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  1. Like
    SirK reacted to ThunderKeil in Natural History Museum, London   
    This is a mostly complete 1:1 recreation of the London Natural History Museum, sans the more recently built extensions and not including any of the real exhibitions.
    This has been my ''lockdown activity'', of sorts. All mesh created inside the hammer editor, and using near-exclusively custom textures ( 125+ ! ) all edited by hand.
    Currently only compiled for cs:go, but I intend to port it to at least gmod as well, maybe it could work as scavange/survival in l4d2? Would love to see it in HL:A too, but I don't yet own VR so if anyone's interested to port it for me - or in contributing in any other way, please do contact me. If you've got a good idea for props to fill the exhibition spaces with, that'd be cool too - I was gonna do a half life theme but pretty quickly ran short of actual suitable models, at least that I could find.
    24/08/2020 (first public release): https://drive.google.com/file/d/1ojDYBtpS4X-zJDpcqMHTeegJjI7Up8_1/view 02/09/2020 (improved east hallway, 24 spawnpoints): https://drive.google.com/file/d/1PKLII33cFCqnOnBOmLTD8dFUealSDCbY/view 18/09/2020 (all around improvements/additions, fixed cubemaps): https://drive.google.com/file/d/1YkZuPrQqfLiIxi3H_QLo2N1lZ7pFuFRc/view 15/11/2020 (added exterior, increased model quality, general polish) https://drive.google.com/file/d/1veuRpy29IGv8cxBl3OuQWsuoTmAy5TBe/view ( look through posts below for more detail on the changes )

  2. Like
    SirK reacted to fewseb in WIP in WIP, post your level screenshots!   
    Some mountains I sculpted for the skybox of my upcoming wingman map. It was the first time I really attempted to sculpt large terrain and I am quite please with how it turned out.


  3. Like
    SirK reacted to The_Virus in WIP in WIP, post your level screenshots!   
  4. Like
    SirK reacted to Sick_TwinN in de_pithead WIP   
    I decided to make a new topic since i am making the map alone now, thx to @DutchCrazyGamer for some of the ideas for this map! i wish him best of luck on his map :D
    here some wip shots
  5. Like
    SirK reacted to MadsenFK in [CS:GO Wingman] Luxury, Terracotta & Delta   
    Luxury is a Wingman map situated in a modern house complex near Los Angeles, California
    The residents of the contemporary-style house had held a house party the night before and woke up
    to the sight of dangerous ammunition crates near the pool. They called 911 and left the residence without hesitation.

    Most assets and materials used on the map is by Yanzl
    Quoting helped with playtests as well as ideas for the map
  6. Like
    SirK reacted to Vaya in CS_Apollo   
    -Updated and improved prop fade distance on many outside props
    -updated textures on sign asset to make it more accurate
    -improved clipping across map (thanks seth)
    -hid gap in skybox
  7. Like
    SirK reacted to celery in WIP in WIP, post your level screenshots!   
    Updated the map with better lighting and more detail. Slight changes in timings as well, but only by moving the CT spawn a little bit.

  8. Like
    SirK reacted to michal3210 in WIP in WIP, post your level screenshots!   
    some screenshots from my latest project, on which im working on in free time! It still needs some improvements, but it looks good in current state I think





  9. Like
    SirK reacted to FMPONE in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    I think the time has come, Tyrinni is banned for constantly flooding threads with long, boring, pedantic arguments. May this be a second celebratory moment for our community.
  10. Like
    SirK reacted to Yanzl in Basalt   
    We've just released a big update, check it out on the workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383
    We've added fresh grass, weathering on buildings and a bunch of other visual and gameplay tweaks.
    Thanks to everyone that provided us feedback and to everyone organizing this contest!

  11. Like
    SirK reacted to Squidski in de_gongji assets   
    Hey all, since we didn't get top 10 in the contest, probably gonna call it quits for this map for now. So we're gonna release all the assets.
    I've included a txt file with this stuff, however in short:
    1. Use these assets at your own risk (some are bad and were made early on when I/we were still learning)
    2. When using, give credit to the de_gongji team
    3. Please don't use this stuff for commercial purposes. If you would like to, then contact me directly.
    I hope you guys can make some cool stuff!

  12. Like
    SirK reacted to Joachim in Costiera   
    Hi all! This is my entry, a map set in a town on the coast of Italy.
    I made the layout in June last year, then I shelved it for months. I picked it back up in November, and finally decided on the theme mid-December after stumbling upon some pictures from Vernazza and Atrani. 
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1977692107

  13. Like
    SirK reacted to Quotingmc in cs_ivory   
    I am happy to announce Ivory now has a publicly available release candidate which can be downloaded from the workshop:
    We will continue to make final adjustments in the coming days; good luck to everyone submitting an entry to the contest!
  14. Like
    SirK reacted to Quotingmc in cs_ivory   
    @Quadratic and I are in full-on crunch mode pushing to get Ivory in the best possible state before the deadline and I am very pleased with what has been achieved thus far. Here are a few of the last screenshots before the final release!

  15. Like
    SirK reacted to Lizard in Chlorine   
    Hello everyone! For the last few months me and @Thewhaleman have been working on our contest map called Chlorine. This defusal map is set in a recently closed and abandoned aztec themed waterpark. The map includes areas that support a variety of strategies and play styles to accommodate every type of player.
    My goal with this map was to create a dynamic gameplay space that allows players to execute a variety of different strategies.
    Chlorine features two bombsite that are distinct from each other in terms of gameplay style as well as visual direction. Bombsite A is located in the outside area of the waterpark, thus is more open and allows for more complex strategies. Bombsite B features more straight forward approach, being located inside a temple that almost acts as a movie set imitating a night settings with a starry sky.
    Overview of the map:











    Workshop link
  16. Like
    SirK reacted to mr.P in Graveyard   
    Updated the layout, the overview image does not show traversable covers

  17. Like
    SirK reacted to Zanek184 in Hideout [WIP]   
    Link to the workshop version!

  18. Like
    SirK reacted to untor in Swamp   
    Welcome to the outskirts of Louisiana!
    A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over.
    However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill.
    Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature.


    Screens under spoiler
  19. Like
    SirK reacted to untor in Swamp   
    Every night - compiling
    Every day - found some issues and bugs
    Soon we can play - every night and every day! 
    New radar and some new screens from spawns and bombsite B! 

  20. Like
    SirK reacted to ZooL in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!

    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
  21. Like
    SirK reacted to The Horse Strangler in [CSGO] Content release: de_junction   
    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!
    BEEG Shots of some of the new assets in the latest map:

  22. Like
    SirK reacted to Edude in Classified   
    There is still so much work to do, but things are starting to take shape. This first art pass will still take a long time to finish but I'm enjoying the results so far! I will focus on detailing the entire map as quickly as I can to have something concrete for the deadline. If I manage to finish everything (detailing, optimization, general polishing) I start a second art pass with more refinement.

  23. Like
    SirK reacted to Kurtis Harmer in De_Bath (WIP)   
    I forgot to sign in and I forgot to drop the overview.
  24. Like
    SirK reacted to untor in Swamp   
  25. Like
    SirK reacted to poLemin in Feast   
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