several smaller buildings on the outside, while leaving the inside one cohesive business. I took inspiration from an accounting firm I went too, where the exterior was three separate old buildings, but had been renovated to have one continuous interior. I attempted to apply a similar look here, by breaking down a single large building into several smaller store fronts I believe I have managed to make the building flow better with the overall ascetic of the map. A knock on affect of this change along with changing another building, has let more sunlight reach important game play areas. One drawback to this redesign was the loss of the simple white and red background the old exterior provided to areas, though it did not match the surroundings it did make player models stick out. Because of that, ive tried to retain a simple white/grey background in areas where the white wall was most beneficial. Also a long awaited update on the stair saga that im sure youve all been clambering for
  34. 1 point
    I'm creating the blockout for what's going to be my final project. The concept is a lost pirate island from the pacific in which there's an explorer that had a crash with his airplane. Now he is stuck there and has to explore to find the hidden secret. The goal is to create a beautiful pacific beach with some rocks and secret places in one side of the island, and an abandoned pirate town in the other side, full of vegetation and trees. Heavily inspired by Libertaria and At Sea Chapters from Uncharted 4 and AC4 Black Flag.
  35. 1 point
    jd40

    WIP in WIP, post your level screenshots!

    My wingman map that's going on hold for the exotic contest. Had a modular set and everything
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