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Showing content with the highest reputation on 01/07/2021 in all areas

  1. 2 points

    Goals for 2021?

    You know something that dawned on me during 2020? Sometimes you criticize something or sombody so heavly that it starts to mirror yourself. I mean, the criticism backfires. That was never a goal for me. It just happened. That would be a good goal. Spend less time on criticism, invest more time in yourself.
  2. 2 points


    this is not science fiction, this is real life
  3. 2 points

    What are you playing now?

    Completed Uncharted 3 a couple nights ago. I feel it was easier than the previous ones, had a better ending/boss fight, slightly… but I think Uncharted 2 is the best in the trilogy for me. This third felt formulaic, plus the adaptations from Indians Jones. Anyway I came out of it thinking… would be cool if TT Games made Lego Uncharted based on the trilogy, considering how much time you spend with a friendly NPC should be possible to figure out how to make it work.
  4. 2 points
    El Moroes


    Yeah ^^ Impressed me too, one of the first dm level on Source
  5. 2 points


    ... de_predator, de_recon, ... Whenever he'd release a new CS map that got me crazy excited. And then there was this one too
  6. 1 point

    [GSGO] de_samba [WIP]

    de_samba This is a map I'm working on from time to time. I lost it once, retrieved it and builded version upon version until now. It is supposed to be a bomb defusal map set in a favela-like environment. At least that is the plan. For know it is still a grey boxed version where I'm trying to perfect the layout. Layout: As you can see, I went for a traditional layout. But I tried to mix CQC and long range fights in several locations. I started with the idea of verticality, as the complete left side of the map is on higher ground than the right side. Screenshots: Some visuals of the current state of the map: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=659931332 Feedback: I'm currently looking for feedback on the layout, as I would like to find a final version, before try detailing. Showing the map and getting feedback would also be a way to give me the necessary motivation to at least finish what I started Post your thoughts here or hit me up on the Mapcore discord.
  7. 1 point


    @That50'sGuy this is from the area just inland of Venice Sardinia, caused by mining and refining that being said, at least you can see it. Much worse, in a way, when the problem is invisible... ever seen Erin Brockovich? There's also Dark Waters that came out last year on the subject.
  8. 1 point

    Hitman 3

    PS: lolz the shoulder tap @ 1:25 PS: just found out there's a playlist of the Game Informer's exclusive content
  9. 1 point

    What have you watched recently?

    America crumble in on itself
  10. 1 point


    de_recon, a map ahead of its time (no goddamn crates)
  11. 1 point


    I remember Avalon, not for playing it but when it came out he gave some env art tips related to it, what I still remember to this day it’s his advice to place a point light at the beginning of a vent to blend light in it more naturally/believable
  12. 1 point


    Its regular water that for sure no industrial waste has spilled into! I swear!
  13. 1 point


    There is a new playtest version of Furnace on the workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2326921664 We've mostly been working in feedback from our last test match. Thanks to everybody involved! Also thanks to @Roald for taking the time and giving some indepth advice. Here are some screens from the current map version: The Tspawn has slightly been altered - the garage on the right provides a faster and simpler path to the canal area. This shifts timings towards Bombsite A somewhat. The canal itself has been detailed a little more and got some cover in the process. The "Long B" has been fleshed out a little more - it now revolves around a derelict shack that should provide better cover for Ts. Bombsite B got some touches of color and the aforementioned half-open silo (not accessible). A sloped wall has been added beneath the heaven to hopefully limit weird vertical sightlines. CTspawn / Bombsite A has gotten the same sloped wall treatment. Also the lower part of the furnace has been detailed a little more. Top-Level Radar Bottom-Level Radar Radar comparison old / new
  14. 1 point
    I'm using the new year as an excuse to look at how Turbulence has changed over its month of development. This is the first playable version (when the plane would go through a canyon with scrolling textures and platforms hovered via giant fans) to the much more refined experience there is now. Still a long way to go but sometimes it's nice to look back and realise how far you've already gone.
  15. 1 point

    The random model thread!

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