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Showing content with the highest reputation on 12/23/2020 in all areas

  1. NikiOo

    The random model thread!

    Reading this feels odd to me since it's the exact same reaction I had going from blender to 3ds max :D. Imo blender is the most intuitive software to use as far as navigating the viewport goes, especially if you use the (Shift + F) mode to fly around the 3d space. It may just be because I've used it for much longer than any other 3d software. Anyways, it's a matter of personal preference. I find myself switching from one software to another if I don't like how they do a certain thing. Here's the first fully textured car I've made (at least one that's good enough for me to remember)
    2 points
  2. here's to my third annual tradition of trying to learn blender well, first time I tried it I just gave up after like 15 minutes because holy shit the viewport control is awful for newcomers & wow it's impossible to do anything without remembering 13 hotkeys Second time I made what could loosely be described as a horse ( following this tutorial ) and this time I actually used that same tutorial again, kept at it for a few days and I'd say I'm pretty comfortable with the controls now Quite happy with how it's turned out, guess I'll try to figure out UV unwrapping next
    2 points
  3. FrieChamp

    Overwatch

    One does not simply ask @Mazy to design a map and then not release it... That looks fantastic. I still log into Overwatch for some free-for-all occasionally. Cant wait to try it on Live!
    2 points
  4. So I might as well post about my current project here finally, since I've been doing so on the Discord for awhile now. Half-Life: Dark Matter is designed as if there was a fourth and final expansion to the original Half-Life from the perspective of a Black Operator named Kovac. I got the idea when I was replaying Half-Life for the 20th anniversary in 2018, I realised that although the Black Ops had appeared in a couple of mods, they certainly weren't done real justice, so I decided I would be the one to deliver it... Since then it's evolved a fair bit, and I have seven others in a team working with me now, including brand new code! There will lots of new areas and also crossovers with existing areas as well, and the story will not only be in keeping with Half-Life 1, but also Half-Life 2 and even Alyx where appropriate! This is my last ever Goldsource project*, upon completion I will be moving onto a newer and more modern game project, what that will be exactly is not known right now. Most of you guys know I've been working with Half-Life 1 for almost 22 years now, so I've got the experience and knowledge to pull this off, and the others have extensive skills in the field as well! Main page: https://www.moddb.com/mods/half-life-dark-matter An extensive FAQ which answers most questions: https://www.moddb.com/mods/half-life-dark-matter/features/frequently-asked-questions-20 Twitter: https://twitter.com/HLDarkMatter and we also have a Discord server! https://discord.gg/yX4CfrH Right now as we speak, Dark Matter has been nominated for the ModDB Mod Of The Year awards Top 100, in the Upcoming category! So if you guys want to vote for me, that would be awesome Just follow this link: https://www.moddb.com/groups/2020-mod-of-the-year-awards/top100#vote41984 and select Dark Matter on the bottom! If we win, there will be a new chapter reveal in advance of the media update next year! Anyway, it wouldn't be the WIP thread without some WIPs, so here's a bunch of screenshots, more on the page above obviously! I'll post more enviroments here as I make them! Enjoy. *I might still work on something smaller for fun, if an idea arrises
    2 points
  5. atrocity

    de_distillery

    As I mentioned above, I thought it would be fun to post some early blockout shots, and then post some final shots and talk about some of the design choices behind them. If people enjoy this, I can post a few more. Bomb A Changes After multiple playtests I identified a few problems with how bombsite A was playing, and how players perceived the spaces they were flowing through. In the old version, players would come down around this bend here, and be presented with option of ducking into this building to take a more protected, but tightly choked route, or they could try and work their way through the street choke and into the bombsite. The street opening here didn't have large cover, so this required a smoke or you would be destroyed by snipers. The less obvious thing that was occurring here was that players felt they were not aware they were transitioning into a bombsite/contested zone. Because you were walking down streets to get here without any changes in spaces, players did not perceive the immediate threat that was waiting around this corner. After some thought, I realized I could create a better choke point , add better cover from snipers, and create a clear delineation of spaces by adding a tunnel with vehicle cover. This also fit well with the aesthetic of Edinburgh. This would however end up impacting the secondary route that players always took into the bombsite. More on that below. As I mentioned above, players would go through the structure's interior, and be spit out at the back of the bomb site. This had its pros and cons. However, the one thing it did allow was for Terrorists to rush this point at a much faster rate than the CT's had time to deal with. In an effort to allow CT's better timing to both bomb sites, some work went in to slowing down the terrorist by just a second or 2. This also allowed me to build a courtyard that would be a bit more memorable than just an interior hallway. This also made the approach into A more interesting, especially when I did an overhaul on the bombsite in later iterations. When I started this level, I had a few core ideas I wanted to execute on. One of these ideas was how I wanted to go about differentiating the bomb sites. I knew I wanted one bomb site to be an interior or more close quarters fight, and the other to be a bit more open and long range. Possibly open enough that it might even be a bit uncomfortable for Counter Strike. Originally Bomb A was down in this recessed patio space. While I thought it may be interesting to fight down into this space, or hunker down to cover this area, it only took a few playtests to show me I was wrong. First, this spot became a grenade pit. You could almost guarantee that you were going to get 1 or more nades thrown at you here. Second, the recess made a lot of the fights kinda gross. You were trying to fire over the railings, and the players who were on the street above, you could only see their heads. The space really wasn't playing out the way I wanted. I had the idea to raise it up instead of the recess, and this turned out to be a much better choice. This got rid of the strange angles, cleaned up the fire fights, and made the space a bit easier to navigate through.
    2 points
  6. dux

    What are you playing now?

    I got Deep Cock Galagtic on steam sale as I finally have someone to play games with! Cheers Christmas covid lockdown. REALLY Good game.
    1 point
  7. 1 point
  8. Pampers

    Music of Half Life

    is it this one? timestamped
    1 point
  9. Soldat Du Christ

    de_distillery

    looks awesome dude!
    1 point
  10. esspho

    Furnace

    You can check out an early version of Furnace on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2326921664 Any feedback is well appreciated! We'll be doing some playtesting in the next days and weeks as well. Here are some WIPs: The central canal divides the map's residential and industrial parts. CTs spawn below bombsite A - an electric arc furnace. The Terrorist's plan B is to bomb the nearby gas silos located by the canal. For now we went with a layered radar. We're propably going to try an overlayed version in the future. Top level radar Bottom level radar
    1 point
  11. Minos

    Overwatch

    New Deathmatch map now available on PTR, set in Hanamura, but in a new area Was super fun to work on this one, the first map we made completely WFH. It is a truly Mapcore special. Level design by @Mazy Downtown architecture by @Minos Town area architecture by HP (can't tag for some reason) Backdrop by @PhilipK With some assets previously created by @Pericolos0 Developer update:
    1 point
  12. Azriel 4K

    Sweden

    My first ever *mostly* finished map, we spent quite a while trying to learn how everything on source works and I'm pretty happy with the result, and I think the detail around the map is pretty cool. Go easy it is my fist ^^ Any recommendations when it comes to layout? Still trying to figure things out! (Yes I know the radar looks shoddy as a png) https://steamcommunity.com/sharedfiles/filedetails/?id=2322316703
    1 point
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