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Showing content with the highest reputation on 11/28/2019 in all areas

  1. 4 points
    Don't worry, you're still a frontrunner for the "Most Modest Mapper"-award.
  2. 3 points

    [CS:GO] dz_junglety (Danger Zone)

    Some of my impressions from playing the map a dozen or so times during the last week: Collision on many models is very poor. Rocks are the biggest offender here. And the crane. Tried shooting through it and although there being a huge gap, bullets were blocked. Frustrating Performance: Despite being on a high end system, I still get stuttery mouse movement when being around the center of the map. I've seen you used limited render distance of models a lot already, but that still doesn't do the job very well. (Sometimes objects disappear too early btw. Shot a guy who thought he's behind cover) I guess you need to look into combining props to reduce drawcalls. Freedom of movement feels quite limited at times. The little fences blend well with the background and block me all of the sudden when I'm focused on other things. Some areas are not easy to get out of since there are limted options. When you play blacksite for example, all areas on the map are designed in a way, that you can jump from point A to B which gives you TONS of possibilities to change your position. Doesn't feel the way on your map. Water is too deep in gameplay areas Dark rocks don't really fit the visuals. They need to be brighter to fit the environment more
  3. 2 points


    Map looks dope, good luck to you all
  4. 2 points


    CLASSIFIED UPDATED More days in development and concerns about the deadline began. Because of that, I decided to improve the look of most of the buildings while adjusting a few last things to the layout. With this approach, I can get a better idea about areas in general and I won't waste much time thinking about their visuals when detailing. I took the opportunity to make the map "public" on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1868518259 I will do my best to finish this project on time! UPDATED VERSION SCREENSHOTS IMPROVED LAYOUT AND TESTING From the first version of the map to the most recent, significant changes have been made especially in Bombsites. So I'm requesting a test date on "Source Engine Discord Group" (provided by Top Hat Waffle and other big names from the community) to playtest them. Many use this Discord group to schedule these tests, it's for sure the best place for it! More posts to come!
  5. 2 points
    Looks fun great job dude!! This definitely needs more violence and micro transactions to break in the Chinese market though just sayin
  6. 2 points
    THIS And once you've done something, get it infront of people and LISTEN to their feedback. Don't deflect or shrug it off. Then improve the thing or, if you're sick of it, take the feedback with you to the next thing. Repeat.
  7. 1 point
    Hey boys, I haven't share many things lately to the community ('cause I didn't much. (Harsh years at work). More info soon) But i've participated to the Epic Games' Megajam this week. I ended up making this game alone: https://itch.io/jam/2019-epic-megajam/rate/521019 You are a good doggo and you have to get to gather the sheeps in the white circle. If you want to try it, be my guest. I'm quite proud because it's the first time I make something "good" during a game jam alone. Please, share comments and feedback. (yeah I know, the AI is extremely silly)
  8. 1 point

    What have you purchased recently?

    I have also joined the rich kid's club. Let's make our own discord @Vaya Edit* It's here, baby
  9. 1 point
    If you want to build something, do it yourself. Don't get me wrong! Teams are great. Teams are better than individuals... but the problem with Source modding is that people team hopped to the most exciting new projects they could find (this was me) and would leave when the mod looked dead from inactivity. Or life would get in the way. Or people would get hired for professional work. One way or another, if you want to build something, do it, don’t expect to spread the workload effectively because this generally didn’t work well from what I saw This should also help you scope better. If you have a team of 26 people, all the sudden you’re overestimating what you can achieve
  10. 1 point

    [CS:GO] dz_junglety (Danger Zone)

    Although I really enjoy your map and am glad Valve appreciates it, there are some valid complaints fewseb has listed. Most notably being: Off lighting. Low resolution/quality custom props, as well as some really old Valve assets that don't hold up very well. The sand and grass contrasted with the black rocks look rather unpleasant (sorry to say). Some textures look a tad bit repetitive, one example being the pavement. Other specific things I found that looked odd were the crane (among other red metal objects) having incredibly low texture resolution, that ancient white van, the houses looking full-bright, as well as some awfully low-res barrels. Now that I've listed some problems, I would like to provide you with some possible solutions: Change the lighting for certain areas with different types of lights, maybe even some dust particles in the air. Increase the texture quality of some custom props, and also give them some overlays to give the illusion of more detail. Make sure all primary textures are at least 1024 by 1024, as that's what Valve did in their Danger Zone maps. Try using some custom 4-way blends similar to the ones Valve uses for particular areas. Lighten up and detail those rock props, give them the same style of crisp texture that Valve has on their DZ maps. Although not necessary, it'd be cool if you got some other mapper who's an industry veteran to assist in the making of custom assets. I just say this because I find that it'd be more expedient and likely more motivating than you being the sole worker on the project. Also, just some questions out of pure curiosity: What percent of the map would you say is composed of assets made entirely by you? How long did this map take to create? Were you expecting Valve to respond as they did? In conclusion, I really like what you've done with this map. You took a risk, and Valve recognized that. Although I am being very critical in this post, it's only because I would like to see the map improve. I supported this project when it was first uploaded, but now that it's under the light of the entire community, criticism means a lot more. Good luck with your future mapping endeavors, and I hope you integrate these valid critiques.
  11. 1 point

    [WIP][DE] Antiquity

    Wowww someone needs to do a good deep introspection
  12. 1 point
    Update: I abandoned the project, or at least put it on the back burner. This was because of a mix of the hammer editor being outdated and frustrating, my impatience, my unwillingness to learn new tools, my incompitance, etc. Its a fun change of pace designing for a different kind of fps, i feel like this would have been the best entree in the contest if i went through with it. Thank you for the support and or criticism everyone, good luck with the contest. If you want to see my other maps heres my yt channel: https://m.youtube.com/channel/UCYatg8Re7_v9jLaYB33hEgw
  13. 1 point


    De_Submerged is now submerged.
  14. 1 point

    Mustang (formerly Everest)

    Got to have cliffs. WIP.
  15. 1 point
  16. 1 point
    Be realistic with what you can achieve and finish what you start. Less talking and more doing.
  17. 1 point
    lol, you definitely see beyond the veil a lot more when you understand how things are made. But, by the same token that you easily loose interest in some games when you just "know too much", you also get a newly appreciation for really well polished games, cos you know what it takes to master something to that level.
  18. 1 point

    What have you purchased recently?

    The synth addiction and need to not look at a computer screen has lead me to this and I absolutely love it! Also I think I can use it to control my volcas which have a great sound but a really anemic sequencer. It's a synthstrom deluge.
  19. 1 point


    CLASSIFIED UPDATED After a few days of testing and experimentation, important adjustments were made in certain areas, especially at A bombsite and in the middle region of the map. They seemed too closed for rifle combat in the initial version and with these adjustments, a new radar was made. NEW RADAR/LAYOUT: Bombsite A has been widened and rethought. The middle region of the map has also received special attention in this release (this will probably be the definitive version of the layout). I also improved bot navigation and even added some "place names" to assist in the upcoming tests with friends. Those new tests may take a while to start, so I took the wait to work on some textures that I may use. TEXTURE TEST SCREENSHOTS: As my idea is to present an extremely cold and snowy environment I need to focus on interesting and creative snow textures. To make this process easier I created a makeshift "texture test map". With this map I can check which textures need to have their values changed or their maps redone. More posts to come!
  20. 1 point

    MapCore CS:GO Playtesting 5.0

    Connection Info CS:GO Server IP: Location: Central Europe Slots: 20 players Discord Server Invite: https://discord.gg/nQWzYhX Playtesting Information Playtesting is held every Tuesday, Thursday and Sunday, at 19:00 BST (20:00 CEST), with a maximum of 2 maps per session. Make sure to join the Steam Group and Discord Server for regular updates and information on CS:GO playtesting! Submitting Before submitting please check to see if one of the two slots are available on the day you wish to playtest by checking on the current schedule spreadsheet, and make sure to allow at least 24 hours until the date before submitting: https://goo.gl/a5n1M1 Submissions can be sent through the google form: http://goo.gl/forms/qK15A03oAI Note: If you would like to resubmit for playtesting we generally request you wait at least two weeks before resubmitting
  21. 1 point


    I've made some yellow bumpy dudes for the subway. You can see them in-game in the post from Jack above. These photos were taken from Substance Desinger directly. I modeled and baked them in Blender and did the rest in Substance Designer. Wanted to show it off with height because it's cool.
  22. 1 point

    [CS:GO][WIP] Trailerpark

    Where to begin with this map first and for-most, both of the bombsites are incorrect, bombsite A is listed as b on the radar and vice versa I also found the clipping was lacking around the wood fence barriers. Its almost shocking how little this map actually resembles a trailerpark. For one thing, none of the "trailers" resemble actual motor homes, aside from a few that you dont actually enter. Im from a part of the United state where every town has about 3-6 trailer parks, so im well aware of how they would actually look. Obviously you couldn't do the traditional single lane with trailers in a neat and uniform positioning, that would never work, but most of these buildings dont even come close to resembling a trailer. Every single trailer, despite being very different in design, all feature the exact same corrugated metal texture, and slated window. Every interior is practically identical and not in a good way. Despite your frequent use of the slated windows, including in areas where they seemingly exist in between two interiors rooms, almost none of the interiors lighting is natural, youve got bright sun flowing in, but its very obviously not real light. Real trailers, when their windows are not obstructed, are usually filled with natural light, because of how many windows there are and how small the interior space is. I dont see why you put so much effort into placing windows all over every single building, then use none of the natural sunlight those windows would allow. Every single building has the same gross yellow lighting, on yellow wall paper, with yellow-brown wood siding and floors. This is a harsh contrast from the outside, where you have natural cool lighting, from all the light colors and bright blue sky. The interiors dont feel like they match the exterior in how they are lit. I get that having clean walls and clear spaces is good for gameplay, but running around this map felt like I was running around a miniature scale model in lobby of some architecture firm. The map enters the uncanny valley with just how unrealistically clean every single surface of the map is. Its a trailer park, trailers are not made with high quality paint and metals to begin with, they are designed to be cheap, but aside from that, this trailer park is in the middle of a lake. Next to a shore filled with sand. The lake it also seems to be in the middle of a forest. The amount of the moisture with the from the lake, combined with all that sand, would at the very least be degrading the bottom trims of the trailers, but realistically, every trailer that faced the lake would be rusting with paint chipping off. Speaking form experience, wildlife would burrow under the ground and into the bottom crawl areas of the trailers. They would rip through the bottom trims even more. I also find it bizarre, that this trailer park is seemingly on a peninsula in the middle of a lake, its surround by water on 3 sides, its also seems incredibly unlikely that anyone would waste lake front property on a trailer park. And this is where I realized what this map should be, not once when I ran around the map, did I get the feeling I was in a trailer park, the beach, the odd storm drain tunnels, the mountains and bright blue sky do not invoke a feeling of being in a trailer park. This map would work so much better if it was set in a summer camp, or some kind of national park reception area. Its a real shame too, because the sense of outdoors and sense of adventure not to dissimilar to ones a child would get from being in the woods, overwhelm everything else thats trying to be a trailer park. One last point of contention I have, T spawn and CT spawn seem thematically reversed, as in they should spawn in each others spawn area. The Ts start outside the park, what I assume is their moving truck has been left behind down the road, while the CTs start out near the beach with an APC that seemingly left not tire tricks in the sand. Its hard to tell what the bombsites are supposed to be, but it would make more sense thematically, if the cts started in the street, while the Ts start out in the trailer park itself, the Ts having resided in the Trailer park itself, with the bombsites being their stockpiles of weapons. The FBI would want those stockpiles as evidence of some kind, and the Ts would want to destroy all evidence of them even being there in the first place. Some sense of what the Ts are even bombing would be nice, as it stands grey crates with grey barrels dont inspire much thought as to would they could be. Additionally the A site, grey barrels look very unnatural, They are all uniform with each other, and the hinge of the lid face the exact same way for every single barrel. Simply Rotate the barrels different directions on the top layers would fix this. I know this may have come off as overly negative, however I see potential in this map, by just making a theme change. Its already got the atmosphere for an outdoor, national park type map, it just needs a different look applied to the buildings. Granted, it would obviously be easier to just change the 3d skybox and the out bounds details, to suit the trailer park theme more closely, then changing all the game play areas. Either way, just keep improving it, this has the potential to make into the game itself.
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