Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 02/26/2020 in Posts

  1. ics

    Ambush [TF2]

    This has been over a year long project for me to build this on and off on my free time. Welcome to 3-stage map cp_ambush. Each stage has 2 CP's that you need to capture in order to advance. After capturing all 6, you win the game. As RED, naturally you have to stop BLU from capturing! Still wip, but good enough to test on. Check it out at TF2 workshop on Steam. https://steamcommunity.com/sharedfiles/filedetails/?id=2007331583 Thanks.
    2 points
  2. esspho

    Hammer export to DXF

    The DXF export works like it did in the past. Is your geometry far from the origin maybe? In my experience it works best if you copy just the brushes you need into an empty file and export from there. That's not helpful at all.
    1 point
  3. Early WIP. Aesthetics inspired by Mateusz Urbanowicz - https://mateuszurbanowicz.com/
    1 point
  4. Spoken like a true portfolio connoisseur
    1 point
  5. It would not be a company policy or anything (like a checklist) - but look at it this way, if a recruiter sees that and gets the sense that your portfolio is very junior, which it is since it doesn't contain any professional experience, they might quickly skim past your portfolio if other candidates are more senior. Don't give them a reason to overlook you unnecessarily. Let them at least soak in your portfolio a bit first before they make a decision.
    1 point
  6. The industrial zone is coming to life I created a custom rifle that has a bigger magazine capacity, higher accuracy, and better zoom through the sights than the standard rifle in the game. It's suitably called the "2K Edition"
    1 point
  7. This is the type of content I expect on reddit.
    1 point
  8. seedee

    [CS1.6] Dust 2 2020

    Hello again, I've made some more progress on the map. There is a new connector to the doors at the top of middle coming out of T spawn. The second door leading to outside B tunnels has been closed. I've also closed one of the windows on A for balancing purposes. Here's an overview of the map so far. Old routes are marked in red, new routes are marked in cyan: AllocBlock is 51/64, so I'd say it's about 80% completed. I want to pack in as much detail as possible before I finish optimizing visiblility. Here are some pics:
    1 point
  9. I disagree, the point where we allow mappers to easily make Player Models atrociously bright colors is the point where we might as well give up and give enemy players a red inline. Besides that, every reworked set of player models has been brighter then their original versions. To me at least the easier solution would be to make a console command to disable enemy player skins as apposed to going through every single player model set and setting up certain materials to be tintable and then adding a parameter int he KV file for tinting them. Unpopular opinion here, but I prefer it if player models are at least somewhere in the realm of reason, Neon green and hot pink are not colors either side would wear.
    1 point
×
×
  • Create New...