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Showing content with the highest reputation on 12/31/2020 in all areas
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I know I am no longer active here, but I just wanted to report in that I have accepted my first full time position with Lost Boys Interactive as a VFX Artist. So even if you're struggling and its been years, know that it can still happen when you least expect it.4 points
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[GMOD] Derrick (single-player experience)
JorisCeoen reacted to sobecblobec for a topic
Steam Workshop Link Derrick Find the map in the "other" section of Garry's Mod Please play with HDR ON in your video settings Derrick was just a test that I started in Feburary, then after leaving it to rot for 10 months I came back to it and started working on it starting about 2 months ago. Derrick is largely a learning project and does not play well. It is more a demonstration of some features of the Source™ engine that Garry's Mod map makers do not utilize in their maps. It is shorter than I would like but found that making a code heavy map like this is time consuming. The map was not designed with the use of the spawn menu in mind which defeats the purpose of Garry's Mod which is weird now that I think about it. Credits sobecblobec - Main Creator | Environment artist ✪ bow - Bug Test Special thanks to: CSGO - Assets RP_UnionCity - Misc Please support me and consider rating/favoriting Derrick Sponsored by BuffDuckStore1 point -
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ROOF [How to build?]
Freaky_Banana reacted to Odin for a topic
Its all in the pitch of the roof. This is how I might do a 2/1 pitch with 16u walls and a 8u ceiling (if doing interior and exterior). Generally the math works out that you can line up your verts provided that the quotient of the thickness of the wall and the run of the slope is a whole number. So a 1/1 pitch, a 2/1 pitch, 4/1, and a 2/3 pitch will all work on a 4u or thicker wall. I recommend you stick with slopes whose run is a multiple of 2 as most geometry in hammer is built on a base 2 system, but you could do a 3/1 or a 3/2 pitch on a 6u or 12u wall... I do 3/2 sometimes as its a common stair pitch. Also note this is for the case where you need to do the interior and exterior of a building. If it's only the exterior you need to build then you can mostly forget the math.1 point -
Kaizen
T-Rexer reacted to Andre Valera for a topic
Hello, haven't posted in a while so here's a quick review of the latest update for Kaizen. Along with some layout and visual adjustments I worked on prototyping a small mod to the Wingman mode in Kaizen. It's currently set as the default Wingman mode (not custom) when playing the map from the workshop. Players begin the match attacking and defending A, the following round each team attacks and defends B and this loops until one duo is victorious. Here's an overview of where each team spawns and how much of the original map is utilized. Additionally here are the patch notes and a screenshot album. Kaizen RC1 Oct 31st 2020 Screenshots With Kaizen getting some playtime on the hub and players finding and reporting bugs there's another update looming, but before you go, and thanks for reading by the way. What do you think of this Wingman mod?1 point -
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 radar1 point
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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 arrises1 point
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I've been working on a AIM/AM map for CS:GO, with a twist. The game initially plays out as a collection of six 1v1 matchups. After 15 seconds, the doors to each arena will unlock, allowing players to walk to other arenas, or to fight it out in the hallway connecting the six arenas. There will also be random sets of weapons each round (AK vs. M4, Tec-9 vs. Five-Seven, Sawed Off vs. Mag-7 and so forth). Overall, I envision the map being like a collection of six movie sets, each themed after a CS:GO map. This is why you can see some skybox textures on walls, as they are meant to be something akin to LED screens. Here are how the arenas look like so far: Sugarmill/Swamp: Aztec/Ancient: Dust/Mirage: Cache (closely based on the official 1v1 Cache arena): Italy/Inferno/Canals: Subzero/Monastery: Hallway that connects the arenas: You'll notice some red buttons in the hallway screenshot. Pressing those red buttons will teleport players into the arena, after a two second delay. I added these buttons because there is only one entrance into each arena, which I think would make it really easy for someone to camp inside an arena. In turn, allowing players to potentially teleport behind a camper would be a good way to balance things out. Also, requiring players to stand still for a couple seconds before teleporting prevents players from cheaply teleporting away in a hallway fight. Finally, I plan on creating a spinoff version without the connecting hallway. Instead, the map will teleport surviving players to a 7th arena after some time. I also plan on creating separate 1v1 maps for each of the arena.1 point
