Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 02/09/2021 in all areas

  1. Andre Valera

    Torch

    Hello there, Here's a 2 minute video overview for the blockout of de_torch. Since it's early in development I thought a video would do the job of showcasing my intentions and goals with the project. Steam Workshop Download Blockout Timings
    6 points
  2. Roald

    Boulder

    Well, I reworked bombsite B entirly and spiced middle as it was quite uninspired. My aim for this map is making it feel more dynamic with different ways of playing/approaching one area and quick rotations for both teams. I hope I didn't go overboard with my ideas, but a playtest should tell more Here the album with more screenshots and info about the timings and angles and such: https://imgur.com/a/UjLjLYv
    3 points
  3. Minos

    Cyberpunk 2077

    *In before Jason Schreir drops a bombshell that will rock the games industry to the core!!*
    2 points
  4. This would be my mousse of choice But if you're asking about mice, I've been using the most basic shit you can get. Not sure how much out of 10, but it gets the job done. https://www.microsoft.com/en-gb/p/microsoft-basic-optical-mouse/8w13r7q5z92q
    2 points
  5. blackdog

    Cyberpunk 2077

    It's so childish you wonder if is real. I would like to see any journo dare publishing confidential documents like this btw, should be a career ending stunt, as well as prosecutable(?).
    2 points
  6. Good job @zombi, I think you nailed how to present your maps! Lots of beauty screens as well as screens that go over your thought process, definitely a thumbs up. Apologies for the length but don't be intimidated, it's mostly little things. The website is easy to navigate and understand, which you have done well. It works well on mobile too from my quick test. You can find good advice a bit everywhere, I've recently stumbled on some that I just linked the videos in the pinned topic in this section. There are two things I can highlight from everything I've read/seen on (level de
    2 points
  7. Kokopelli

    [CS:GO] Cusco

    UPDATE PREVIEW BALANCING CT SIDE After last week's playtest I've been working hard on refining the A site and the pathing around it. CTs were feeling overwhelmed and so the focus has been on improving defense for the CTs. What seemed to be causing the most issues for CTs was the A mid/mid connector area. For Ts, although the angles could be cleared one by one, it proved to be too impractical. But for the CTs it was even worse because they could be so easily overrun by T rushes and were punished for extending. So I closed off the entrance to connector from A mid.
    2 points
  8. zombi

    Jan Kazubek | Level Designer

    Thanks man! I will try to improve this in free time. I used grammarly and I think website should be free from spelling mistakes, weird. FC5 map has most of this points, like different weapons, different enemy types, RPG as a reward for exploration. Maybe it's lack of some environment story, but the idea was simple: cult came to farm, killed hosts because they were interested in the crashed plane. Yeah hopefully I will get a job I guess this 2 projects might be not enough for some studios, so I'm learning BO3 editor already and it's more powerful than Source and FC5 editor. I w
    1 point
  9. I published the map on steam workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2313122612
    1 point
  10. Made this map is a test on detail work, it's very dystopian themed
    1 point
  11. dux

    What are you playing now?

    VALHEIM! It's great.
    1 point
  12. csWaldo

    Furnace

    Update time This weeks update focusses on the CT side of the map. CT spawn was simplified a lot. A lot of CT players had issues figuring out where to go from spawn and retakes on A would be hindered by the long, winding paths onto site. The new version should make the CT spawn shorter, easier to read and more impactful: B site received an overhaul. The old site felt cramped, the height difference caused issues and the sightline from window felt awkward. The new version is essentially mirrored and cleaned up to feature a more open plant zone. The open silo stuck around a
    1 point
  13. Just finished the main story of Bioshock: Infinite.... what a mind job at the end. Still have to play through the DLCs, but while Columbia is a cool place to explore, I look forward to going back to Rapture.
    1 point
  14. I was made redundant last Aug. 6 months and 127 applications later I finally got a job offer on Tuesday. Just found out the company has been bought by a couple of billionaire brothers that have offloaded half the acquisition price as debt on the company... *brace*brace* Highlight of this experience was landing an interview with a AAA studio as my first application, despite my limited and ageing portfolio. Hopefully I can focus on game dev stuff now and look for jobs in the industry going forward, or make something of my own.
    1 point
  15. New Small and Simple Map With Few Ambition..https://steamcommunity.com/sharedfiles/filedetails/?id=2382163771
    1 point
  16. Haven't updated this thread but there has been progress in the last two months. Turns out I was a little optimistic about 'fine tuning and detailing'. After struggling with the routing on the cs_ version after the second playtest, I've started working on a de_ version of sapper that feels like it's coming along a lot more naturally. All of the brushing is extremely rough at the moment, but I've uploaded a test version to the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=2377882072 Graveyard to A site: B Site: Radar and flyover:
    1 point
  17. Corvus

    [UE4] [WIP] Ryokan

    Decided to completely change the color scheme and the lighting setup for the scene. Hopefully this makes it look less dull now
    1 point
  18. Rump3L

    Freya [Wingman]

    Knock knock, who's there?! Freya ressurected. https://steamcommunity.com/sharedfiles/filedetails/?id=2111814809 Started messing again with this baby, some time passed and after series of playtesting and iterations I can very happily say that the layout got stabilized. Thought it might be cool if I just summerize here the process of layout refinement (WARNING, lots of reading ahead!). Main versions of the past (radars in relation to 1. - 3. phases described below) The layout journey The map started out with its key idea that I fortunately managed to prev
    1 point
  19. My 1.5 years old was pointing at my tshirt last night, so she can now say Doom almost perfectly #goals #gamerdad
    1 point
×
×
  • Create New...