'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.
'RZL reacted to untor in [Wingman] Station
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.
'RZL reacted to I ♡ The 1950's in [Source] Flag models
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
'RZL reacted to MikeGon in Montréal, Canada - Eidos Montréal is looking for a Level Artist, unannounced project
Check it out if you're interested:
(English at the bottom of the page)
Cheers, Have a nice day!
'RZL reacted to blackdog in Hypothetical-Contest Rules Voting
The problem with “modern engines” 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?
'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.
'RZL reacted to Yanzl in Yanzl's Source Emporium
I didn't make any Photoshop specific things, but here's the process for making a color correction file in Photoshop:
1. Download this image (this is the off.raw color correction LUT you can find in materials/correction, converted to png)
2. Open a screenshot of your map in Photoshop.
3. Drag the above LUT onto the Photoshop file. Don't change the scale. Move it to a corner. It should look something like this:
4. Either apply the color correction adjustments you want using adjustment layers or flatten the image and use the regular color correction tools.
5. When you're happy with the result, crop the image to the LUT size - 1024 x 32 px.
6. Save the file as .raw with the following settings and move it into materials/correction.
7. You can now reference that file in Hammer and color correction should work. Don't forget to pack it when uploading to workshop.
'RZL reacted to esspho in [cs:go] de_cleanup - wingman
A small update:
I've tried to implement the latest feedback and cut the small room behind the bombsite. I also removed one entrance to the bombsite and enlarged the plant area a little bit.
To make the outside part more interesting i added some cover along the ramp.
I also added some placeholder props here and there.
Here are some slides which show the main changes:
Workshop version a6:
I'm always thankfull for any feedback.