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'RZL

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  1. Like
    'RZL reacted to Noisy_Owl in The Outer Worlds (Obsidian)   
    Yee yee and here is gameplay now...

    Now to the important stuff.
    Did you notice that there is not a single scene where the player has put the gun away?
    I dont feel good about this game XD i see all the things ive always hated about fallout.
    And the colors are inconistent ūüėē¬†I am not too excited yet.¬†
  2. Like
    'RZL reacted to blackdog in Unreal Engine 4   
    Another great move by Epic: they’re opening a game Store themselves, with much better revenue share for devs, and they won’t charge for the UE license on their store
    https://www.unrealengine.com/en-US/blog/announcing-the-epic-games-store
  3. Like
    'RZL reacted to Serialmapper in [WIP] de_aurelia (remake)   
    I don't wish to open another thread, so i want to make an announcement: The final version of de_aurelia is here.   Well, officially is final but we all know that some feedback will follow and then some updates.
    Here are some screenshots:
     







  4. Like
    'RZL reacted to DMU222 in [WIP] Roca   
    I decided to use Black Friday to upgrade my PC, but I was still able to upgrade the cliff texture in my never ending quest to make the cliff look not like Half-Life.
    However, I am not so sure about this new texture:
    Feedback on this new texture would be especially useful, but overall the map is basically almost ready to be launched into 1.0 .
  5. LOL
    'RZL reacted to fewseb in Eternity   
    I spent like five minutes on this, please clap.
    Yeah but you can see the cave just fine through the fence mesh, plus the one of the very right is too high up for them to climb through, why not just convert that to a regular fence, but then again, if we want to be realistic here, its not exactly like these two guys needed more than one hole in the first place, or more than one pair of clippers. Im not exactly sure why the company would put a path way and lights to a cave path that nobody's so supposed to get in anyway since there's no gate for the fence.
     
    The blue goo looks pretty good btw, nice job on the texture.
  6. Like
    'RZL got a reaction from T-Rexer in Eternity   
  7. Like
    'RZL got a reaction from T-Rexer in Eternity   
  8. LOL
    'RZL reacted to Radu in The Predator   
    I finally got around to watching this and .. well, it's basically a stinking pile of horse shieet.
  9. Like
    'RZL reacted to Yanzl in Yanzl's Source Emporium   
    I just said you could do that, not that it would produce good results  
    Hopefully this helps understand it better:

    Also you can have multiple CCs in one map, you can limit them with a radius or with a fog_volume, so only one is active at a time. 
  10. Awesome
    'RZL reacted to The Horse Strangler in [UE4] Darksiders 3 Art Dump   
    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. Like
    'RZL got a reaction from MikeGon in [WIP] de_aurelia (remake)   
    Looks great, just make sure to turn off self-shadowing and shadow casting off on the foliage, that way they won't cast weird shadows and the colors will be more vibrant.
  12. Like
    'RZL reacted to OrnateBaboon in [CS:GO][WIP] Trailerpark   
    Blackdog - yeah, using cs_concert assets for the instruments.
    Some more vehicles, and a bit of a top down of the area. I included some WIP pics of the 3d sky, and the door that RZL mentioned.
    Skybex is currently optimising the trees, and working on more vehicles.
     








  13. Like
    'RZL reacted to ElectroSheep in [CS:GO] de_highlands (WIP)   
    Well I see this red building is flaming the crowds !
     
    For now I'm pushing a bit the visual on A site / CT spawn, still haven't done the bomb site detailling.

  14. Like
    'RZL reacted to untor in [Wingman] Station   
    Hey Mapcore!

    I and Roald are doing this map better!
    It takes more time to do the map because we develope it scrupulously, detail by detail.
    Here are some isides for you: you can see some visual changes. We want to convey the atmosphere of the modern Japanese city and use the elements of areas of Ghetto for the lower part of the map as a contrast.


    New screens
    Thank you! 
  15. Like
    'RZL reacted to MadsenFK in WIP in WIP, post your level screenshots!   
    Current Wingman projects I'm working on, that's gonna play very differently.
    Morocco   (DOWNLOAD)


     
    Luxury   (DOWNLOAD)
    (Props and textures by Yanzl)

     
    Delta   (DOWNLOAD)


  16. Like
    'RZL got a reaction from FMPONE in Hypothetical-Contest Rules Voting   
    Yeah, I'd like to participate as well, so it would be great if we could find veteran industry professionals who are interested in judging this. I'm sure there is plenty who would be willing to do so.
  17. Like
    'RZL reacted to I ‚ô° The 1950's in [Source] Flag models   
    Ahoy comrades!!!
    A while ago, @blackdog requested I make wall flags, and I plan to make a lot of them.
    As for right now, I figured I'd give y'all a taste by making a few iconic wall flags (USA, Canada, Japan, UK, and USSR)
    They all come with a detail texture overlay on them to make them look much nicer!
    Download link: http://tiny.cc/WallFlags_Sample
    Happy mapping!!!






  18. Like
    'RZL reacted to ElectroSheep in [CS:GO] de_highlands (WIP)   
    Well I'm a bit in a trouble finding some time right now with a lot of stuff happening to me but made a new house lately

    Next step is to rework the A site / CT spawn / graveyard.
  19. Like
    'RZL got a reaction from FMPONE in Hypothetical-Contest Rules Voting   
    Yeah, I'd like to participate as well, so it would be great if we could find veteran industry professionals who are interested in judging this. I'm sure there is plenty who would be willing to do so.
  20. Like
    'RZL got a reaction from FMPONE in Hypothetical-Contest Rules Voting   
    Yeah, I'd like to participate as well, so it would be great if we could find veteran industry professionals who are interested in judging this. I'm sure there is plenty who would be willing to do so.
  21. Like
    'RZL got a reaction from FMPONE in Hypothetical-Contest Rules Voting   
    Yeah, I'd like to participate as well, so it would be great if we could find veteran industry professionals who are interested in judging this. I'm sure there is plenty who would be willing to do so.
  22. Like
    'RZL reacted to MikeGon in Montr√©al, Canada - Eidos Montr√©al is looking for a Level Artist, unannounced project   
    Check it out if you're interested:
    https://www.eidosmontreal.com/en/jobs/463
    (English at the bottom of the page)
     
    Cheers, Have a nice day!
    -Mike
  23. Like
    'RZL reacted to blackdog in Hypothetical-Contest Rules Voting   
    The problem with ‚Äúmodern engines‚ÄĚ is that you are not level designing but creating a game completely. Yes sure, you can create a theme like The Door, but is not something you can find funding because is not to be added to an actual commercial game.
    The UT contest did have a lot of participation.
    On the topic of having professionals, in a forum where most people are themselves professionals, I quite struggle to see we can’t get some of that talent to judge. Sure people wanting to participate or that are stuff working for studios could drop an email inviting the seniors to judge?
    If is CSGO would it make sense and be possible to at least try and invite a couple pro players? Seagares has been collaborating with Faceit and there are people like N0thing that have always tried to help aspiring pro players, with many of these ex champions/stars now focusing on streaming guess they could find the time?
  24. Like
    'RZL reacted to The Horse Strangler in Hypothetical-Contest Rules Voting   
    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.
  25. Like
    'RZL reacted to [HP] in Doom Level Progress Diagram   
    https://www.doomworld.com/forum/topic/100569-level-progress-diagrams-‚Äď-final-doom-complete/
     

     

     

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