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Showing content with the highest reputation since 01/16/2021 in all areas

  1. 10 points
    csWaldo

    Furnace

    @esspho has been working on changes from our first Mapcore playtest including a new design for outside A (thanks @Roald for the suggestions!) while I've been working on and off on bombsite B's main attraction. Should be ready for another playtest soon!
  2. 6 points
    ElectroSheep

    What's going on with your life?

    Duuh, my 2 years old is singing the Emperor March from Star Wars, I win !
  3. 5 points
    First attempt in Prodeus map editor:
  4. 4 points
    That short film by 3DMike in UE4 with de_survivor made me nostalgic, so, inspired by his maps de_survivor and de_recon, and being sick and tired of the urban landscapes that look like a warehouse full of crates, i had started a small project of mine, a defuse map. For the start i am going to make it for the wingman mode with just one bomb site to see how it behaves and then i am really thinking of extending it to a fully fledged classical defuse map.
  5. 4 points
    My 1.5 years old was pointing at my tshirt last night, so she can now say Doom almost perfectly #goals #gamerdad
  6. 3 points
    esspho

    Furnace

    Update time! https://steamcommunity.com/sharedfiles/filedetails/?id=2326921664 We've had another playtest and changed some things around acordingly. Thanks again for all the feedback we got in the past weeks! The big change this time is the area leading from the canal to the A site. We needed to separate the paths and do some trimming. We also thought a freight yard might fit this part of the map. The canal also saw some changes. There is a bit more cover now and there will propably be more of it in future versions. For the connector we are trying a non self-boostable solution. We've enlarged the CT-heaven and added a ladder. This should cut down on rotationtimes between sites. The radar We're excited for the next playtests. Have a nice day!
  7. 3 points
    AlexM

    What's going on with your life?

    I went on vacation to Montreal a couple years ago in August and absolutely loved it. Way more interesting city that Vancouver when it comes to nightlife and stuff to do. I was seriously considering moving there. I mentioned my thoughts to the security guard at the hotel we were staying and he said "maybe take another vacation here in December before you decide to move here
  8. 3 points
    Minos

    Cyberpunk 2077

    I'm betting on a turnaround, they will fix the kinks and keep releasing content for years to come!
  9. 3 points
  10. 2 points
    ┌HP┘

    What's going on with your life?

    Where I am in OC is a little better if you compare it to SF, sure. The bay area specifically is the most expensive city in the US, even more than Manhattan now. Just before the pandemic hit, a 1 bedroom studio was averaging $3500 a month there, I think it went down a bit since then because everyone's leaving these expensive cities, the "California exodus" is a very real thing, most of my neighbors that are not 60+ are either leaving or considering leaving, there's moving trucks every week around here. Renting a 20ft uhaul truck used to cost you 700 bucks for 5 days, now it went up to more than 4000 if you're leaving CA, and you're probably looking at a few weeks wait. These are crazy times... And yeah, you're right we're not tied to a location, which is definitely good, you can go look for a better life somewhere else now more than ever, deffo one of the silver linings of WFH. Dude tell me about it, it's unbelievable, the older you get the weirder the concept of time gets. People love saying "time flies" but that term doesn't really cut it, I think the notion of time changes as you age. I remember back in school times, 3 months used to fucking streeeetch forever, now it's literally a flash.
  11. 2 points
    Kokopelli

    [CS:GO] Cusco

    Thanks all for your input. Made some gameplay improvements to the map based on reviewing demos and playtester feedback. Feeling good about these changes. I think they address the core issues and improve the logic of the map. Let's see how the next playtest goes this week. CHANGE NOTES [A SITE] Moved plant zone to truck Reworked truck shape to eliminate headshot angles when a player is on top Moved boostable propane cannisters to side of truck to eliminate headshot angle Widened A main and added boostable crates near warehouse entrance [WAREHOUSE] Forklift now boostable [MID CONNECTOR] Redesigned connector to reduce the number of sightlines visible at once when pushing to/from A-mid Rerouted to B-mid for smoother rotations [B-MID] Slightly reworked elevation to create a defined pit area Added some cover Added a trim on T stairs [B SITE] Redesigned cover on bombsite Closed off part of crypt Reworked main entrance from CT spawn Widened balcony and added some cover Balcony now fully wallbangable [T-SPAWN] Widened area in front of cathedral entrance Moved some T spawns back
  12. 2 points
    ElectroSheep

    What's going on with your life?

    Also fuck the cold. I wish I was in California or somewhere hotter right now
  13. 2 points
    One of his best videos to date. I was worried there for a moment he was gonna play with the terrible HD models
  14. 2 points
    Radu

    ILL

    so ILL is a prequel to DUSK
  15. 2 points
    I've been working on a spinoff of my aim_six_arenas map that will use a couple of skydomes to create the illusion of multiple skyboxes on a single map, and I thought I could share my workflow on how I was able to create a multi-skin skydome without using programs such as Blender or 3DS Max. Specifically, I was able to port a couple of Valve skybox cubemaps onto a skydome model. To do this, Decompile a skydome model using Crowbar. For me, I recommend decompiling nuke_skydome_001.mdl, located in CS:GO's vpk files. Open the .smd file with notepad, which, for nuke_skydome_001.mdl is nuke_skydome_001.smd Inside nuke_skydome_001.smd, replace all instances of nuke_skydome_001 with the name of your primary skydome material. Open the QC file with Notepad and edit the $modelname and $cdmaterials to whatever folder you want. Add a $texturegroup skinfamilies section and add entries for the materials you'll be adding to the skyname (which, in my case, were skydome_cs_tibet and skydome_jungle). As a precaution, I renamed the QC file itself. In turn, my QC file ended up looking like this: Afterwards, use Crowbar to compile the QC file. Now that you have the model compiled, it's time to modify the texture so that it'll fit on the skydome. The only textures that'll fit the nuke_skydome_001.mdl mesh are those in the equirectangular panorama format with a 4:1 aspect ratio, an obvious problem given that Valve's skybox textures are in cubemap format. To do this conversion, Export the skybox cubemap VTFs as PNGs or TGA files Go to this Cubemap to Panorama tool, created by danilw Upload each cubemap to the respective face (BK to Back, LF to left etc.). Under rotation, make sure Up's rotation is set to 90 degrees and that "apply Mipmap" is checked. Set the panorama image resolution to a 3:1 aspect ratio. This is because the down face takes up a quarter of the image vertically. For my skydome, I set my resolution to 4096 x 1366, because I wanted to use a 4096x1024 texture for the skydome. Overall, this is how I filled out the Cubemap to panorama tool: And this is how the PNG I downloaded looked like (image has been resized): After downloading the PNG, crop out the bottom quarter of the image. Your panorama should now look something like this (image has been resized): Using VTFedit, import the cropped panorama in the DXT1 format. In the corresponding VMT, add the following lines of codes: Do the same cubemap to panorama conversion process for any other skybox skins you want to add to the skydome. Now that you've compiled the model and added textures, add you custom skydome as a prop_static. In the properties, make sure Disable Shadowdepth, Disable Vertex lighting and Disable Self-Shadowing are set to No, while Disable Shadows is set to Yes. Note that the default dimensions of the skydome is 4096x4096, which will cover the whole map if you place it in the 3D skybox. I've found setting a scale override of 0.25 still produced a decent looking skydome. For cs_tibet and jungle, you'll notice that the sun is baked into the skybox. Therefore, if you want your map to be realistic, you'll have to rotate the skydome to match the light_environment sun angle (also make sure your pitch isn't too different from the original map and the current map). To do that, use the following formula: Skydome Yaw Rotation = Sun Angle of the Map Where the Skydome Texture Originated From + 90 - Current Map Sun Angle Let's say you added a cs_tibet skydome to de_vertigo and want to have the sun in the cs_tibet skydome match Vertigo's sun angle. Vertigo's sun angle is 0 54 0, while the sun angle for ar_monastary, the map that uses the cs_tibet sky texture, has a sun angle of 0 153 0. Therefore, the cs_tibet skydome will need to a yaw of 153 + 90 - 54 = 171 for the cs_tibet skydome to match Vertigo's sun angle. For jungle, the skydome will need a yaw of 315 + 90 - 54 = 351, as de_aztec has a sun angle of 0 315 0. And now some screenshots. Remember, both of these screenshots were taken on the same map: Hopefully, others can use this method to quickly convert other cubemap skyboxes into skydomes. I would also appreciate any feedback you have for this tutorial.
  16. 2 points
    Buddy

    Cyberpunk 2077

    December release was undoable, but who the fuck thought the April release was possible?! Lmao
  17. 2 points
    iori dyson

    Lava flow (Prodeus)

    https://youtu.be/qPm27sYWp6E - Current playthrough -
  18. 2 points
    dux

    Cyberpunk 2077

  19. 2 points
    csWaldo

    Peles Castle (CS:GO)

    That harp model would benefit a lot from a better UV unwrap and maybe some better defined shading. The geometry looks good but those aspects look very rushed and poorly done.
  20. 2 points
    razorblade421

    Peles Castle (CS:GO)

    @[email protected] Du Christ Thank you, I hope to make something that I can be proud of, and is also fun to play! I'll try and keep updating this as I go along, so far I've been finishing up texturing everything, and making some more assets for the map. Thanks! razorblade421
  21. 2 points
    Tomato

    [GSGO] de_samba [WIP]

    de_samba This is a map I'm working on from time to time. I lost it once, retrieved it and builded version upon version until now. It is supposed to be a bomb defusal map set in a favela-like environment. At least that is the plan. For know it is still a grey boxed version where I'm trying to perfect the layout. Layout: As you can see, I went for a traditional layout. But I tried to mix CQC and long range fights in several locations. I started with the idea of verticality, as the complete left side of the map is on higher ground than the right side. Screenshots: Some visuals of the current state of the map: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=659931332 Feedback: I'm currently looking for feedback on the layout, as I would like to find a final version, before try detailing. Showing the map and getting feedback would also be a way to give me the necessary motivation to at least finish what I started Post your thoughts here or hit me up on the Mapcore discord.
  22. 2 points
    Tomato

    [GSGO] de_samba [WIP]

    So, yesterday I had my first playday for this map and this was the feedback I got: Tight!!! I heard this word several times during the playtest. It seems that a lot of players found several corridors to narrow. As the map was supposed to feel tight and claustrophobic, I guess I could have expected this. Though there is a difference in “feeling” tight and actually being tight, where it is not comfortable to play. In the feedback round afterwards, I got some more feedback around this topic, as the sharp corners and the possibility to maneuver enforces the tight feeling. So in the end, I suppose the map has indeed too much narrow corridors. One point to work on, widen the corridors, but keep the feeling of it being tight. Give a player the possibility to dodge incoming bullets. Play around smokes/Molotov’s. CT mid equals death Whenever CT’s rush mid in the beginning of the round, they ended up dead. The positions where they end up is too easy to be blocked by sniping terrorists from the opposing side of mid. Suggestions were, adding cover, changing the entrance and removing the extra path (right side on overview). Additionally, the position on T side in pit seems very overpowered as it only shows the enemy’s head. T-junction alert Terrorists attacking B were suffering from indecision as if they had to turn left or right. When they push a CT could be on either side and in worse case on both. This makes it hard to successfully push through this chokepoint. In order to make this more balanced the T junction has to be changed. Opening up opportunities for nades, maybe change the cover when checking left/right etc. Next to these points there were a lot of other things/flaws/ideas pointed out, that I’ll briefly write down here: Path from Mid to A site (upstream) could be removed There are awkward head angles from upstream into Short A There is a ledge in Upstream that providers very strange angles when someone gets up there The plank between pillars on A site should not show feet beneath it Diversify the bomb sites. Maybe open up A site Add more height variation on the bomb sites/entrances itself (not only over the complete map) On CT spawn, when walking to B, CT’s have to turn around first Try to add different encounter distances (not only far and close) Less 90-degree corners (river and alleys) Open up for utility Simplify I'll add the overview here again for reference. Thanks everyone for being in the playtest and providing feedback. Time to get to the drawing board.
  23. 2 points
    ┌HP┘

    ILL

    Holy smokes that's a narrow FoV... Second video made me feel nauseous, it's narrower than RE7 and even that was right at the line of what I find tolerable. Looks good from what I saw though.
  24. 1 point
    Pericolos0

    What's going on with your life?

    lmao, almost a million bucks to live in a blando suburb where theres nothing to do but go to the mall and you have to drive to get anywhere home prices are nuts all over the west coast *cries in seattle*
  25. 1 point
    I can play with both the old models and new ones, it doesn't bother me either way. Problem with the HD pack is that it doesn't fit so well in the base game compared with the expansions, it also wasn't finished, so the quality is mixed, but some of the new models are decent like the Vortigaunt and the Human Grunt (which replaces a model that has barely changed since the 1997 Alpha) and yeah I like the Barney model as well, come at me bros.
  26. 1 point
    blackdog

    What's going on with your life?

    Yeah have a friend that moves to Montreal for a few months every year for work and when I startd talking Canada he was questioning if I really would like to shovel snow every morning lol. I'm all for dry cold (or dry heat). Wet is just shit. You go out and you get muddy, wet... the house can get mould and so on. My year in Namibia was so much better than one summer in NE Italy despite temps in Africa are obviously hotter. Same loved my holiday in Iceland, lots of snow, dry cold... wear the right gear and you don't even feel it.
  27. 1 point
    dux

    Resident Evil Village

    Reddit is going to jack itself raw to this
  28. 1 point
    Vaya

    Corona Virus

    getting the 1st dose of vaccine in 30 mins woo
  29. 1 point
    ┌HP┘

    What's going on with your life?

    Yeap, exactly this. At least Vancouver's weather is way more tolerable, since the pacific ocean (and coast) is way warmer than the atlantic. I have a friend who just moved from London to Vancouver this week, he told me that if you look at the avg temps between both cities during this time of year, you'd think they're about the same, but Vancouver feels way warmer. This actually sent me down one of those internet rabid holes, and turns out there's other aspects to how cold it feels that temperature (C/F) can't read, there's the dew point and relative humidity and others that might or might not be less relevant like how far you are from the arctic jet streams. So since London tends to feel more humid, 10c will feel way colder than 10c in drier location, which will just feel cool. But yes, fuck the cold man... I can take rainy weather, but I'm not a fan of freezing my ass off!
  30. 1 point
    Pawlu

    Armstrong [Wingman]

    One idea I have would be to allow Ts to lob grenades into the windows of muesum and also let them throw nades into the court yard of the fort. As for Tunnels I am thinking of adding a passage which takes you up to the Courtyard in front of CT Spawn
  31. 1 point
    Pawlu

    Armstrong [Wingman]

    Whilst I didn't get to shoot one I did however hold one not only that but I also got to see two tanks, A Matilda and a Stuart tank. They were used by the Australian Armoured Divison, the bear the insignia of a crocodile and a palm tree. I've edited the map I have attached by changing the white with a very light grey to represent pathways, The Dark grey is meant to represent doorways that are underground or areas you can acces but they are covered up like the bridge. The box at tunnels Is meant to be a hole where Ts drop down to reach the pump room. Green is meant to be Spawns, Orange is the Site, White is any non-accessible area and black is the walls . [NOTE: The left side of bridge is non accessible.
  32. 1 point
    blackdog

    Furnace

    This is gonna turn heads when #blocktober comes back around
  33. 1 point
    csWaldo

    de_kathmandu [WIP]

    The layout looks very pathy. The bits connecting your bomb sites and spawns don't just exist to get from the one to the other. You need more spacious areas outside of the sites that serve as the setup areas for both teams to take and retake sites. You should look at some official maps. Look how much space and cover they provide just before each choke point so that the attacking team can gather, hold their position and prepare their attack.
  34. 1 point
    You and me both, I was just about to board the express to Nova Prospekt.
  35. 1 point
    blackdog

    ILL

    A seemingly micro-team is making this horror game that to me looks already more interesting than Scorn and others. Bit too much bobbing/sway imo, makes it feel like it's VR... but look at that dismemberment. Bit weird that they are going with a Patreon for this at the moment.
  36. 1 point
    I didn't want to post on this subject anymore for the same reasons... But the game size objection is a good segway to bring up a video I found recently and posted in the talks container, regarding exactly why games are so big to download (TLDR: skins, customisation). Good stuff to keep in mind @Ringel.
  37. 1 point
    Ummm... that would balloon csgo's file size to at least a TB of data. I doubt anyone would be happy that a game is taking up that much space. Stream the skins to players? That would only damage performance. I really don't see the point here c; Another problem is stolen artwork is often uploaded to the workshop... I think we should just let this thread die, we have already come full circle multiple times.
  38. 1 point
    razorblade421

    Peles Castle (CS:GO)

    Hello everyone! I wanted to share my latest work here! I wanted to journey to Romania for this map, but I have never been so I decided to make a map based on the Peles Castle in Romania. The design, beauty, and epic scale of the map challenged me to really try for the moon here. I want to make a map that is really fun to play and offers something nice to look at. I hope that I can play this with my friends in the future! But in the meantime this map is being worked on, hopefully going to get a render of it before the year is out! -razorblade421 Feel free to check out some of my other fun maps I made for CS:GO! https://steamcommunity.com/id/razorblade421/myworkshopfiles/ Don't hesitate to reach out for any inquiries. I used a lot of assets and textures from HL:EP2 and L4D2. Shout out to TopHattWaffle for his texture packs available on his website! https://www.tophattwaffle.com/
  39. 1 point
    A few months ago, I wrote a guide on how to vary CS:GO maps round-to-round using logic_case and logic_eventlistener entities. Would be nice to hear some feedback from you guys regarding my guide's accuracy, as well as any additions I should add: How to Randomize Your Map Round-to-Round in Hammer I owe of lot of the guide's contents to Reddit user Nymphalow and Valve's developer wiki. I do have some questions regarding some game_player_equip flags, however. Specifically, if you scroll down to the "Starting Weapons" section, you'll see that, for the game_player_equip entity named "equip_players," I say that you should only enable the "Only Strip Same Weapon Type" flag. In Nymphalow's original post, on the other hand, Nymphalow says that the "equip_players" game_player_equip entity only enable the "Use Only" flag. In my experience, though, having only "Use Only" checked caused a crapton of weapons to spawn, while having only the "Only Strip Same Weapon Type" flag checked caused the trigger_multiple entity to correctly spawn only 1 weapon. Hopefully, someone knowledgeable can help clear up this issue. I think I figured out how to use "Use Only" with game_player_equip and trigger_multiple. See post here. You probably won't be using many of these randomization techniques in a competitive map (heard people really disliked cs_havana for doing just that). However, I do think there's a bunch of potential for round-to-round variation in AIM, Coop and obstacle course maps, for those who want to give those maps more replayability. In fact (self-promotion ahead!), here are some maps I've created that uses some of the concepts explained in my guide: fy_five_infernos: group spawn randomization mg_space_race: obstacle course with randomized func_brush entities aim_six_arenas: weapon randomization
  40. 1 point
    Corvus

    [UE4] [WIP] Ryokan

  41. 1 point
    JorisCeoen

    Turbulence (Prodeus)

    When you're working on another game but are still influenced by Counter-Strike
  42. 1 point
    Soldat Du Christ

    Peles Castle (CS:GO)

    Wow very cool art
  43. 1 point
    Sick_TwinN

    de_maar wip

    first of all happy christmas everyone!, So after making pithead which got 9th in the wingman competition, i wanted to have a bigger challenge. so i decided to make a 5v5 with @Ynel we started 4 days ago and we have made some good progress already! de_maar is set in norway close to a maar, where you can see auroras etc, our goal is to have a nice warm/cozy looking village. while having great gameplay some wip shots (some models are still placeholders) I hope you will enjoy them!!!
  44. 1 point
    Buddy

    Goals for 2021?

    Don't plan 2021.
  45. 1 point
    I'm still workin' on porting HLA content to Source 1. It's not much, but it's coming along! It's not really challenging, it's just time consuming to do since it's quite a long process for even just 1 model. Though textures can be rather quick. Car models have proven to be most challenging since they have different textures for both the inside and outside. And they aren't separate like the car models in CS:GOs Dust 2. So I have to manually select every polygon that makes up the interior, and temporarily make the interior it's own model to add the texture. Then I can combine the two together again. It can take hours to do this, but I'd say it's worth it. Foliage hasn't proven challenging. The only thing I have to do is try to re-create how the S2 wind effects look with the S1 $treesway technology. Having a high scrumble setting usually recreates the look well. Dynamic props are the only thing I'm not sure I'll be up for. I have no idea how to port over the animations for the model. But if by some miracle I figure it out, I'll be one happy fella! I'll update y'all soon! I hope your new year has been great so far!
  46. 1 point
    ThunderKeil

    [CSGO] Bloodline (Deathmatch)

    If you're worried about players being unable to tell when the trap is or isn't active with a more lava-like blended texture - it is actually possible to toggle between different textures on a displacement, so you could switch it between this ground texture and a different one depending on if the lava's there I don't think it's explained on the wiki ( material proxies in general aren't expanded upon as much as they should be ) but I'd be glad to help out if you need it
  47. 1 point
    The project that I've been working on from on and off. It started off in Unity but then I've moved it to Unreal. Its pretty close to completion, thinking of a night setting aswell
  48. 1 point
    Yup, that - uh - exists. It seems cool at first glance, but at least in my experience I'd say that wanes once you realize this doesn't *really* open possibilities to creating anything you wouldn't have been able to before. Plus it's kind of jank but maybe that's just me Oh hey while I'm in the screenshot thread anyway; I was playing with $color a bit and realized I'd been making my textures way too dark, so I've adjusted everything and am trying to improve the lighting a bit more
  49. 1 point
    Ringel

    How would you make a unique layout

    Keep Iterating. I remade middle of one of my unfinished Maps ~13 times. I also waited (1-2) weeks between every new remake. The first 2-4 versions were bad. The 5~7 were good but boring. Approximately the 13th remake made it fun. From there I only improved it several times without huge changes. If I work a long time on one thing I lose the ability to judge it right. I need distance to be able to make usefull improvements.
  50. 1 point
    Vorontsov

    [WIP] cs_beatz

    He has the freedom to do it, I doubt it was an intentional plan to create some sort of controversy. Often you think of themes that are cool or aren't done often in your mind, and you just roll with it. Just look at every video game that has at a bar or a nightclub, what's the big deal? I see nothing wrong with this. I think self-censoring yourself in fear of dissenting opinions is really weak.
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