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Showing content with the highest reputation since 08/20/2020 in Posts

  1. 19 points
    Lizard

    County

    Hello guys. New update. For the last month I was working on map terrain, bunch of smaller generic structures and underground areas. Terrain is almost done. Only one terrain patch that is still work in progress because Jakuza had some cool ideas for it Should be done next week. Right now I'm working on mine shafts that leads to bigger and more open underground chambers. Also some generic buildings to scatter across the map. Cheers!
  2. 18 points
    Some mountains I sculpted for the skybox of my upcoming wingman map. It was the first time I really attempted to sculpt large terrain and I am quite please with how it turned out.
  3. 15 points
    Corwin

    What's going on with your life?

    I've been working too hard for a few years now, went through some deep burnouts and such, but taking control back a bit. Putting boundaries on work, and investing in a healthier lifestyle -- I realize I don't like living in a city because I don't know what to do when I take a break from work (that is, things that don't involve spending money) and have been picking biking and exercising a bit. The appartement above mine was also not used for the last 3 years but now peeps are moving in and I have to get used to the reality of living in an appartement building (especially since I work late at night to be in sync with the US.) Working too much did help me save money so I've been looking at houses for a few weeks but running into walls: houses that were sold in less than 24 hours or while I was on my way to visit them, and since I'm renovating my mom's house I don't quite feel like another year's worth of renovations for the next purchase. When I was starting to think I should wait this housing market rush out (the rate of people looking for homes vs those selling is crazy right now in this part of France), I ran into a cool house close to the coast that ticks all my requirements. It's like a 8 min walk to the beach and close to hiking trails. Was dubious at first because there's no cell-phone coverage at all and shittiest internet, but after poking around the town officials guaranteed optic fiber internet and 4G coverage by end of year. My offer was just accepted I got pretty lucky on it as the estimation was done before confinement so prices didn't rise, and I might be selling my flat super quickly and at a good price because there's a high demand in the area. Peeps built it themselves because the whole family worked in construction, so it's a 2nd-hand. Its layout is weird and its interior is a bit odd for the area (the owners liked the style of mountain homes, with lots of visible wood inside), and I'll tweak the decoration, but I generally really like it. Now if only I could see my american girlfriend, we've been kept apart since February...
  4. 13 points
    TheOnionChef

    [CSGO] Paradise

    This is my entry for the 2020 Source Engine Discord Wingman Contest. This started out as an Arms Race map, about half done with the art about 1.5 months before the contest was over, and for the past two weeks I have overhauled the entire map as a wingman experience. I have done a few playtests on the Source Discord, and they've been mostly positive. I'm at a polishing stage right now, so any and all feedback would be appreciated. I'm doing a playtest on the MapCore Discord on Thursday, September 17th at 3PM CDT, if anyone wants to take a gander. There's definitely more things to polish, and maybe a few visuals bugs/exploits that still have to be fixed (like filling gaps between props with `toolsblack` brushes, etc). Otherwise, this map is primarily complete. My goals for this was to make something as pretty as I could, while keeping performance good enough and to improve my art skills. I worked hard to create budget UVs, textures, and models for the map to keep overhead to a minimum. Unfortunately, since a lot of the map is not brush based, the use of occluders were necessary. I would say I could have done a better job with planning, but overall I think the main goals for this project have been accomplished fully. Even if it does not do well as a wingman map, I can always turn it back into an Arms Race map. The workshop link will be added here shortly after the public release- which shouldn't be long. Until then, this is marked as a WIP. This project has around 20 custom models (not a whole lot, admittedly), a custom made skybox, custom soundscapes, and a few custom materials. Special thanks to 9yz, Slimek, Darnias, Yanzl, and Morozov/Untor for help and assets. Workshop description: The locals of the island grow upset over the glutenous part-time resident, the CEO of Proxy Research, the company responsible for the disaster at the South Heber Research Base. Seal Team 6 is sent in to protect him- as he's an asset to the U.S. Government. For more information on the South Heber Research Base disaster, please see Operation Coverup: https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 <---- this is the link to my last wingman map, which I've posted here before... these maps are interconnected through story ^^ Updated Image ^^ (Old image below... spoilered) In this picture, my custom skybox and tiki torch models are featured. I've used this shot for the workshop thumbnail and as the first photo in the workshop album. ^^ Updated Image ^^ (Old image below... spoilered) In this second picture, you can tell I've struggled with the water edge at the skybox, which unfortunately I've had trouble masking further. Luckily, during the playtest nobody mentioned it, so hopefully it's alright for now until I find a better solution. The trims on the side of the villa, as well as the tarp over the crates (on the left side of the image), the overhang on the front deck, and the thatch roofing (not pictured well here) are all custom assets made for this project. This photo is not a great showcase of those, but hopefully you'll be able to appreciate them further in-game. ^^ Updated Image ^^ (Old image below... spoilered) Here, the tarp is featured again, but more prominently. I ran cloth sims on a pre-unwrapped subdivided cube. The poly count is a bit high, but I've been told by veteran modelers in the Source Engine Discord that this is fine. I know in the future I will try to streamline my cloth sim assets for Source Engine. Further down below, I made a bed and pillows, which both heavily rely on subdivisions near the edges of the mesh, so that more detail can be put into the folded areas. More on that later. Additionally, here's a closer look at the tiki torches-- maybe not as impressive as some veteran mapper's work, but it was something I could easily accomplish to bring more depth into this envrionment. ^^ Updated Image ^^ (Old image below... spoilered) This is the inside of the villa, adjacent to the bombsite. The bed, pillows, plushies, hanging ceiling lights, warped copper wall art, and wood wall trims were all modeled by me (the floor texture and the thatch roof in the window are also custom). I tried to make great use of hipoly bakes and masked phong/cubemaps for many of these props. For all these props I used a PBR workflow, converting them into specgloss materials using Yanzl's tools with many manual tweaks. The bed features a phong mask to enhance a sheen on the blue trim there. The bed and pillows are fully tintable, both with alpha masks on the diffuse channel. As stated above, I subdivided the edges of the cloth on the bed and pillows to allow for more definition in the cloth sim. On the warped copper wall art, I took advantage of a hipoly bake, using that to deform the surface with normal maps, which the lowpoly is fully flat. Using the baked mesh maps I was able to texture the asset procedurally, giving it a more natural look using PBR materials and masks. The chicken and potato plushie are assets from my last map, Coverup. (Note: This is a deprecated screenshot, as I have not taken a replacement. Not much has changed in this area, so it is mostly representative of the work there now.) This photo is just a showcase of some of the instances I used to detail much of the map. I created premade instances to use for the jungle section, which I could mix and match. I made some with lower detail to use in less visible areas- as this could help improve performance. I also made heavy use of Morozov's Swamp grass, which I adore! I also am using tinted flowers from the Inferno remake. ^^ Updated Image ^^ (Old image below... spoilered) I tried to make use of some of the Shoots assets, which although lower res, are able to add depth to an area that would otherwise be flat. It was a good excuse to keep some Arms Race history in here. The exterior and interior brush textures on the building though are from Danger Zone and Morozov's Swamp. ^^ Updated Image ^^ (Old image below... spoilered) Although not the best angle, this is the bombsite for the map. I recompiled the safe from Danger Zone to remove the pre-existing explosive models on it. Featured again here, are the wood trims, but also a custom door model- which makes great use of a hipoly bake. ^^ Updated Image ^^ (Old image below... spoilered) Here's the TAR image generated from my map. I'm still working on it, so please suggest any changes that should be made, including color choice. Hopefully you've enjoyed this post! I might update it more as time goes on, but cheers for now! - Will "celery" Granda (formerly "TheOnionChef") Paradise logo made by my dear friend, Jonmcbane. Thanks, buddy. One more shoutout to Proxy, the DJ- who let me use his music in my trailer for my last map, Coverup. EDIT 9/16/20: Updated images from the newest compile with better angles. Made some layout changes to help the flow of the article when viewing the updated images.
  5. 11 points
  6. 11 points
    TanookiSuit3

    [TF2] Undying Event

    Can't believe I forgot to post here, but we finally finished our brand new Halloween map for Team Fortress 2! More information can be found below: IMAGES: DOWNLOAD LINKS BELOW: Steam Workshop Link TF2Maps Link Creators.TF Link
  7. 11 points
    This is a (rough) but mostly complete recreation of the London Natural History Museum, sans the more recently built extensions and not including any of the real exhibitions. It's not the world's mostly graphically impressive map, but it's a labour of love and lots of time. All constructed inside the hammer editor, and using near-exclusively custom textures ( roughly 125!) all edited by hand. Currently only compiled for cs:go, but I intend to port it to at least gmod as well, maybe it could work as scavange/survival in l4d2? Would love to see it in HL:A as well, but I don't yet own VR so if anyone's interested to port it for me - or in contributing in any other way, please do contact me. If you've got a good idea for props to fill the exhibition spaces with, that'd be cool too - I was gonna do a half life theme but pretty quickly ran short of actual suitable models, at least that I could find. Files; First public release (only includes two spawnpoints): https://drive.google.com/file/d/1ojDYBtpS4X-zJDpcqMHTeegJjI7Up8_1/view Second release (much improved east hallway, 24 spawnpoints): https://drive.google.com/file/d/1PKLII33cFCqnOnBOmLTD8dFUealSDCbY/view Third release (all around improvements, fixed cubemaps): https://drive.google.com/file/d/1YkZuPrQqfLiIxi3H_QLo2N1lZ7pFuFRc/view First *full* release: Coming Soon™ ( look through posts below for more detail on the changes ) Original description: Known issues/"FAQ" (fictitiously asked questions):
  8. 11 points
    fewseb

    Sawmill (WIP) (wingman)

    One month remains in the competition and there is much work still left to do, for now all I have to show his the latest overview and some screenshots. Im hoping to get 1 more playtest in before this is all over.
  9. 11 points
    grapen

    Mapcore Job Census

    I'm now the Level Design Manager at Fatshark.
  10. 9 points
    Sick_TwinN

    de_pithead WIP

    Almost done :DDDD
  11. 9 points
    Sick_TwinN

    de_pithead WIP

    progress...
  12. 9 points
    ElectroSheep

    What's going on with your life?

    Been on my new job since 6 or 7 weeks now. It's faaaaar way more interesting from all I did during 1 year and a half on my previous one. It was a though move as it took a lot of time to change as I had to make another visa but it was for the best. You know, you move to another country for some fresh air and because your wife reaaally want to but you just took the first job that comes because you are sick of a year of failed tests and interviews. Then you are in another country, stuck in a job you dislike since the first month because of a closed work permit and 25 000 dollars to reimburse if you leave. The feeling that your career and your skills are not growing, you make friends but, well, even if I like them a lot, I miss my coworkers from Arkane sooo much it hurts. Then this fucking COVID and you have to work from home on a game that is not looking good but you do all you can while keeping your baby at home because daycare is closed and your wife, having an important job, can't work at home. It was a harsh and very depressive times but I kept the pain inside because I made my wife very happy and my baby will have a waaaay more interesting childhood than mine, and also because of all the shits that happened this year, it nothing really, some people are having worse, I would have been a fucking crybaby. But I had this little question in my mind, did I really made the right decision ? Now I'm happy, even if I'm working at home, I'm working with cool people, we talk a lot on discord, the kid is in daycare, we are moving on a bigger condo where I will have an office (won't work anymore in the bedroom, yeah !) even if will will miss the area we are living right now. And I like my job ! It's cool, interesting, not perfect of course, but well paid and I will learn a lot. Well I will learn and do what my previous company promised me when they took me in an interview, those fucking liars !!! (even the job daycare was a lie, seriously !) I"m just happy of all the shit this company has to take now (but I hope good people won't be to much in trouble also). Never again. tl;dr : My life, after a strange turn, is finally going in the right direction.
  13. 8 points
    Italian coastal road (Amalfi)
  14. 8 points
    Vorontsov

    The random model thread!

    More concept design, more images on my artstation. I learned a lot, I know I can still do better! https://www.artstation.com/artwork/ZG0mR0
  15. 8 points
    Pampers

    Mapcore Job Census

    Had my last day at DICE today. Starting as a (procedural) artist on Embark next week! Congrats @grapen!!
  16. 8 points
    Izuno

    What's going on with your life?

    A lot of people heres have had some real tough stuff to deal with. So sorry for people who have lost loved ones or, say, have been in the hospital (Klein glad you are recovering from multiple things) as an example. By comparison we have had it easy since my wife and I are both employed, but home schooling two elementary school age kids is brutally tough, even with the "improved" distance learning that started this month compared to end of last academic year in Q2. Honestly I just come here to read about what's going on with familiar people that I've known (mostly virtually) for up to 15+ years. HOLY HELL mapcore is that old? Where are my reading glasses? Get those teenagers off my lawn! By garrr...it's been a while....
  17. 8 points
    JorisCeoen

    Daigo

    I've made some more progress with rock gardens and a staircase. These will eventually replace some larger areas alongside the building walls and sloped surfaces to add a whole lot more natural setting to the map. They won't be at the main keeps or central square to keep it more authentic to the original reference, but since everything around it is completely artificial, I'd figured it would be nice to implement the typical Japanese gardenesque style around the castle. Below are some images (still WIP)!
  18. 7 points
    [HP]

    Level Design Help Files

    Useful LD tips: https://drive.google.com/drive/folders/1d7lr9guuCn1ys9Ui_CzUKKtkiPmv3AwX
  19. 7 points
    st0lve

    What's going on with your life?

    I have my own company, but it's almost always been on more of a hobby/side-project basis except for shorter periods of full time focus and/or consultancies. I've been with my last employer for 3 years. I actually got a new job offer yesterday! It's weird to just get job offers without applications or proper interview processes, but it's always been like that for me. Jobs I actually apply for, I typically never hear back from. Still skateboarding, but I am missing a few ligaments here and there and I am turning 32 tomorrow, so my body isn't what it used to be even though I am physically fit. I do a mix of skateboarding, boulder, bike and yoga. Anything that keeps me out of a traditional gym.
  20. 7 points
    I feel like i can now share a bit about my experience on this topic. I had a weird profile, making maps was a hobby since I was a teenager, but I wasn't aware that video game schools exist and I went on another direction for my studies and beginning of career. I never lost that hobby though, and realized at some point that my skills at making maps could allow me to work on that field. From that point, I started to take it more seriously and learned stuff online as much as I could (thank you GDC) but didn't go to a videogame school and i had no pro exp on making a videogame. Another issue was that I was aiming at a company that makes SP games and at that point I almost only made MP maps (CSGO), and I don't even know anything else than Source (No UE4/Unity knowledge, no visual scripting, no model-only / modular world building ...). So ... the bet was risky but, as Grapen said, the only way to figure it out was to give it a try, at least I wouldn't be disappointed that I didn't try. What I did first was trying to build a portfolio that could convey things in my work that could be interesting for what I was aiming. Even if you're making MP maps, there are plenty of stuff you're doing that are similar to SP : building a layout, solving bottlenecks/dead ends problems, tricks to guide the player, make your map readable, easy to learn, create a theme and make it a believable space, script systems... Being able to show finished projects also helps to demonstrate that you can focus on something, iterate on it and bring it to its final state. Most of my previous profesionnal experience was useless for a LD position, but I've been on projects, I managed an industrial project and I worked with people for a few years ; this is valuable for a company if you know how a real-world project is handled and can bring knowledges and methods from another industry. I also worked on a SP map while my portfolio was being processed by HR, to be able to show one good piece of SP work. It worked, my folio catched the company attention and i'm asked to do a test (the usual process). I dedicated time for it, used some day off, and tried to stick to pillars and rules that I assumed the LD were following for the test. Being able to manage your time here is crucial, you don't want to make something too simple but you also want to finish it. It was tight, I decided to build it on Source (HL2:EP2) so I had the brushwork and entities systems known pretty well, but I had to create systems for AI (to allow stealth, which is inexistent on Half-Life 2) and mechanics (very few and simple). I was proud of my work but had no idea if it would be good enough. I just gave as much as I could into it. It worked, I got an interview. I was able to explain my intention, why i'm here and why is my profile weird. It went well. Interview is important to show your personality and communication skills. And after some time (a very long time actually ^^') I joined the company. The same way it has been told before on that topic, for a profile like mine it was kind of a bet for them : no profesionnal experience in that field and no school → You start with a Junior position or something close to that (at Arkane there's no official junior/senior levels but still, this is considered for the salary obviously). But in the end, i managed to adapt successfuly and got reevaluated after a year. Learning a modern engine wasn't that hard, it was pretty quick. Having tech LDs and being able to ask your colleagues for help accelerates things, but the same way I always did when I was doing this as a hobby, looking for things by yourself and trying to ask to the right persons helps tons too. I invested myself quite a lot into the project, so I am hoping it will be good so that I'll be proud of my first game! It's been quite a journey but I'm not thinking about my previous work at all and still find ways to use that knowledge/exp (for instance : at work with env artists, because i was a mechanical engineer so I know quite a lot about this, or on personnal projects where I can still do some stuff as a hobby this time, thanks to 3D printing ). So for now it's going fine ! Best of luck to other who want to "break in" the games industry !
  21. 6 points
    Been working on a new environment thing for a few days
  22. 6 points
    xzi

    WIP in WIP, post your level screenshots!

    working on a jump map for Diabotical, editor took some time to get used to but it's rather intuitive, can't wait until it's all fully finished! here's my spawn / first jump
  23. 6 points
    Buddy

    Xbox Series S/X

  24. 6 points
    zombi

    [WIP] Arcadia - danger zone

    Hello everyone! I'm working on Danger Zone map since november 2019, with few months break. I'm hobbyst level designer and I'm looking for help with 3D models. Here you can see how map looks and how much more needs to be done - https://imgur.com/a/E9PzVIG I have tons of stuff that are made of brushes and need to be changed into 3D models with some aditional details (window trim, railings and general simple things). Also I need more complex models like air ballon, campers, tent, street signs and more. Finally I need help with retexturing Valve models and making accurate collisions on some of them. If you are interested, write to me and we will talk about details. https://steamcommunity.com/id/zombi321/ discord zombi#0759
  25. 6 points
    General Vivi

    Prodeus - KICKSTARTER LIVE!

    We have a beta sign up going atm. If you sign up and get in, you'll have an early start on the Level Editor tools. https://store.steampowered.com/app/964800/Prodeus/
  26. 6 points
    Nakroma

    [CS:GO Wingman] Scarlet

    Some progress - turns out learning env art stuff from scratch is pretty hard and time consuming. I now turned to using more premade assets (thanks Yanzl) than before, but I still doubt I'm gonna make the deadline at this pace, or at least not with the level of detail and polish I'd want.
  27. 6 points
    will2k

    [Dying Light] HARRAN OLYMPICS

    Developer Techland spotlight: the map is chosen as mod of the week
  28. 5 points
    WIP on doing true "skyboxes". A 3D skybox scales objects to about 4000x their size. With some work, cloud textures can be real objects in the game space. It would be very interesting to set up particle emitters that mimic clouds.
  29. 4 points
    Our latest trailer that showcases how we're doing stuff with the timeloop Hopefully it helps to understand the concept of the game !
  30. 4 points
    JorisCeoen

    Daigo

    Here's a final image I'd like to share, however do bear in mind that all of it is still WIP and incomplete. Before anybody shoots me down, the rose flowers are all prop_details and is just a test to see what the effect would be by adding flowers to the ground level. I already decided I won't do this because it would hinder gameplay and visibility considerably (not even talking about how distracting they would be during play). However, I will be adding flowers closer to and on top of the stones, with some additional grass detail etc... you know the drill. I've also realised that the newest prop_details aren't worth implementing in a competitive defusal map as it's too expensive, overkill and 'complicated' to use (I could generate the flow and scatter maps easy, but it's just easier to use large prop_static's). Instead, I'll be using a plugin that can scatter flower and grass props in a procedural way (a million thanks to Shawn Olson!). This will be the final image I'll share before completion because I've reached a breakpoint in development where things will speed up as I finally can start to simply update all older assets and replace them with the good stuff. Once everything will be in order, I will do some more compiles to make sure all colors are matching and that the atmosphere is enjoyable. All final details such as small props, displacement alpha blending of almost all remaining unimportant wall displacements and visual fodder will be done after some more testing, but eventually I'm hoping to close development of the map somewhere at the end of October 2020.
  31. 4 points
    As Roald said, you should make a topic of your own in the 3D section. The amount of updates you post here kinda feels like spam in this thread
  32. 4 points
    ElectroSheep

    Uncharted 4

    My setup is a wife watching TV . Now i installed my ps4 on my desk and use the display my company provided me, a huuuuuuge one . Also it's just that I'm more a PC player.
  33. 4 points
    @Soldat Du Christ are you going to post a screenshot of every single brush you have add to your map? But jokes aside, just get that greybox done and have a playtest also its better to create your own topic in '3D' to show progress and maybe get feedback. Edit: oh and for the radar u should use TAR (Terri Auto Radar)
  34. 4 points
    Hey, my name's ThunderKeil, or just thunder for short. That's keil as in Donnerkeil, the german for thunderbolt. If you're wondering, yes, a german friend has since told me that's not the commonly used translation, but alas. So, yea, waaaaaaaay back when I first got into PC gaming I needed a name, and I picked thunderbolt, because that's what people of 12 or so years old do. Well, that name was already in use, as you can imagine, so I went with the german version of it. In the next game I played the german one was already taken, too, so I did the obvious and mixed them up. It's . . . good enough, at least kinda unique as far as such things go. I've been on GameBanana since about 2013 or so, pretty much as long as I've played tf2 - so if any of you recognize me it's probably from there. Kinda stopped visiting about a year ago, most of the main page is sonic or some flavour of the week thing these days anyway. God knows why sonic modding suddenly flared up in the current decade (or just the end of the previous one, I suppose) but hey I'm getting off topic again. So, maps huh. Well, made a lot of those, published about . . . four and a half? I'll be frank, finishing projects has not been my forté. Guess I'm kinda shit at estimating workload, keeping myself focused on one thing, setting priorities, uhh, etc. You might'a guessed it by my long ass story already but yea I got some adhd going on here, so if you ever check out one of my projects prepare for either a chinese wall worth of text or absolutely nothing. I'm not sure how much longer I'll continue to make maps, I think - mostly - I'm just hoping to eventually make one nice enough thing so as I can say yea look at that I'm done, I've finished hammer, this is ok now and I can leave. Well, that's the dream, anyway.
  35. 4 points
    dux

    PlayStation 5 Reveal

  36. 4 points
    [HP]

    Blender

    3d artists learning blender in 2020
  37. 4 points
    Put in lots of work today, getting close!
  38. 4 points
    +Rusty+

    totally random texture thread

    Quick substance designer piss about, thinking of a scottish beach, needs a hell of alot more rock & stones added to be considered as a scottish beach^^ but for now just sand.
  39. 4 points
    Buddy

    Neuralink

    Lol, this will drive people nuts. 99% of the population can't handle reading/watching the news... imagine being hooked up to endless stream of information XD
  40. 4 points
    [HP]

    Call of Duty: Cold War

    Ronald Reagan's wrinkles never looked so good.
  41. 4 points
    Peake

    Pico (Hostage)

    Made this topic for my new map Pico, which is my first try at a 5v5 hostage rescue map Hoping to get a Mapcore playtest done in a couple of days, have also had 2 playtests already on the Source Engine Discord, and want to get some more opinions on the map as a whole https://steamcommunity.com/sharedfiles/filedetails/?id=2165083547 Some screens of the map so far:
  42. 4 points
    DutchCrazyGamer

    [CS GO Wingman] Vaccine (WIP)

    It has been a week since i posted anything about the progress of the map. In the end (with some feedback from @Peake) i decided to not use the model for now because it is to underdetailed for a hero prop. I also started with adding some basic textures to some area's of the map. In the pictures you can see some color coding for each area (currently only blue for ct spawn and green for the bombsite area). Here are some pics:
  43. 4 points
    Buddy

    What's going on with your life?

    I was going to complain here but then I made a mental checklist of how things are going and there is honestly nothing I can reasonably complain about. It's my responsibility to fix stuff that bothers me.. so I guess I really can't have a moan? There are things that are out of our control but most really aren't.
  44. 4 points
    Lizard

    Mapcore Job Census

    Could you add mine? Techland - Level Designer
  45. 3 points
    Minos

    Dune

    The new Blade Runner is not a masterpiece but it's an amazing movie. The environments are very believable, really great lighting and surfaces! I would watch it again.
  46. 3 points
    [HP]

    Xbox Series S/X

    I think the version with drive has way better hardware, capable of doing 4k. Man, I still can't believe how retarded the naming of these consoles is.. but dude, if you don't already have a capable PC, 299 plus a xbox game pass subscription is a great fucking deal. More info on pricing: (ability to finance it is genius, a lot of people already do it with their phones) Xbox Series S and X launch on November 10th Series S - $299 or $25 a month with All Access Series X - $499 or $35 a month with All Access
  47. 3 points
    FMPONE

    Neuralink

    We're just a couple of bros sitting around pressing eachother's orgasm buttons, it's totally normal. I'm sorry your mind is stuck in the last century.
  48. 3 points
    st0lve

    What's going on with your life?

    Hi internets~ I'm good these days, even though I lost my job. Healthy, strong and lots of productive pursuits.
  49. 3 points
    will2k

    [Dying Light] HARRAN OLYMPICS

    Harran Olympics Even with a quarantine in place, you can still participate in the Harran Olympics, albeit in a more extreme version. Despite the lockdown, you found your way to the Harran Sports Village where Olympic games were scheduled for the summer. The competitions are more extreme, and with some special competitors. Test your mettle, win competitions, collect gold medals, and let your success story go viral. Choose from 13 different events of various difficulties with XP rewards for each one. Dominate your competitors, and speed through courses before time runs out. Events range from Olympic classics such as Long Jump, Pole Vault, 100m Dash to brutal, knock-the-wind-out-of-you events such as Dodgeball, Jungle Gym. Will2k August 10, 2020 https://steamcommunity.com/sharedfiles/filedetails/?id=2193273766 Screenshots
  50. 3 points
    T-Rexer

    Frostbite - Danger Zone

    Frostbite Update 2 We updated Frostbite today. This update mostly focuses on bug fixes but we included some gameplay changes too. Fingers crossed that we can publish a big update in about two weeks with lots of gameplay improvements - that is if we manage to compile the map Feel free to leave feedback for this one. Patch notes: [General] - Tweaked weapon spawn positions to prevent bad clipping - Adjusted snow on buildings - Adjusted map boundary rock formations and clipping - Changed some map location names [Village] - The houses have been connected to the power grid [Cove] - Opened the cabin [Town] - Improved clipping - Reworked stairs - Added missing stoops [Tourist] - Revamped visuals [Outlet] - Added a hut [Echo] - Added more snow [Shack] - Made it possible to enter the building from the south side [Tunnels] - Added new ladder exit in long hall before caves - Fixed more stuck spots [Boat Houses] - Added snow to boardwalk edges [Tower One] - Fixed z fighting [Misc] - Made wood fences darker and more saturated - Made sun smaller Pictures of the new exit from tunnels and the new hut we added:
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