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SirK

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  1. Like
    SirK got a reaction from Smileytopin in [CS:GO] Shipped   
    Awesome! Operation Boat here we come
  2. Like
    SirK reacted to catfood in [CS:GO] Shipped   
  3. Like
    SirK got a reaction from RaVaGe in WIP in WIP, post your level screenshots!   
    Second one all the way
  4. Like
    SirK reacted to Lizard in WIP in WIP, post your level screenshots!   
    de_cargo CT spawn area:

  5. Like
    SirK got a reaction from FMPONE in What I'm Working On   
    The Layout changed a lot since the last Version I saw a while back. Are you sure the Map isnt too T-sided now? I mean, Ts can rotate all over the place - which makes it hard for CTs. The Door leading behind the Snipernest in middle could block off any CT-Rotates now and its easy to get there if the sniper is smoked or dead
     
    Other than that - Awesome update, cant wait to see this sexy thing textured
  6. Like
    SirK got a reaction from Minos in Temple of Utu - Unreal Engine 4 env for Polycount's Throne Room contest!   
    Awesome! Im not worthy!
  7. Like
    SirK reacted to TheGuma in cs_estate   
    Yeah, way better than my attempt at Mansion remake haha
    Looks very nice, my suggestion pretty much would be add variety to the lighting.
    It looks good but it looks dull, in my opinion.
     
    The candles are a good example of variation, which I think you did a good job with but overexposed them a bit.
     
    Either way, you should pick a few main colors for your lighting (whether it's blue for sky, or yellow for sun, anything)
    and try to match that lighting to a room condition.
     
    Small subtle variations in lighting can do pretty much better than adding any brushes or graphical things. It's what sets the tone.
    Try messing around with that, I would love to see what you can come up with.
  8. Like
    SirK got a reaction from catfood in [CS:GO] Shipped   
    Awesome All your maps have a certain "Catfood-Look" to them. Keep it up!
  9. Like
    SirK reacted to ShockaPop in WIP in WIP, post your level screenshots!   
    Yes, I'm very well aware of this. It's just that this project is more of a learning process for me to create some different themed map I haven't worked on before (NMRiH stuff is mainly urban/city, at work it's mobile games). I can do some texture stuff, but mostly I'm going with whatever assets are available and make the best out of them. Next project could be then bit more ambitious, we'll see whenever that day comes.
  10. Like
    SirK reacted to borgking in [CS:GO]de_acceleration   
    "Core Facility, Switzerland: It took long years and a lot of money, but finally the new particle accelerator was finished. The worlds most briliant physicists are expecting new insights on natures work. Still there is a small minority of people that fears the experiments might go wrong and create a black hole: A singularity capable of destroying the entire planet earth. Mobilizing concerned citizen into spending money, they hire a group of professional mercenarys to break into the CORE research facility and prevent the upcoming doom..."
     
    Download at Steam Workshop
     



  11. Like
    SirK got a reaction from 'RZL in [CS:GO] DE_Resort   
    THIS
    IS
    AWESOME!
    I remember playin this months ago... i really came a long way! Valve has to put this one into an operation!
  12. Like
    SirK got a reaction from kikette in [CS:GO][WIP] de_arizona (Motel) - Source files available   
    I really liked the map yesterday all of what tronic said and 2 things more - im not at home so i cant post any screenshots. there is a small "balcony-thingy" on the road to A (marked in Red). Could be awesome if you open this on up so one can boost up onto it. Second thing are the plants in middle (Marked in green). I think Players are really hard to spot if they crouch behind them. Im really looking forward for the finished version - keep it up!
     

  13. Like
    SirK reacted to catfood in [CS:GO] Shipped   
    streaming: http://www.twitch.tv/catfoood
  14. Like
    SirK reacted to jackophant in [CS:GO] Shipped   
    following and have alerts enabled. gonna see me dat stream
  15. Like
    SirK got a reaction from Squad in de_zoo   
    AWESOME! I have to play this - any servers?
  16. Like
    SirK reacted to dux in ITT: Post maps/scenes that never saw the light of the day.   
    Fuck you ravage stop half assing this shit and fucking finish it so help me god
  17. Like
    SirK reacted to Pampers in [CSGO] de_innsbrook   
    alright boys, lets fake short stair, flame alley, do a snake into upper tunnel before rotating to shed where we do a boost stack with deagles
  18. Like
    SirK reacted to KOLARI in WIP in WIP, post your level screenshots!   
    Scrapped all my other maps and made something new. Going to just make aim map and try to finish the map this time. It's also my first ever finished model (roofs)  .


  19. Like
    SirK reacted to Spherix in WIP in WIP, post your level screenshots!   
    Guess I can post this here as well;
     
    Map is for my own testing purposes only, as the decompile made areaportals and whatnot horrible. The king of the hill gameplay is nearly finished; I only need to add in the multiplier that can have effect on timings when multiple people from the same team are on the point at the same time.
     
    Besides that I haven't tested if my hacky interface can be packed in the bsp, although I expect it to work. If it works I'll put the effort in to create a capture status indication, but it's quite difficult as the only thing I can do is swap a small icon in the timer bar at the moment, or spam the chat.
     
    Suggestions on how to communicate score/capture status to the player are welcome. The current solution makes a beep sound every 4 seconds because I'm heavily abusing an env_instructor_hint popup that refreshes constantly :>
     
    This mode (not the map per se) will be playtested next sunday (18/jan); I'd love a crowd on this.
     

  20. Like
    SirK reacted to FMPONE in What I'm Working On   
    Next project is based in Santorini, Greece.
     

     
    Layout is here if you'd like to try it out:
    https://drive.google.com/file/d/0B77iMtjNnAxPdHdCSWI4RmxuMzQ/view?usp=sharing   There's also another project that will remain hush hush for now
  21. Like
    SirK reacted to Mvllsk in de_venetica (contra "remake")   
    Okay, so the reason I am removing the underground section is to make the map "smaller". It removes a layer of complexity from the map that had a very forced feel to it. The whole underground section was basically just a connector from A to B and then a big section underneath B for people to wrap around. It was also dark and narrow, which doesnt allow for good play sense in a competitive setting. My goal was to create a map with a more competitive background. And I DO know that the map used to be player competitively. But even back then it wasnt necessarily the most favored map by teams and also the game has changed quite a bit in a way. Also I simply wanted to force the map into the 2-1-2 style because I do believe it makes for better game play. That is also the reason I removed the connector from mid but added a stair case next to the bridge that allows a connection from river to CT. Due to the added bend and the removal of the sniper house for cts, mid is now much more contestable and an essential part of the map. I also moved the entrance from river to B up by quite a bit so the distance from bridge to B is shorter.
    In theory, all of this should balance out the two bombsites. A has now 3+1 entrances (counting the balcony above the damm and the damm as one option, then the lower route that is now more connected with the damm route and also bridge to mid + A from CT. I also slightly moved the planting spot to the side and I will add a lot more cover/corners to A, so it will be easier to defend than in previous versions (rather than relying on rotating and back stabbing Ts that were going A from B/underground). B is a bit harder to take with the removal of the underground section but at the same time also more rewarding once you manage to plant. I felt like this was a bonus for Ts and brings a bit more balance into the map.
     
    I am looking forward to playtesting this version, ideally in a 5v5 setting but also with the MapCore community after my winter exams in Jan/Feb and see if all my theory crafting works out.
  22. Like
    SirK reacted to pat h in WIP in WIP, post your level screenshots!   
    i'm glad the q3a mapping competition introduced me to this forum - it seems like a great community. it's kind of intimidating to post stuff here, though, since you guys all make so much awesome stuff! here's my latest quake 3 project using sock's industrial texture pack.
     

     

  23. Like
    SirK reacted to Lajron in de_havana   
    Hm currently i've done some change to mid:
     

    I also added a brush so Ts can get on this crate for more interesting gameplay and moved this a little bit inside
    Also some visual work

  24. Like
    SirK reacted to Squad in [CS:GO]de_zoo   
    Been a while since I posted an update, so here we go.
     
    Mapcore easter egg 
     

     
    Redone the enclosure on the left. I've moved it up a bit, so it's more visible. Supposed to be for meerkats!
     

     
    I've removed the water now, like as it has been drained for maintenance or something like that. Main reason is it is difficult to make it look good (the water was "faked").
    I'll probably have to make some changes to the parts where you can go from the path into the enclosure now. There are a bunch of wooden planks acting as a bridge on one side now.
    Rocks in the water could be removed completely, so going from A to the path would be a double jump. Not sure about this yet.
     

     
    Cut back on the lightshafts and skyglasses at B. I hope this is better now
     

     

     
    This is a lighting error that has been bugging me for a while now. I've tried all different prop_static parameters now, but I can't seem to fix it. This rock model looks fine on one side, but the lighting is off on the other side.
    Anyone has any idea what is causing this and how to fix it?
     

     

  25. Like
    SirK reacted to Spherix in WIP in WIP, post your level screenshots!   
    Fuck me that's pretty. And new trees.. Oh my. 
     
    As for making it less clean, I don't see any (detail) props, overlays, decals etc. Trashbins with trash around them, stains on the floor, etc. etc.
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