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 )
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
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!
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!
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
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!
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:
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.
SUBSCRIBE AND PLAY!
Screens under spoiler
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 <<
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!
MODEL SCENE LINK
BEEG Shots of some of the new assets in the latest map:
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.