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Showing content with the highest reputation since 02/21/2019 in all areas

  1. 21 points
    MikeGon

    Opal

    Good news!!!! I finally got them to deliver: Looks like we're back in business!!! I guess NYPD finally got to them, because they've been strangely responsive in the last few days...
  2. 21 points
    Minos

    Kaizen

    Looking great!! One thing I noticed by watching the video is that every area feels a bit similar, which makes the map harder to navigate for first time players. One way to solve could be by color coding some areas, or having strong themes in specific areas, restricting specific props only to those areas. Let's say, CT spawn has majorly blue signs/lighting, Bomb sites are mostly red/orange, maybe the middle of the map has a lot of vegetation, the subway could have green walls etc... so you know exactly where you are without having to think about it. You have an incredibly solid base and with some minor readability/navigational/lighting tweaks, this map will be really special! Here's an example of how we did this in Lijiang Tower in Overwatch:
  3. 17 points
    jakuza

    WIP in WIP, post your level screenshots!

    I had some time left after finishing this blockout for a design test, so I took some time to decorate. I'm still figuring out everything in UE4, but the default fog looks pretty damn good. Here's an actual level shot to justify being in this thread
  4. 15 points
    Andre Valera

    Kaizen

    etc. also known as constant updates, bug fixes, sleepless nights wondering "Why?" and the simple solutions that follow.
  5. 13 points
    General Vivi

    Prodeus (random dev stuff)

    Prodeus is the game Mike Voeller and I are working on together in Unity. Just wanted to start a thread I can keep posting random dev stuff in. Level Editor Pics and Gifs Pylon prefab creation : A nice gameplay element that fills a few different functions - mid height cover / converts to full height cover - Can be used as a quick elevator or boost to gain advantage in combat - Can house items - looks nice ----------------------------------------------------------------------------------- (Right to Left) Basic footprint / Creating different parts / quick texture test and basic scripting / refine art style / adjust colors and finer details / Final script and polish pass. https://i.imgur.com/jNMo8Zn.gif
  6. 12 points
    Radix

    [CS:GO] de_austria (WIP)

    Finally found some time to give it a try and opened the ceiling as suggested above. (Thanks @RadimaX and @Squad for sharing your ideas.) I tried out different things, but at the moment it's a mix of second floor+railing and some renovation work going on (so that I could remove the railing partially for easier grenade throws) Also opened the (upper) wall to middle ("main hall") so that you can throw grenades there from the small room shown on the picture ("storage room") (or opposite direction). The room is also larger now. Still not the most exciting room, but all in all I think it's a lot better than it was before.
  7. 11 points
    We finally got around to creating a logo for the studio. Hizza!
  8. 11 points
    Vaya

    Yard {remake of cpl_mill}

    https://steamcommunity.com/sharedfiles/filedetails/?id=1580596076 Hey guys - been working on an update to Mill that focuses on making the gameplay work better with CSGO's utility and pacing amongst my 5million other projects. Art is quite ugly just now but it's not the focus have a look and let me know what you think! peace out
  9. 9 points
    Interfearance

    DE_TENEMENT

    Can't wait till this guy releases dust 2 for csgo
  10. 9 points
    Terri

    WIP in WIP, post your level screenshots!

    I haven't posted any of my work here in.. ages. Here are some scenes I worked on in 2018 and some of this year: (Unity) Underground station (Unity) Winter Lake House for VRChat
  11. 8 points
    +Rusty+

    The random model thread!

  12. 8 points
    OrnateBaboon

    [CS:GO][WIP] Trailerpark

    Map has been released. https://steamcommunity.com/sharedfiles/filedetails/?id=1668367393&searchtext= There will be bugs etc, but we wanted to get it out for feedback. Expect a lot of polish, and thank for all the feedback so far. If you have any issues, especially gameplay related, let us know!
  13. 8 points
    Yanzl

    Yanzl's Source Emporium

    Alright, here's a quick guide on how to use the radar generator. First up you need to manually create the required masks and images, probably with photoshop or something similar. You also have to manually draw the overlapping stripes in the height map if you have any in your level. Objectives, buyzones and height get automatically clipped to your playable area so you don't have to worry about the outer edges. Additional detail is the only map that should be transparent, with grey or white detail. You can also lower the contrast of the overview or just use a grey image for a cleaner look. For making height maps you can use @Terri's generator, you'll have to align the height to match your overview in photoshop, do some additional cleanup work and adjust the gamma. After you have all those you can use either Substance Designer or Substance Player (free) https://www.allegorithmic.com/products/substance-player Substance Designer: Drag the file into a new empty graph, also drag all your bitmaps and connect them to appropriate inputs. If you don't have any outputs you can just right click on the radar generator node and select create > output nodes. You can also adjust the files some more to make it look the way you want, like changing the levels of the height to change the final colors. Graph size should be 1024. Substance Player: Open radargen.sbsar then browse to all the maps on the right side panel. Custom grid and custom gradient are not needed. In both cases you can adjust some of the parameters, like buyzone and objective colors. If you want to use custom height colors select Gradient colors as custom and plug in a vertical gradient in the Custom gradient slot, example: Hopefully this covers it, if you have any questions let me know.
  14. 7 points
    cactus1549

    DE_TENEMENT

    Very impressive that you've fully detailed this map and "de_pavement" so astonishingly fast. Could use some more light though. Edit: And with only 38 hours in the SDK! You must've really speedrun the creation of these maps of yours.
  15. 7 points
    Radix

    WIP in WIP, post your level screenshots!

    My English skills are probably too bad to find the right words, but that "proclamation" on your screenshot is not just grammatically wrong. Well, back then the Germans had some pretty impressive epochal architecture and you may use these historic buildings as an inspiration for your map. But it has to be always 100% clear, that it's the past and that the Nazis were the bad guys. We do not want another "Deutsches Reich". Because there is nothing good about that era. The Nazis started a completely senseless war and murdered millions of people just for being different and people who didn't want them to murder these people. Or people who just didn't want to raise their right arm like that one guy on this picture: After all I just want to say that you should be careful with that Nazi stuff.
  16. 6 points
    Roald

    Resistance

    Another update. This time reworked A bombsite and mid to B connector. Also relocated CT spawn. Changed the taxi on B site to a truck, but dam that model has some bad collision Maybe I'll move T spawn abit further in the future, but playtest must tell more.
  17. 6 points
    ItzOmega

    The random model thread!

    Some photogrammetry I have been testing lately
  18. 5 points
    Roald

    Resistance

    Did some changes for todays playtest at THW (12:00 CT) Special thanks to @Plantkillable (and chis community) and @untor for testing and providing feedback Think I will have to lower the container some more to make it usefull to bounce nades on. Filled up A site some more I have made the B bomsite area abit smaller and put the plantzone in the center instead of behind the pillars Mid boost has a catwalk going into the B window room. This area is now only accesable by boost for both teams. Also removed the peek hole watching into the tunnel.
  19. 5 points
    Roald

    Kaizen

    Great update! I like the vegetation. The map could use some more enviorment sounds to make the city feel more alive. Maybe a radio or television background sound coming out one of the appartments, a car driving by, a plane flying over and etc
  20. 5 points
    Hi people! We are looking for additional Level Designer who will join our team in Krakow and will make with us Cyberpunk 2077. Our Level Design team is mainly responsible for designing, prototyping, iterating on and polishing in-game levels, including level geometry, enemy encounters, and other gameplay elements, using our proprietary level editor (environment is handled by the different team, quests/missions are also made by another team) . We are looking for someone who already has experience working on levels in FPS/RPG games, is able to use game editors and likes Cyberpunk genre and we need this person to start work before June, so probably only people with the ability to work legally (without a visa) in EU can be on time You can read more about this position (and send your application) here: http://smrtr.io/ZNxG To encourage you I wanted to put a photo of our cool view from windows but it's really greasy outside today, so at least I will write that trees are growing ap. 2 meters from our windows so you can imagine you are almost in the middle of the forest
  21. 4 points
    Roald

    Resistance

    Resistance is a temporary name for my new bomb defusal map set in a old industrail city somewhere in east europe (maybe poland). One half of the map exist of old buildings and the other part of a more industrial area next to the city dock. The area is highly secured with barber wires, walls and camera's. The story is about the country being occupied and a group of resistance are secretly transporting weapons and such to this compound ready to strike back. However the occupiers got intel of the resistance location trying to infiltrate and blow up their compound. Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1645132160 B bomsite: Midle A bombsite: A-B connector and boost/peek to midle Overview: So for this map I used a whole different workflow then I am used to. I was building a litle scene at night time to experiment with that and kind of created a bombsite out of it. Then I just decided to go freestyle and work from one area to another area without having any idea what the layout will become like. It was really great to logically connect one area to another but to see the whole picture and how it would all fit together was kind of a hell. However I succeeded to great a whole piece out of it and hope people can have a look and provide me with feedback. Please note that most of A site and T spawn lack of details and I have done almost no optimisation.
  22. 4 points
    MadsenFK

    DE_TENEMENT

    yo are we back in 2012 but im sort of having this feeling that these supposed maps of yours, are not even yours and just some you find on page 47 on gamebanana... i could be very wrong though
  23. 4 points
    +Rusty+

    The random model thread!

    Played S.T.A.L.K.E.R for the first time and got inspired to get creative, so heres some early wippity-wips (still more work to be done + ignored the floating geo)
  24. 4 points
    fewseb

    [CS:GO][WIP] Trailerpark

    Where to begin with this map first and for-most, both of the bombsites are incorrect, bombsite A is listed as b on the radar and vice versa I also found the clipping was lacking around the wood fence barriers. Its almost shocking how little this map actually resembles a trailerpark. For one thing, none of the "trailers" resemble actual motor homes, aside from a few that you dont actually enter. Im from a part of the United state where every town has about 3-6 trailer parks, so im well aware of how they would actually look. Obviously you couldn't do the traditional single lane with trailers in a neat and uniform positioning, that would never work, but most of these buildings dont even come close to resembling a trailer. Every single trailer, despite being very different in design, all feature the exact same corrugated metal texture, and slated window. Every interior is practically identical and not in a good way. Despite your frequent use of the slated windows, including in areas where they seemingly exist in between two interiors rooms, almost none of the interiors lighting is natural, youve got bright sun flowing in, but its very obviously not real light. Real trailers, when their windows are not obstructed, are usually filled with natural light, because of how many windows there are and how small the interior space is. I dont see why you put so much effort into placing windows all over every single building, then use none of the natural sunlight those windows would allow. Every single building has the same gross yellow lighting, on yellow wall paper, with yellow-brown wood siding and floors. This is a harsh contrast from the outside, where you have natural cool lighting, from all the light colors and bright blue sky. The interiors dont feel like they match the exterior in how they are lit. I get that having clean walls and clear spaces is good for gameplay, but running around this map felt like I was running around a miniature scale model in lobby of some architecture firm. The map enters the uncanny valley with just how unrealistically clean every single surface of the map is. Its a trailer park, trailers are not made with high quality paint and metals to begin with, they are designed to be cheap, but aside from that, this trailer park is in the middle of a lake. Next to a shore filled with sand. The lake it also seems to be in the middle of a forest. The amount of the moisture with the from the lake, combined with all that sand, would at the very least be degrading the bottom trims of the trailers, but realistically, every trailer that faced the lake would be rusting with paint chipping off. Speaking form experience, wildlife would burrow under the ground and into the bottom crawl areas of the trailers. They would rip through the bottom trims even more. I also find it bizarre, that this trailer park is seemingly on a peninsula in the middle of a lake, its surround by water on 3 sides, its also seems incredibly unlikely that anyone would waste lake front property on a trailer park. And this is where I realized what this map should be, not once when I ran around the map, did I get the feeling I was in a trailer park, the beach, the odd storm drain tunnels, the mountains and bright blue sky do not invoke a feeling of being in a trailer park. This map would work so much better if it was set in a summer camp, or some kind of national park reception area. Its a real shame too, because the sense of outdoors and sense of adventure not to dissimilar to ones a child would get from being in the woods, overwhelm everything else thats trying to be a trailer park. One last point of contention I have, T spawn and CT spawn seem thematically reversed, as in they should spawn in each others spawn area. The Ts start outside the park, what I assume is their moving truck has been left behind down the road, while the CTs start out near the beach with an APC that seemingly left not tire tricks in the sand. Its hard to tell what the bombsites are supposed to be, but it would make more sense thematically, if the cts started in the street, while the Ts start out in the trailer park itself, the Ts having resided in the Trailer park itself, with the bombsites being their stockpiles of weapons. The FBI would want those stockpiles as evidence of some kind, and the Ts would want to destroy all evidence of them even being there in the first place. Some sense of what the Ts are even bombing would be nice, as it stands grey crates with grey barrels dont inspire much thought as to would they could be. Additionally the A site, grey barrels look very unnatural, They are all uniform with each other, and the hinge of the lid face the exact same way for every single barrel. Simply Rotate the barrels different directions on the top layers would fix this. I know this may have come off as overly negative, however I see potential in this map, by just making a theme change. Its already got the atmosphere for an outdoor, national park type map, it just needs a different look applied to the buildings. Granted, it would obviously be easier to just change the 3d skybox and the out bounds details, to suit the trailer park theme more closely, then changing all the game play areas. Either way, just keep improving it, this has the potential to make into the game itself.
  25. 4 points
    Yanzl

    Yanzl's Source Emporium

    Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO. Assets Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit. Breach Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map. https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0 Thrill Assets from Thrill. Includes a zoo map. https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0 Cruise https://www.dropbox.com/s/q3ybhzd1p2q522t/Cruise.zip?dl=0 Resort https://www.dropbox.com/s/dwasa7bs5g3wo1a/Resort.zip?dl=0 Zoo https://www.dropbox.com/s/xehbw0k67tximp4/Zoo.zip?dl=0 Castle https://www.dropbox.com/s/e76x6st0nsbpafq/Castle.zip?dl=0 Water Pack Collection of 4 different water textures that work both on high and low shader settings. Free to modify. https://gortnar.com/vmt/liquids.zip Source Engine Tools Streamline the Source engine workflow. Mostly substance stuff. Substance Shaders (and templates) Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness. https://gortnar.com/vmt/sbs_shaders.zip https://gortnar.com/vmt/painter_templates.zip VMT Editor PBR to Source A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material. https://gortnar.com/vmt/pbr_to_source.zip Radar generator Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Requires you to make overview image, playable area and spawn/plant zone masks. https://www.dropbox.com/s/qvzcgpkmtzmuaz2/radargen.zip?dl=0 Panorama version: https://www.dropbox.com/s/zegqf63yt1tt40u/radargen_panorama.zip?dl=0 Sun color calculator A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct. https://codepen.io/gortnar/full/xYJGLj/ If you have any questions, ask away!
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