Leaderboard
Popular Content
Showing content with the highest reputation since 10/29/2024 in Posts
-
cs_matinee [WIP]
Lukyvald reacted to Citizen_001 for a topic
Been a while since my last update, I've been working away on wrapping up a first pass on all of the non theater areas. Here's some more (though still very WIP of course) fleshed out spaces including some layout changes to the stair area leading to squeaky and various other squashing of nasty angles.0 points -
I created a tool to help generate ideas for making HL2 maps. With renewed interest in HL2 from the 20th anniversary update, it would be great to see more new custom maps for HL2. Hopefully this helps anyone come up with some basic ideas for what to include in a map, or even just challenge yourself to come up with a short map using a small selection of game elements. https://www.msleeper.com/hl2gen/ Click "Generate" to come up with a new selection of elements. You can click the lock to keep a current element if you like it. I tried to account for things like only allowing Bugbait when the "Antlion Army" game element is active, but I'm sure I overlooked some of these cases. Enjoy and feel free to share.0 points
-
Newest version of Sol now on the workshop: Link here << Gameplay/Layout received minor tweaks and a player clipping pass throughout the map, ensuring a smoother experience. This version of Sol was made ready for the Mapcore Hub. Currently running now from the 15th - 29th, don't miss out! Tspawn, middle road and bombsite B cathedral have gone through it's first art pass. We're happy with the outcome of the playtests so far and the direction we are taking Sol. The cathedral is being worked on by @SethTooQuick Defiantly expect more to come! Concept Art for bombsite A; along with a mascot of sorts: Screenshot time: Main Street Bombsite B / Cathedral Tspawn Restaurant0 points
-
0 points
-
0 points
-
[HL:A] d2_coast_12 (Source 2 Remake)
Lefty reacted to Un_usuario for a topic
Even though this is not CS2, i would like to share the source 2 level remake i made here . You can fin the remake in this steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3355991299 Sadly not all the photos of level can be upload, the full images can be found bellow. Check out the level photos in artstation: https://www.artstation.com/artwork/YGLNEP Also if you are curious you can find in artstation the comparason of the source 1 level vs source 2 level: https://www.artstation.com/artwork/nJw3b10 points -
de_Taisha
JorisCeoen reacted to AlphaOwl for a topic
0 points -
0 points
-
Hello everyone! Taisha has been on the Faceit Hub starting last Friday, and so I figured that we give you guys some insight into what we've done so far for this latest version of the map. Also sorry for the last post breaking, but we're including next screenshots this time! Artpass @ethurs has been hard at work making the blockout even better: a redesigned A main exterior, tower gate, and parts of middle! He's also been cooking up B Main and B connector too, which we'll hopefully reveal next time. He's also redesigned T spawn to be fit a more naturalistic layout as well. I on the other hand have been detailing the interior parts of A Main, and Window/Showers. More of the layout will be fleshed out within the upcoming three months! Gameplay Redesigns We made some changes to the layout to fit both the artpass and suggestions from private playtests. Connector stairs between B main and bottom Middle is now a raised platform to prevent a direct line of sight into the lower part of the map. We also removed the walls blocking visibility from B main into Cubby, so it's now an open angle for both sides to shoot each other from. The size of A connector has also been reduced to limit clearing angles and for cleaner map flow. Along with an artpass, I've redesigned CT Spawn and Shop, which now emphasizes on crucial routing towards B main and makes Shop a useful spot to retake from, as well as preventing overpowered lines of sight into Showers. Roadmap There is a lot to be anticipated from us in where we see ourselves when the deadline for Stage 2 comes. While our map is on the hub, we hope that we can redesign the level to balance the map better whilst retaining the aesthetic that we're planning for the map. I'm aiming to redesign T Spawn's outer space to fit more accurately to the real-life location and have that done by next week. Other parts include further fleshing out the exterior of CT Spawn and A Main areas. I also forgot to shoutout to @bman for helping us with audio and for adding chime sounds to B site! Expect more work from him along the way! We aren't really sure where Axesh is, putting us in an uncomfortable position as the deadline for Stage 2 draws nearer. We are currently recruiting additional environment artists to help us out in the remaining parts of the map. Heavy preference for people who have similar art styles to @ethurs. If you are interested, my Discord is @AlphaOwl!0 points
-
0 points
-
Hi everyone! I'm happy to finally be able to show what we've been working on recently, and hope ya'll enjoy! A rural English village is raided by terrorists on a sunny morning. The SAS are dispatched in response to this threat. Shepherd supports bomb defusal and deathmatch game modes. https://steamcommunity.com/sharedfiles/filedetails/?id=32872464690 points
-
Nice art pass. Can't wait to try it on the mapcore hub.0 points
-
0 points
-
Hello. For the last 5 months, I have been working on my new map called Manor. This is my first finished map and there was a lot a thing to learn but I'm really happy I can now share it with you. All feedback is welcome! 2v2 Wingman map set in 18th century manor located in Czechia. It is set during an autumn night and features an exterior and two-story interior. Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=3354923062 Main reference images There are many things to fix and many areas to improve or rework and again I would appreciate any feedback. Also if you have any questions feel free to ask. I have some progress screenshots some blackouts and also some Blender tools I've created along the way which I will be sharing later0 points
-
cs_matinee [WIP]
Citizen_001 reacted to AlphaOwl for a topic
Dunno if you're taking any suggestions, but I think it would be so cool if you included a reference to ttt_lost_temple somewhere on the map. Perhaps movie poster?0 points -
Our map is in Group 5 for the playtests, which means it starts on the 18th. We've updated the map in preparation, including changing the CT Spawn and Site B. We've updated the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=3287246469 Also, is anyone familiar with if we need to be present for playtests? We may miss the first week due to family obligations. Thanks!0 points
-
0 points
-
cs_matinee [WIP]
T-Rexer reacted to Citizen_001 for a topic
0 points -
Building your portfolio - Insiders guide and examples
Un_usuario reacted to Furyo for a topic
In this thread, you will find commonly accepted rules and examples of successful portfolios for the games industry, so you can build your own. The original post will be edited as more examples are provided. For specific feedback on your own portfolio, please create a thread of your own with your site. Resources Wordpress: Easy blog making software Carbonmade : Easy website making software Krop : Easy website making software CSS Reflex 13 free wordpress portfolio themes Templates from Polycount.com Podcasts Games Industry Mentor Articles Sloperama article on how to apply for a job GameCareerGuide's article on portfolios for level artists Smashing Magazing on how to create a successful online portfolio Smashing Magazing on using Wordpress for your portfolio Jon Jones : Your portfolio repels jobs Presentations GDC 2010: Jacob Minkoff (Naughty Dog) PDF presentation on building portfolios0 points
