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Showing content with the highest reputation on 12/27/2020 in Posts
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Hi, I am Anarchy. New CSGO mapper but its not the first time I am making mods for games. I used to make simple mods for GTA4, before that there was an old fps game (its dead) that had a map editor, Far cry had map editor so messed around it that, I tried Hammer editor before but GTA had taken most of my time and I didn't finish any map in Hammer. Recently finished my first CSGO map which is a rookie level for the standard, but a good learning session I guess. You can check it out here I am a indie game dev making my first game, a graphic designer and was making 2D assets for mobile games and websites of Green Gold Animation/Tigris. Oh and also very well experienced with 3D model topology and modelling tools in Blender3D...texturing: not so much.2 points
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first of all happy christmas everyone!, So after making pithead which got 9th in the wingman competition, i wanted to have a bigger challenge. so i decided to make a 5v5 with @Ynel we started 4 days ago and we have made some good progress already! de_maar is set in norway close to a maar, where you can see auroras etc, our goal is to have a nice warm/cozy looking village. while having great gameplay some wip shots (some models are still placeholders) I hope you will enjoy them!!!1 point
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[CS:GO] Ravine (wingman)
Andre Valera reacted to jd40 for a topic
Hi all! I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?. The map is set in snowed in castle connecting two sides of a river. Layout: More screenshots: Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084 Credits: Additional LD - @Quotingmc Deer head props - @Quadratic1 point -
Hey everybody! It has been a while since I have posted anything, but I thought this would be the best place to share my next personal project de_distillery. Distillery is based around a fictional distillery and is set in a loose version of Edinburgh Scotland. Since a trip I took to Scotland a few years back, I have been dying to build a level that is set there. After being inspired by de_highlands, I knew I needed to start making my idea come to life. I started the blockout a few weeks ago and try to work on it when I am free after work. I've been able to iterate on the level after hosting some small playtests with friends. I am hoping to have this public on the workshop here shortly, and then having larger playtests to gather more feedback. Update 9/18/19: Swapped out the old Minimap with a TAR version. Update 9/17/19: After a playtest this evening, I pushed the map live to the workshop. I will continue working away and posting updates. https://steamcommunity.com/sharedfiles/filedetails/?id=18436821521 point
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The method you use depends a bit on a case by case. If the building is just for show VS players can roam inside. You must definitely build on the grid as much as possible (you can always use instances to offset buildings after) and things should align nicely. If not, you can always use the clipping tool: extend the wall up so it intersects the roof, select the wall, the clipping tool, then start clipping from the left roof vertex to the right, using the bottom roof edge as a guide; that way you’ll cut at the same angle even if off the grid. If you use vertex manipulation as suggested, I would dare say it doesn’t matter if you pull the inner vertex up and just have the wall go through the roof (as long as it doesn’t come out the other side or touches the roof top face creating a visual artefact) because AFAIK once two brushes touch each other the compilers splits the brushes were they touch anyway, so I don’t think having a dirty built will create perf problems, but I’m happy to be corrected on that. @will2k optimisation expert? One could argue about texturing if you were using this dirty method, but depends if you’re using trims or not, and even then how important is the building, players might never notice.1 point
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I suggest that you align your geometry to the grid as much as you can, without compromising shape. In the example I show, I have roughly the same slope, but since it aligns with an exact point on the grid every six units. If you then reduce to a smaller grid, it would align every 3 units: You can then use the vertex tool to raise the left edge of the wall. Or alternatively, you can make the wall overlap with the roof and use the knife tool to cut it at the same angle, but I wouldn't advice it since making changes afterwards is gonna suck for you.1 point
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[UE4] [WIP] Ryokan
Freaky_Banana reacted to Corvus for a topic
Starting to detail the interiors of the scene1 point -
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Ship my Alyx mod. 2,000 ELO on chess.com. Learn blender, substance, and the source2 custom asset pipeline. 250lb bench press Grow Fapcore.org1 point
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Hey all. Sorry I've not been around very much recently! Had a lot going on IRL and with work. Hope you are all doing well! Been working on this scene for a while now but finally finished it up. You can check it out on Artstation. This has been a really fun project and I've learned a lot about UE4 and environment art in general. Really wanted to push myself to learn some new software. Speedtree is amazing! https://www.artstation.com/artwork/bK8EPn1 point
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de_distillery
Andre Valera reacted to atrocity for a topic
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.1 point -
Agreed, I have a category in steam called "Completed not finished" for games that im done with but i didnt 100% or finish a full campaign of. As soon as a game is bought it goes in my favorites so its at the top, when that list is too long I don't buy anything. When im done with the game it gets categorized and removed from favorites.1 point
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In the Valley of Gods - Campo Santo
leplubodeslapin reacted to blackdog for a topic
So we joked this would happen, and it happened. See offset (last game in the video) Goddamnit. You have to hope the key people in the project leave and take the IP with them to see it completed(?)0 points
