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Showing most liked content since 09/15/2017 in all areas

  1. 27 points
    Hello guyz ! I did few screens of my work on the new Dishonored stand alone that I wanted to share with you If you want to know anything about these screens, as simple as it can be, feel free to ask, it would be a pleasure to answer Compared to art station, the following screens are in a much higher resolution (1920*3416 instead of 1920 * 1080) and I apologyze by advance if you get any trouble dowloading them. On the following screens, I only did the Buildings (Models and textures). The lighting, the composition and the smaller asset are made by my great colleagues I'll certainly update this topic with new pics when they'll be ready. Enjoy -_-_-_-_ Curator -_-_-_-_- Architecture design by Valentin "3dnj" Levilain -_-_-_- Ghost town -_-_-__-_- Architecture design by Christophe Lefaure
  2. 16 points

    Well what do you know! The Sequel!

    Well, he's finally here. My son Jayce was born on Tuesday. It's been a long and difficult road, both for him and my wife. But he's a fighter and he's here to stay. Both are still recovering and I hope they get well soon. It's been tough and tiresome, but nothing says love more than holding both your son and daughter in your hands. Now, if I just could find a moment to catch some sleep. Anyway, heres him enjoying the view: Oh, and if you are wondering about the name. I couldn't get Jason (my wife refused), so this is the closest I could get. Nothing wrong with Jayce though, because.....
  3. 11 points
    El Moroes

    Dishonored II

    Guys, our standalone "Dishonored : Death of the Outsider" is released And if you want, you can see this video (spoil alert!) to see the gameplay : Have fun !
  4. 10 points

    Source 2!

    I have a vive at work and I thought it would be interesting to see the map i'm working on in virtual reality. I couldn't get VR to work in HL2 or TF2. It could be because I only have 4gig ram at work. It could also be the lack of support from valve. Anyway, SteamVR has also home environments, it's like your "home" from where you can launch games. Chat with friends etc. Those home environments run on the source2 engine. So I thought let's port my map to that. Well opening the map in source2 hammer is easy but all your textures are lost. Also things like func_detail are gone. They show up but it's not an entity anymore. This is because maps for source 2 are more like models. Hence the editor has now edge loops, splitting, bevel and stuff like that. Which I think is really great. Also the editor is way faster. I always found hammer to be really sloooow. Even on a quite small map, dragging stuff around never felt smooth. Now it runs close to 90fps and when I drag stuff around it goes to 60. I have to say my map is quite small but still it's so much smoother. And I have to say, this is with a really nice lightning preview! Also, you don't have to make a skybox around your map, so having leaks is also gone. For me it's not that big of a deal but it's sure something I embrace. The icons in the editor are quite horrible. They are really grey-ish and therefor they look all quite similar. This seems to be a trend in icon design in general which I really dislike. They eye works so well in perceiving color. Here 2 images for comparison (and note that hammer2 has a lot more icons, I only show the side bar here). Note that in certain parts they do have icons with really good distinguish colors! You can also map really well from only using the 3d viewport. This is really nice. I only go to a side view to place a model precisely on the floor for example. And the lightning in the viewport is really nice, including shadows. With the hold hammer I really disliked the contrast, I always hoped they would add ambient occlusion or something. Anyway, my point was to see my map with VR. And this is really nice. It's only a small part I have with no textures but it's so nice to walk in your own map. To feel the scale. I made a car out of brushes for example based on the scale of the car you see in de_nuke. Now with VR I really felt how the car was to big. Which is nice cause i'm making a parking garage. And large areas don't do well in csgo, and now I have the cars like 0.9 times smaller I can make a lot of the map smaller too. Maybe I post more thoughts later.
  5. 8 points


    After two and half years the game is finally out on Steam! Super proud of what we've managed to create. It's 10% off for the first week, and there's a new launch trailer as well. Hope you guys give it a shot http://store.steampowered.com/app/551770/ECHO/
  6. 8 points

    [DOI] El Guettar (WIP)

    I figured I should update the thread with my recent takes on the art pass. There's still quite a lot of work left to do, but now I'm pretty confident of the direction it's heading.
  7. 8 points
    Probably the saddest thing I've seen on this site, seeing this map in here
  8. 7 points

    [CS:GO] de_dawn

    Hi =) I've been working on this greybox for a few weeks and it's now in a playable state. I've tried to convey some of the visuals I'm aiming for and already done some refining on timings and cover. The layout however is rather unusual and though I tried to make it fun and balanced it is really hard to judge that without the feedback of others. If any of you are interested in the map I'd love to hear and discuss your opinions on it. I am currently hosting the map here: (host in europe). Add me on steam if you'd like to play it with me. Workshop Imgur Album Hope you enjoy.
  9. 7 points

    WIP in WIP, post your level screenshots!

    Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates
  10. 6 points

    [CS:GO][WIP] Trailerpark

    Thanks for comments guys. VIOLATION - making things diverse is a challenge. Different colours will come in soon and more variety on the trailers, especially in areas that look too samey. Moved onto a new area, and thought I would show the development shots. Some horrid looking stuff in there! Last screen shows the entrances to the site which comes off the swimming pool screenshot.
  11. 6 points

    Max Payne... 16 Years Later

    This brought a lot of memories!
  12. 6 points

    [CS:GO][WIP] Trailerpark

    More images of same areas, though I have done a lot more on other parts as well, and will hopefully post screens of those soon. Winnebago is first pass, and other areas have a better shape now I think. The 3d sky will have a tree line between the mountains to try and look like a forest, and fill in the empty spaces. The older one was a bit too close to the main map. When I work on it again, I will move it back a lot more so that it looks better under scrutiny. Lot of hard edges in the interiors atm, but I will fix those when I get round to the polish stage.
  13. 5 points

    Importance of music in video games

    Loved this video! Here's an extra one, not related to video games directly, but the same lessons definitely apply here.
  14. 5 points
  15. 5 points
    Let's start a petition to force @ElectroSheep to finish this map. We can't let him get away with this! >:(
  16. 5 points

    Black-Mesa Disaster on one map

    I quite enjoyed getting nostalgic with this video that some obsessed rather dedicated person has put together showing a live overhead map of the routes of Gordan, Barney, and Adrian in addition to a feed of each. Maybe this got posted in some other thread but we could use more of them anyway?!
  17. 5 points
    Working on a project for brainbread 2, here it is W.i.P
  18. 4 points
    The Horse Strangler

    [CS:GO] De_Grind

    Sup peeps. Just finished another csgo map with buds @'RZL and @MaanMan. We've been working on this one for a good while now, maybe since December of last year. It was challenging at times, but we're finally happy to put it out there. WORKSHOP LINK Do you hate it, do you love it? Not enough sand? Let us know.
  19. 4 points
    @El Moroes Sorry to hear that, your map was my favorite in this mapping contest. However i understand you perfectly. Today's standards for making high quality maps for CS:GO are higher and higher and much harder and time consuming to be accomplished. I miss the CS Source and cs1.6 mapping days.
  20. 4 points

    Max Payne... 16 Years Later

    Yeah, pretty much the same story for me. It made me want to be a level designer, then it rolled off to environment art. Kind of crazy how a video game could change my life this much, for the better. I remember playing MP1 over, and over and over again, one day I was so bored I started reading the game's manual, in the very last page there was a little section called "Modding", I remember like it was yesterday, reading that little paragraph saying if I wanted more Max Payne I could hop online and get other people's content and even make my own. I got on a bus to the nearest cyber-cafe, carrying with me an old CD-RW that was rewritten a hundred times already, I couldn't afford internet at home so that turned into my routine for the months to come, we take it for granted now but man having the chance to socialize with people with the same passion for a game and mods was extremly liberating and enabling for me. Which btw, eventually in the search for more games I could mod, I found Mapcore. Max Payne still has one of the best ambiance work I've ever seen in a video game, the balance between the story, design, art and music was nailed to perfection. It made me realize a video game can be way more than just running in boring corridors killing mindless mean dudes on the screen, they can immerse you and help better your life, I've been trying to recreate that with my art, ever since.
  21. 4 points

    [CS:GO][WIP] Trailerpark

    Looks Global to me! I'll see myself out...
  22. 4 points
  23. 4 points

    Random Photo Thread

    Just got back from Iceland, what a place, here are a few pics, more to come.
  24. 3 points
    A level for Brainbread 2 cancelled. It was supposed to be in the style of Chernobyl, though I stopped development and never continued.
  25. 3 points
    Gearbox Software is looking for a passionate senior level designer to join us in crafting upcoming first person shooters. This role involves working with the Lead Level Designer and Creative Director to pitch, build, polish, and ship levels using Unreal Engine 4. Senior Level Designers are responsible for owning the vision of their levels, and working with a variety of other departments to see that vision come to fruition. It involves close collaborative work with artists, mission designers, writers, coders, and a variety of other disciplines to ensure the level ships on time at a high standard of quality, while also being fun and memorable to players. Responsibilities: Develop single player and cooperative levels based on existing game design documents, direction from project leadership, and collaboration with peers. This involves taking a design all the way from a paper design to a shipping product, iterating over time based on feedback, creative goals, and project deadlines. Prototype, iterate, and polish moment-to-moment gameplay while working with narrative designers, enemy designers, artists, and other disciplines to ensure quality combats and mission experiences for the final customers Mentorship and sharing of expertise with junior level designers and other design staff. Ability to model a positive tone and work ethic to junior members of the team. Ability to provide and receive good feedback when iterating levels. Required Skills and Experience: Proven track record of building and shipping large level environments. Should include videos or screenshots of shipped levels, and any additional documentation showing design and iteration process. Understanding of modern level design practices, including layout, pacing, technical implementation, and above all else creating fun experiences for players. Strong eye towards aesthetics, with an ability to work hand-in-hand with art teams. Previous experience in a art role is a plus. Excellent documentation, communication, interpersonal, and organizational skills. Ability to maintain focus and self-motivation towards the current project goals. Live near or be able to relocate to Frisco, Texas Have shipped 2 or more AAA action titles, with a preference towards Unreal technology and first person shooters. Desired but not required: Shipped games using Unreal 4 technology Experience with the certification and shipping process on modern consoles Experience working with large inter-disciplinary teams Co-op and/or Online Multiplayer experience. Previous leadership experience Please apply here for consideration: https://gearboxsoftware.bamboohr.com/jobs/view.php?id=70
  26. 3 points
    Harry Poster


    First part of detailing is over (Fast compile) -B site took from previous version of the map -Added new window for CT's -Overview Quick showcase
  27. 3 points

    What's going on with your life?

    Having lived that life for quite some time, it's really just like @[HP] and @Minos describe. If you live among the poor, the unwanted, the criminals, dealers and junkies, it's not really a choice. It's not that a life of crime or easy money is more appealing, for many that's all there is. People know who you are and who you associate with. They don't give you chances. The government doesn't give you chances. They keep you in that environment and out there, only the strong and ruthless survive. The weak and poor are always being fucked over by the rich. Always have, always will. I was lucky because I met a uptown girl who had a weak spot for bad boys. The girl wasn't that interesting, but her parents really fell in love with me. They took me in. Cleaned me up, arranged an education, job and what not. They gave me a chance to escape that life. Without them, I would have been another lost soul.
  28. 3 points


    Cool! Hope you like it :D~ Also, some reviews are starting to come in. We got an 8 out of 10 on Gamespot plus Kotaku really seem to dig it!
  29. 3 points

    Max Payne... 16 Years Later

    Correct. Most, if not all, of the characters are based on real people: relatives, people working in the same building, etc.
  30. 3 points

    Max Payne... 16 Years Later

    Watched this last night. It's so inspiring to see what a small group of people can accomplish together when all the pieces fall in the right place, everyone on the team on the same page. It's one of those cases where the whole is much greater than the sum of its parts. It's also a lesson on how you can get away with cheap solutions, ex the devs using themselves and their relatives as characters in the game. This stuff adds authenticity and a unique feel. I feel like these days we tend to complicate things too much, always trying to match AAA standards, when in fact, things in a game just need to be consistent to be immersive. No need to have the same actors as in every other game too, use people you know with no acting experience, that will make things more interesting I could be wrong but if I remember correctly Valve did the same for Half-Life 2 characters.
  31. 3 points
    That's almost that ; Architects implements the modular assets they did in the editor first before giving it to Env art. Everything should works fine first to avoid bad surprise. Sometimes, since our engine as it own constraint, It happens that we suggest few change in the layout, to get dirt gradient on a huge surface, etc. 2) It's not a benefit, we just do not had the right tools to work with Bsp as smoothly as in Hammer =) 3) The gameplay changes only impacts the "In editor" composition. If someone wants a broken wall somewhere, he just need to swap a generic wall with a broken one and it's over. No more works on the Env art side (Except if someone needs something REALLY specific but we are already aware of.) 4) It isn't the case since each building is already mount in the engine before the "final" art pass About the Content Lock down, you just have to make your request before it. If not, too bad ahah ! 5) Cannot tell the production time of a level (I guess everybody works on there own level from start to end), but for a building like the curator, It tooks me 1 month to do it, and for the whole Ghost town (Interior + Exterior) around 1 mounth and half. Vertex paint is included in the delay and can takes around 2 weeks to paint each modules in Maya.. since we were not able to do it Inengine :'( :'( :'(
  32. 3 points
    @El Moroes Can you elaborate a little on the workflow? Blockout in Maya => passed onto environment artists => architects implement gameplay events in editor while artists work on modular assets => env artists bring modular art pieces into the editor to dress up the level? 1) Howdo the architects start implementing the gameplay, is the blockout imported into the editor? (gotta have geo to implement gameplay) 2) What are the benefits of blocking out in an external 3D tool vs in-editor? 3) Since implementing the gameplay and playtesting inevitably leads to iteration, do the architects change the blockout in Maya or in-editor? If Maya, doesn't that create a lot of "unnecessary" back & forwarding between Maya and the editor? 4) The art is modular but does it ever impede iteration? I don't think this is the case, since additional assets can be created when required. But I guess compromises have to be made at some point (content lockdown?) 5) How many architects worked on Death of the Outsider and what's the estimated average production time on a level (mission) from start to end?
  33. 3 points

    [WIP] de_compound

    De_compound De_compound (not the final name) is defuse map set in an abandoned coal power plant located in The Netherlands. Theme: Possible changes in facility: Geothermal Power Plant (abandoned) Industrial Factory (abandoned) Water Treatment Plant Refinery (abandoned) Possible Targets: Secret Armory (Counter Terrorists Own) Secret Bomb Factory (Terrorists trying to get rid of evidence/sensitive data) Hidden Radioactive Materials (Terrorists trying to spread to surrounding area) Water Filtration Systems (Terrorists trying to spread bioweapon through water) Hidden Bio-Weapon (Terrorists trying to spread bioweapon to surrounding area) Old Chemical Dump (Terrorists trying to spread chemweapon to surrounding area) Team members: @badtRIP - Modeltexturing/map texturing @yobaHD - Level design Lt. Dan - 3D Modeller @Lg2K - Layout/Level design Screenshots: Minimap: Timings: Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1104149332 We would appreciated it if you leave feedback about the layout (and the theme).
  34. 3 points

    [WIP] de_compound

    Happy to see our map here now ! I want to share and i will keep update this theme with our new props and textures. Some of our own props atm
  35. 3 points
  36. 3 points


    Just a few weeks to go and I am still procrastinating mapping and texturing my models properly. On the other hand, I was busy forging my very own first textures in Substance Designer Still a long way to go. I might not meet the deadline, but I will not opt out and will try to submit a somewhat acceptable map!
  37. 3 points

    Max Payne... 16 Years Later

    This is the game that made me want to be an environment artist. I don't think any other game at that time had been so immersive as Max Payne!
  38. 3 points
  39. 3 points

    [TF2] Dark Roads

    Dark Roads is one of the two halloween maps i've been creating for Team Fortress 2. Original map saw the light of the day 2011 and i helped creator of it to optimize and finish it up at that time. So with the permission of the original creator, i made out a halloween map out of it just because map still feels like it needs more attention. With the help of few others that contributed models and particle effects, this felt right thing to do. I've been working on this on and off for months now and right now i'm happy enough to say it's close to being finished. Map is available at the Steam Workshop of TF2 maps. Here are some screenshots from the latest version. Thanks.
  40. 3 points
    Hey! Look! I'm alive, and so is the project. Sorry for the silence on here. If you've missed me and want to see more from the game more often, be sure to follow my Twitter: https://twitter.com/deadtoast_comIt takes a bit more effort to write something for the DevLog, and I like to focus my time as much as possible on actually making the game.. so... yeah.Anyway! Here's a quick summary of some of the stuff that's been going on since last time.I give to you: The Skateboard. So this one seems to be a bit of a crowd pleaser. There will be moments where you can use a skateboard and shoot bad-dudes at the same time. Because.. why not.So after thinking about more cool things you could interact with in the game I thought of doing barrel running. I like the barrel because it can be used to run over enemies or if a barrel is placed above an enemy you can shoot the barrel to make it fall down and take out the enemy below.I've been wanting to add kicking/melee for a while. I used to have a punching thing before, but it didn't feel right. I finally figured out a way of doing kicking that makes sense with the game. I'm quite happy with the fact that you have to "aim" your kick, or that the kick follows the direction you aim in.This is the latest addition. Basically when doing play testing a lot of people were trying to do the split aim while swinging and later realizing they couldn't because one of the hands are used to grab on to the rope. I had a little think and thought it would be cool if you could grab the rope with your legs, freeing up both arms for split shooting.I'm just including this GIF to show how some of the visuals have progressed. I'm quite liking the colour scheme going on in this level.I also had a quick go at making some promo art. I went to Gamescom in Cologne a month ago, or so, and needed some flyers. It was amazing to meet developers from all over and even a couple of fans showed up which totally made the whole trip for me! It makes me so full of motivation knowing there are people out there who not only play stuff I make, but actually enjoy it! No feeling quite like it.Aaand that's it for now. Don't forget... For more frequent updates, be sure to follow Twitter @deadtoast_comBaaiiii
  41. 3 points
    I looked through the old de_highlands thread just to punish myself. I'm like that. The image above shows that more work has been done to it! Below is the most recent image in the original thread. I refuse to believe this map will not see the light of day!
  42. 3 points
    Thanks for the map, I'll download it and finish it. Can u also share your scottish map as well ? ($$)
  43. 3 points
    General Vivi

    Uncharted 4

    Some cool Dev related stuff from their new dlc. Related to layouts!
  44. 3 points
    Guys...bad news here. Well how will I explain that I think this project show me that I've enough with mapping ? Mmmh during the last couple of days (and after two busy summer months) I tried to find someone who could help me to art this level. I honestly though that this map will be something that I'm proud and perhaps the last level for me...but these last days I was also thinking a lot about myself and my priorities and unfortunately, making levels is not on my top priorities. Of course I still like that but now, and since few years, it's my job and I honestly don't want to spend time on that when I'm at home. I think I should stop lying on myself and make what I really want to do. Of course I'll continue to follow what you're doing guys (because you're making great levels!) but, yeah, about me I'm done with that. Perhaps some of you would like to continue this level ? If it's the case, you'll find all the needed files here : DOWNLOAD ARIZONA FILES Well, I think it's clear and I'm sorry if I disappoint some of you but I think I take the right decision for me.
  45. 2 points
    If a .psd is missing and you want it, just ask and I'll share it on Gdrive
  46. 2 points

    [WIP] Old Town (Hostage Rescue)

    Old Town Street http://steamcommunity.com/sharedfiles/filedetails/?id=939423441
  47. 2 points

    What's going on with your life?

    I mean, those guys just sound like assholes @Tisky. Sounds like you aren't particularly close so you're better off having nothing to do with people who make you feel negative like that. If something isn't bringing positivity to your life then it's not something worth investing any energy into at all. Not sure what your broader situation is, but you seem pretty unhappy. I've certainly been there and know the value of change. Is your town, job, general routine making you feel low? Change one or all of those things as a matter of priority. Variety truly is the spice of life, and it can be so liberating shedding the status quo and making new friends through a new job, etc. Screw the place you've invested time into if it's not doing it for you. If your ex is forcing a dramatic change in terms of your children, have you considered mixing things up yourself and going and living somewhere closer? Doesn't have to be the same town, but maybe getting the hell away from what you're currently dealing with is a possibility. I guess it depends on how much time you spend doing things in your current area that you couldn't live without. Of course there might be deeper issues like depression to contend with, and those won't go away no matter the circumstances I described above and definitely should be dealt with properly. However, general dissatisfaction with your lifestyle makes it all so much harder.
  48. 2 points

    [CS:GO][WIP] Trailerpark

    Looks supreme
  49. 2 points

    What I'm Working On, 2014-Forever

    Hi all! Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!
  50. 2 points
    Harry Poster


    Global changes : -Changed name from Kasbah to Tangerine -Theme is now taking place in Marrakesh Reasons: -Lack of information -Hotels doesnt fit to the layout Some new screenshots