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Showing content with the highest reputation since 12/19/2018 in Posts

  1. 27 points
    i'm working on a awp map, with my favorite combination: sea, sunset, flowers, rocks (no freaking crates !)
  2. 15 points
    A trailer for a narrative exploration game I've been working on called The Gap. Hopefully releasing in 2019.
  3. 12 points
    Radu

    [CS:GO][Wingman] Terraza (WIP)

    Although it was originally supposed to take a month or two, this map ended up being delayed over and over... So what's been happening this time? Well, I got caught up with some contract work, life and just trying to get my foot in the door. I applied for a level design position at my local Ubisoft about a month ago; it went pretty good, did the test, had an interview, but no cigar. And my GPU died a few hours after I completed the test. Despite being turned down for the ld position, I took an offer for a QA/QC role. I got a new GPU in the meantime and things have started to clear up again. With that being said, I'm ready to get back on track. Right now I'm aiming to release this by end of January. I prepared a mood board to help with the final art touches. I haven't ever done a mood board before, but I might end up adding this to my workflow from now on.
  4. 11 points
    NikiOo

    WIP in WIP, post your level screenshots!

    Remember that ugly ass wall from two weeks ago? Decided to make a small environment out of it. Don't know if this classifies as Models or Levels. There's some more images on my ArtStation: https://nikio.artstation.com/
  5. 10 points
    JeanPaul

    Black Mesa Source

    Some Black Mesa news if you missed it: https://steamcommunity.com/games/362890/announcements/detail/1715207569423590279 New Features Screenspace Fog ("Xog") Using the GBuffer that we've developed for our new Dynamic Lights, we've added a dynamic, very flexible new fog system that replaces Source's legacy fog. The new "Xog" can be configured on the fly with instant results ingame, it can change over time with I/O, and it can vary in density and color based on height. Best of all, it's very inexpensive to render, costing about as much performance as a single dynamic light. Our level designers were slack-jawed when they saw how much it improves the look of the whole game, bringing a true sense of scale to the levels. New Alien Grunt NPC (Agrunts) Our original Alien Grunts were tank enemies that shot ridiculously powerful homing bees. They fit relatively well into the tough, cover-laden final levels of Earth. In the vast, wide open spaces of Xen however, they became extremely frustrating to fight. The new Agrunt is the most mobile, unpredictable enemy in the whole game besides our assassins. They'll leap onto different platforms, find a way to outflank you, get in your face, and unleash a devastating secondary "hornet hurricane" attack. As a much-needed balance, the bees from them no longer home in on you, and individual bee damage has been lowered. New Controller NPC (Xontrollers) The player only encounters Controllers once in the released game. They were a good, if a bit simple, final enemy type for the Earth bound levels. For Xen, we drastically expanded their abilities, turning them into a kind of overlord or mini-boss. We don't want to spoil everything about their new abilities -- but mind-control, telekinesis, and crystal-powered shields are just a taste of what players can expect. Improved Vortigaunt NPC (Xorts) These were another straightforward enemy from Earth-levels. We mostly teleported them straight onto the player and expected them to be gunned down in a few seconds. For Xen, we have worked them into a much more intelligent, emotional creature. In keeping with the original Xen, they won't be hostile to the player by default. Flashlight Shadows Flashlight shadows are back! Last patch we switched to one of our new dynamic lights, but couldn’t quite solve all the issues with shadows. For Xen, the flashlight will be positioned on the player to look like it is casting from lower on your chest. This creates interesting shadows and adds to the atmosphere in dark environments while still having a usable flashlight. Soft Particles Better late than never. This is a feature that's been in other Valve games, but for some reason has been broken in Black Mesa, even from our very first mod release. No more hard-edged particle clipping! Chapter Updates In addition to the improvements above, we have been grinding away at locking the final bits of design and arting for all our Xen levels. While building momentum toward release, our goal is to lock down the chapters in order so that we don’t have to dedicate resources to them, and so all the subsequent chapters go faster and smoother. Here is where we are at: Xen (~2-3 Hour Estimate) This chapter is completely design locked, most of the art is done, and we are polishing the levels to be release ready. Left on the to-do list is merging art, polishing art, unifying skyboxes and effects across all 6 maps, optimizing maps, and finally a clipping pass. Gonarch (~1-2 Hour Estimate) These maps are design locked and are going through the art process. The goal is to be mostly art completed, and start in on its many animated scripted sequences in January. We learned a lot arting Xen and refined our pipeline to be more efficient going forward. There are also half the maps (3) in Gonarch as in Xen, so we got that going for us. Interloper (~2-3 Hour Estimate) This chapter is design complete, but needs refinement to lock the chapter. The goal is to have this chapter design locked in the next few days so that level designers and artists can start in on detailing it. Interloper is currently 6 maps. Nihilanth (Super Secret Time Estimate) We have started in on the core gameplay coding of the final boss. We wanted to avoid having the big boss be just a bullet sponge, so we have kept the design fluid and kept the environment interactive and dynamic. Most of the static art for this level is completed, but it still needs scripted animation set pieces. Endgame (About 5 mins) Endgame is locked, but needs some final animation and graphics updates. Endgame will be the last chapter we do a pass on, as it is dependant on a lot of final art from the other levels. Even in its current state we are very happy with how it plays out.
  6. 9 points
    Vanx

    de_celtic

    In the year 2001 I published the map de_celtic for Counter-Strike 1.6, which became quit popular. Now I found the time to create a remake for CS:GO. The layout is carefully expanded with two new connections. In 2001 I used the editor Quark, so now I've started at zero with Hammer, making this one. I was a more-than-one-year-journey and without the TopHATTwaffle-tutorials this map wont exists. Hope, you have fun. Tell me, what you think, every comment is welcome. https://steamcommunity.com/sharedfiles/filedetails/?id=1601196112
  7. 9 points
    Serialmapper

    awp_natural [CS:GO]

    Here i present you my small/medium awp map. The actions takes place on a deserted island in the middle of nowhere. The layout is symmetrical. It features custom detail sprites by me . Credis: @Yanzl for pines and ocean water STEAM WORKSHOP a picture is a thousand words but i guess a video clip is a thousand pictures
  8. 9 points
    OrnateBaboon

    [CS:GO][WIP] Trailerpark

    More WIP images. A beach area and another vehicle. The beach is the CT spawn, and the new vehicle area is the T spawn. Much of the detail from these parts will be coming from the 3dsky, which is still under construction.
  9. 8 points
    MikeGon

    Mapcore Job Census

    Congrats @AlexM!! I wish you all the luck! This week, I moved to Brooklyn NY and started on a new gig, level designer at Defiant Studios! A very talented, agile, and passionate little team we have here- I love it!
  10. 7 points
    Sil3ncer

    [CS:GO][Wingman] Rab

    This is our first map and we submitted it for the /r/csmapmakers 2018 wingman contest . We hope we could get some criticism and improve the map . Thank you very much (We know that there is a problem with the water on low shadow details and some clipping problems too) https://steamcommunity.com/sharedfiles/filedetails/?id=1593057959
  11. 7 points
    The sun sets in Arizona About 10 months in on this map, still a lot to finish, (such as all the strangely lit props and finishing sign work.) I hope I can get this out before it hits the 1 year mark but its important not to rush this project.
  12. 7 points
    Squad

    [Wingman] Turnpike

    My entry for the Wingman contest. Still a bit rough in some places, but it's time to wrap it up for now. Workshop link Credits to @Yanzl for the majority of custom props and materials (and for some last-minute assistance in tweaking vmt's for nighttime setting) and to @Skybex and @Rick_D for a few other props and materials.
  13. 6 points
    ElectroSheep

    Goals for 2019?

    - My main goal is to watch this little thing growing - Also changing life by leaving France for Canada with my wife. - On the project side, I wish to finish this fckg de_highlands map and after that I want to improve myself on level design and scripting.
  14. 5 points
    El Moroes

    Random Photo Thread

    And I did it again this year
  15. 5 points
    Mocherad

    [Unity] Dungeon

    Hi, guys let me show you the simple level scenes created in the Unity Asset used - SyntysStudio Dungeon
  16. 5 points
    RaVaGe

    RaVaGe's real life WIP

    Forgot to share that guyz § some other awesome projects coming up
  17. 5 points
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Hellow there ! I'm now reworking the main castle / B site, starting by remaking some new materials. Also welcome some BlackSite rocks, because I was lazy making some new ones ^^ I made some progress on the A site as well
  18. 5 points
    1987 https://www.artstation.com/artwork/balOxE
  19. 4 points
    Serialmapper

    Level Design Help Files

    I finally did it . Works only for "WorldVertexTransition" i don't know yet how to make it work for "Lightmapped_4WayBlend". (the sprites have a gentle swinging motion, no special masks required) Basically follow @TopHATTwaffle guide, but use this code provided below for the .vbsp ( you can name it whatever you want, for example custom.vbsp ) detail { custom_weeds_1 //Set detail material file for map to my_custom_sprites.vtf to use. { "density" "3000" //how often they appear inside material Group1 { "alpha" "1.0" //dark dirt } Group2 { "alpha" "0.9" } Group3 { "alpha" ".1" //grass Model1 //weed_a { "sprite" "12 26 508 490 2048" "spritesize" "0.5 0 5 5" "spriterandomscale" "0.3" "amount" "0.25" "detailOrientation" "2" } Model2 //weed_b { "sprite" "584 4 346 514 2048" "spritesize" "0.5 0 5 5" "spriterandomscale" "0.5" "amount" "0.25" "detailOrientation" "2" } Model3 //weed_c { "sprite" "984 2 512 520 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.2" //randomness of sprite sizes "amount" "0.15" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model4 //weed_d { "sprite" "1610 92 384 310 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.2" //randomness of sprite sizes "amount" "0.25" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model5 //weed_e { "sprite" "30 522 472 508 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.5" //randomness of sprite sizes "amount" "0.5" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model6 //weed_f { "sprite" "552 544 416 482 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.3" //randomness of sprite sizes "amount" "0.1" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model7 //weed_g { "sprite" "1028 632 410 396 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.3" //randomness of sprite sizes "amount" "0.2" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model8 //weed_h { "sprite" "1536 488 492 540 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.5" //randomness of sprite sizes "amount" "0.25" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } } } } And this is an example of blend material using the custom sprites. "WorldVertexTransition" { "$baseTexture" "nature/hr_c/hr_grass_001_color" "$bumpmap" "grass/hr_grass/grass_a_normals" "$blendmodulatetexture" "nature/hr_c/hr_grass_001_blend" "$baseTexture2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_color" "$bumpmap2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_normal" "$surfaceprop" "grass" "$surfaceprop2" "gravel" "%detailtype" "custom_weeds_1" "%keywords" "ground,dirt,blend" } The vmt for the custom sprites example: Grass { $baseTexture "detail\my_custom_sprites" $alphatest 1 $vertexcolor 1 $WorldSpaceScale 3 } At map properties put your custom.vbsp and my_custom_sprites instead of the default ones. save and compile. Merry Christmas!
  20. 4 points
    Pampers

    RaVaGe's real life WIP

    impressive AO, clean bake
  21. 4 points
    esspho

    [cs:go] de_cleanup - wingman

    update time Progress is going slow but steady. The map is still far from completion but I feel everything is in place now. I think I made most of the the props that I need and I also started to create custom materials. I'll focus on texturing and lighting next. Please note that nothing is final in that regard. Layoutwise there has been one alteration in the ramp area. I opened a sidepath leading through a vent into the bombsite. This way the outside area gets a little more important. Here are some side by side comparison shoots since the last version (any possibility for embedding those directly?): https://imgsli.com/MjQ0OQ https://imgsli.com/MjQ1MA https://imgsli.com/MjQ1MQ https://imgsli.com/MjQ1Mg https://imgsli.com/MjQ1NA https://imgsli.com/MjQ1NQ https://imgsli.com/MjQ1Ng You can check out the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1473030310
  22. 4 points
    Oliver

    [CS:GO] de_Iris

    Finally the day has come. We released Iris! Thanks to Mapcore for feedback and support https://steamcommunity.com/sharedfiles/filedetails/?id=1591780701
  23. 4 points
    Yanzl

    [decompiled] dz_blacksite

    Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. Removing $alphatest from the material or adding $translucent First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp. Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too. The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.
  24. 3 points
    FMPONE

    de_celtic

    Wow! Awesome that you made the original and now you’re working on this all these years later
  25. 3 points
    AlexM

    Mapcore Job Census

    So I decided to leave the games industry for a while. I'm working with the Unreal engine though so it's not a HUGE change. I'm in medical tech now. Senior programmer at PrecisionOS
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