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jakuza

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  1. Awesome
    jakuza reacted to grapen in Mustang (formerly Everest)   
    Updated the first post of the thread. The map has been released: https://steamcommunity.com/sharedfiles/filedetails/?id=1980781825
    We'll continue polishing the map, so stay tuned for more updates. ✌️
  2. Like
    jakuza reacted to OrnateBaboon in Anubis   
    Map is nice! Found some issues.
    The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.


    This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
    There is a door to the left - but you can't really see it until you are right up next to it.

    This bench makes holding and peeking from here difficult.

    Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
  3. Sad
    jakuza reacted to DMU222 in Anubis   
    You guys forgot to compile the sun for your submission. Oof

  4. Like
    jakuza reacted to Wintrius in Anubis   
    This has got to be my favorite submission. Although all the other maps in the competition look great, the visuals typically vary between superb and rushed. Anubis, on the other hand, does not look rushed in a single area. If one were to tell me Valve made this map, I would believe it. The layout is interesting, and the visuals are an easy A+. This map is only rivaled by Valve's own remakes.
    You guys deserve first place!
  5. Like
    jakuza reacted to Corvus in WIP in WIP, post your level screenshots!   
    Working on a new environment 

  6. Like
    jakuza got a reaction from Lizard in 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 😁

  7. Like
    jakuza reacted to JimWood in Mutiny   
    Mutiny has been officially released!

    Check it out on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1978052734
    If you're interested in seeing some in-depth information about the map along with an interactive map, take a look here: http://jimwood.co.uk/mutiny
    We've also added a trailer, check it out below!
     
    Finally, here's a couple of the screenshots shown on the website:





     
  8. Like
    jakuza reacted to Squidski in Gongji   
    With just over 2 weeks left, I figured I'd show off some areas/angles that haven't gotten a lot of love recently (train cars will have windows don't worry)



  9. Like
    jakuza reacted to Flower_Shop_Guy in WIP in WIP, post your level screenshots!   
    I just ship the new update for one of my maps, and i was wonder how the map looked when i started to make it. So I decided to make this WIP video.
  10. Like
    jakuza reacted to Squad in Mustang (formerly Everest)   
    I haven't been very active in this topic so far, that will probably change in the coming weeks 
    Recently @grapen remade the skybox.
     

  11. Like
    jakuza reacted to grapen in Mustang (formerly Everest)   
    Got to have cliffs. WIP.

  12. Like
    jakuza reacted to SethTooQuick in Gongji   
    I've made some yellow bumpy dudes for the subway. You can see them in-game in the post from Jack above.
            
    These photos were taken from Substance Desinger directly. I modeled and baked them in Blender and did the rest in Substance Designer. Wanted to show it off with height because it's cool.
  13. Like
    jakuza reacted to Roald in Anubis   
    The point of no return

    Hello Mapcorians
    I am about to write stuff down that was a lesson for me and could be a lesson for others aswell.
    You may skip the text and check out the new screenshots or give some time to give this a read.

    For those who followed my progress could have noticed I started off big. 
    I wanted to put in alot of art ideas right from the start and focus on the asthetics of the map already.
    The reason why is simply because Enviorment Art is the lesser thing I like to do, so why not work on it during the Level Design progress.
    I knew I was going to take a risk, but I just wanted to try and take it and see how this work out for me.

    At first it started out great, I had a clear vision of what I want, but afther a few playtests I had to change stuff in the layout I kinda wanted to hold on to.
    I did so and done 'minor' changes to fix certain things, but not enough to make it succesfull for the next playtest.
    During this progress I think I had 5 playtests in total with each time a small improvement, but not the way I wanted it to be.
    It was very hard to keep things in Hammer organised since I started off the wrong foot and put in so many details on such a small grid, it was a pain in the ass to rework it.
    I ended up frustrated by reworking whole areas, but still didn't fixed the issue of my workspace becoming a mess on most parts of the map.

    Afther the previous two playtests I decided to rework the entire map and that's what I did. 
    I went back to graybox and reblocked some of the geometry in Hammer and cleaned it all by using a overall larger grid and less unnessecary details. 
    I decided to do some big changes and reworked B entirly, midle and T spawn. 
    The map still needs to be playtested, but atleast I broke the barrier to sacrifice the art, to keep more focused on the gameplay.

    It wasn't all for nothing though. I think its not bad to put in extra time and details on important areas like the bombsites to work with more natural cover and corners, atleast thats the way I like my maps instead of a square site with a bunch of crates

    Momo has not much time, if there is a great enviorment artist who can make custom assets, then please hit me up! My goal is to start on the enviorment during september. 





  14. Like
    jakuza reacted to Roald in Anubis   
    It was a bit of a struggle, but finally there is a playable graybox! I requested a Mapcore playtest for thursday 27 june. 
    Check it out on the workshop: 
    new workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1984883124





  15. Like
    jakuza reacted to Serialmapper in [CS:GO] de_aldebaran [WIP]   
    @will2k you are right, so i made a blend material using some white plaster and those beige/brown stones. Also i changed the sand texture from the 4way blend material. I want the map to suggest heat.


  16. Like
    jakuza reacted to Minos in 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:
     
  17. Like
    jakuza reacted to zastels in Kaizen   
    This map visually looks quite incredible. I feel like it raises the bar! 
  18. Like
    jakuza got a reaction from 'RZL in 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 😁

  19. Like
    jakuza got a reaction from Quotingmc in 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 😁

  20. Like
    jakuza got a reaction from AlexM in 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 😁

  21. Like
    jakuza got a reaction from Vaya in 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 😁

  22. Like
    jakuza reacted to neptune in WIP in WIP, post your level screenshots!   
    I preparing new update to my Crossfire Remake map for CS:GO and i adding lots of new details. This is test compile screenshot. 
  23. Like
    jakuza got a reaction from esspho in 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 😁

  24. Like
    jakuza got a reaction from The Siphon in 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 😁

  25. Like
    jakuza got a reaction from +Rusty+ in 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 😁

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