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The Horse Strangler

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Everything posted by The Horse Strangler

  1. Yeah it's a very weird thematic mix, based on whalemans wips I initially thought it was actually gonna be full on Aztec tomb raiding type stuff ala Uncharted or Tomb Raider
  2. Haven't had a chance to run around the map yet, but I gotta say that I definitely did not predict this being a theme park setting. I think that was a very very weird choice, and not sure how players will compare this to Yanzl's themepark map.
  3. Sorry it took so long but here's the full release of all the grind assets! We've just recently updated the workshop submission, so this content release should contain all the new edits we've made so far. This release contains the max scene files as well, which were made using 3ds max 2015. You will need to load them up in versions 2015 and beyond for them to work. Sadly I did not pack all of the bakes or highpoly source models since they are huge filesize wise (like multiple gb's per hp mesh). The texture source is once again quixel suite, which is mostly old and deprecated now. DISCLAIMER: This content is provided as is and was designed with pbr type reflectivity and values in mind. If you decided to use the content in your map, please credit the usage and drop me a note on steam or discord -Thanks! CONTENT LINK
  4. Thought I'd make a new thread since the other one is super buried and has broken links. I've gone and (finally) updated the content release for junction with all of the latest art in _r2 of the workshop release. I'm also attaching a separate content release here that contains all the max files. I'd totally link the art src files, but they're all for the old version of quixel suite and are super huge in filesize (besides who uses photoshop anymore anyways!) p.s the max scenes are for max 2013 (I think??) So they'll work in newer versions of max, but will absolutely not load in older versions. DISCLAIMER: This content is provided as is and was designed with pbr type reflectivity and values in mind. If you decided to use the content in your map, please credit the usage and drop me a note on steam or discord -Thanks! CONTENT LINK MODEL SCENE LINK BEEG Shots of some of the new assets in the latest map:
  5. It's ya boi, once again: Yung Student Loan Debt with another map. This time for Team Fortress 2! I've been cooking this one for a while now and I'm extremely proud of the fact I've somehow managed to revive it and release it. Big thanks to @TanookiSuit3 making that resurrection possible! This is a "event" map, so the vanilla (non halloween themed) version is coming sometime in the future, but for all the details you can check out the pasted description down below. WORKSHOP LINK
  6. Ooof. I'll check out what happened to the links, thanks and sorry guys!
  7. Ahhhh snap, we tf2 bois now. Thanks for reviving this old map of mine dude, glad to see it again. Wish I had more time myself to get back to making maps for fun.
  8. Awesome work to see here guys! I've spent many hours in some of the environments. As always mapcorians hitting it out of the park. Also Fjell best map of all time? Best map of all time.
  9. Ty Shawn, that's actually where I contributed the most art ?
  10. Hello Mapcore peeps, it's ya boi Horse Strangler aka BananaSandbags aka BillGatesFan69. Been working on this one for around two years now with the talented folks over at Gunfire Games. The game releases tonight (at the time of writing this post). Darksiders 3 is a Adventure/RPG hack and slash. A lot of the art here focused on a semi-stylized PBR look. It's not quite Blizzard hand painterly, but it's seen a lot of inspiration from it. Was a fun time transitioning that look and style to a pbr heavy engine like UE4. I plan to do a writieup of some of the interesting art challenges we faced working on the game for the site in the near future, so keep an eye out for that one!
  11. I agree with poLemin and Grapen. Contest should be shorter this time around, HARD final deadline, and fresh maps. I think this helps to provide a solid lesson in reigning in scope and ambition. It requires designers do more planning early on on paper or docs, which I think is a healthy workflow we should promote via those rules. Secondly on judges, I also agree they shouldn't be allowed to enter. I know we had a discussion yesterday about who constitutes as staff/judges. I think that's a tricky subject to narrow down, but I do think staff should be allowed to enter if they aren't judging. I realize that staff members could have good relationships with possible panel members, but I think we should assume that the critique and feedback would be fair to all. Lastly I believe the judge panel should be made up of industry artists and designers. I think this is ideal over including personalities or "popular" members of the csgo community for several reasons, tho the major three that come to mind: Feedback from industry designers can provide both major motivation and critique to a layout. Even if people lose, it's still a big win to get that kind of attention on your work. Industry designers will be able to articulate why a layout works, or doesn't work. Why this art is too busy, or too empty, etc. They'll be able to provide feedback in ways that can continue to help improve the entries beyond the contest duration. By this I specifically mean how impact the feedback is, and not so much actually continuing to give feedback after (that's their discretion) Obvious one is that aspiring artists and designers ultimately want to get into the industry and while feedback doesn't specifically constitute confirmation on that path, it put's entrants on a path that takes them there. This will help to allow mapcore to reach out to a wider professional community. It also allows industry members to keep an eye on promising talent that ultimately they may have interest in hiring. This is partially why polycount, RTVFX and so on are bringing big numbers to their contests. There's some other bits I will post later that are on my mind, but I want to see more public responses first on how others feel.
  12. Hey guys, been working on this over at gunfire games for a while and we recently released it last year in november. (#recently) We're now allowed to post stuff about it, so I thought it be cool to do a little art dump on it. I didn't specifically make any assets for this game, but did a lot of level design, art passing, lighting, and general composition. FOS is a game shipped on the Oculus, and was my first serious VR title. It was certainly a challenge working with considerably lower budgets (our target frame time is under 9ms I believe per eye). FOS is a hybrid rogue like with fps and loot based mechanics. It sees you piloting a ship across the galaxy, and running into random threats and encounters, including being able to board other ships that all are randomly generated and unique. As a result our job was to make a lot of puzzle piece type sections that could fit together, and seem continuous and whole.
  13. 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.
  14. Some old work from junction, and also some new stuff:
  15. Composition is on point. Excited to see the end result.
  16. The wear and tear on the models and wallpaper look GUUUDDD
  17. Yeah I think one of the main things is just lack of spec and phong. There's not much directionality with light sources, so a lot of stuff is reading flat or neutral. There's some other stuff that looks pretty low poly in the 2nd screenshot, but i figured it's just placeholder stuff.
  18. Lack of additional shading is really killing any depth you have going on in a majority of the scenes.
  19. Bruh, had no idea it was flipped like that. Thanks for noticing that, fixed it real quick.
  20. For those of you that were following the progress of junction I had announced that I'd be releasing all of it's content for free use. In the package I've included the latest vmf (sorta) and vmf instance files. Once again, if you guys have any questions please hit me up on this thread versus pm'ing on steam. Ideally it will help answer questions for multiple artists and provide references. Free to use for non-commercial work, as long as you give me credit. DOWNLOAD LINK I'll update the assets 3ds scenes at a later time. Some models are missing collision meshes, but I deemed them not necessary. EDIT: Fixed download link
  21. Ya so apparently we did overwrite a updated version by accident. RIP. That has all the fixes to everything above. We'll be pushing that out later today. In the WIP thread I'll be releasing all the art and stuff, so check that out if you guys are interested in any of it.
  22. Ya dun caught us, never playtested it once.
  23. Hey guys and gals. We've finally finished this one up. Junction is a defuse map designed for competitive play that takes place in the heart of Shanghai, China. We've been working on this one for quite some time, and we're really stoked to release it. I've included a few screenshots here, for the full list check out the workshop page, and obviously the map! Big shoutout to all the mapcore peeps that ran around it and provided feedback. Credits: Mrtwo/Hordeu/HoliestCow Special thanks: General vivi FMPone for emotional support Terracotta for additonal emotional support WORKSHOP LINK
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