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Setin reacted to Fuzyhead in The random model thread!
Eventhough I fear that this joke might be only funny for someone who understands german...
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Setin reacted to General Vivi in Counter-Strike: Global Offensive
Last round #NegevPrayer
Happened to me yesterday.
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Setin reacted to Thurnip in Mapcore Game or LD jam
we could do a gamejam or a mapping jam. 48 hours on a weekend, an unique theme, some restrictions and a facebook, google or skype hangout with video and stuff. Or updates on mapcore's chat. dunno. Just a way to keep everyone hyped and excited while doing something cool
Anyone already entered a game jam? enjoyed? hated? Speak your mind.
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Setin reacted to Skybex in cs_workout
Hey guys, most of you have probably already seen the the map in the tests. I finally decided to release a version on the workshop (with its shiny new name)
You can view the workshop page here
Any comments or crits are more than welcome.
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Setin reacted to FerdTheNerd in Mapcore Challenge - Engine Preference
^^This.
Im not the most experienced Level Designer, but I'm a capable env artist. So teaming up could be a win-win.
UE4 has some really cool new stuff, its a good opportunity to set loose some experienced artists and designers on this software.
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Setin got a reaction from Minos in Doom (4)
I was there. The whole audience laughed when he said he was turning off the stream. We watched what felt like 20 minutes of demo playthrough. It really looked like they were trying to bring back the more frantic combat from the original Doom. He was running around a lot and constantly using melee finishers. There were some moments where they were trying to bring in a more survival horror feel as well which I think is good, a balance of both would work best imo. Btw, the demons getting ripped in half or getting their skulls crushed was just as awesome as it sounds. Also, chainsaw <3. Also apparently it's going to be using id Tech 6, IIRC.
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Setin got a reaction from catfood in Doom (4)
I was there. The whole audience laughed when he said he was turning off the stream. We watched what felt like 20 minutes of demo playthrough. It really looked like they were trying to bring back the more frantic combat from the original Doom. He was running around a lot and constantly using melee finishers. There were some moments where they were trying to bring in a more survival horror feel as well which I think is good, a balance of both would work best imo. Btw, the demons getting ripped in half or getting their skulls crushed was just as awesome as it sounds. Also, chainsaw <3. Also apparently it's going to be using id Tech 6, IIRC.
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Setin got a reaction from will2k in Doom (4)
I was there. The whole audience laughed when he said he was turning off the stream. We watched what felt like 20 minutes of demo playthrough. It really looked like they were trying to bring back the more frantic combat from the original Doom. He was running around a lot and constantly using melee finishers. There were some moments where they were trying to bring in a more survival horror feel as well which I think is good, a balance of both would work best imo. Btw, the demons getting ripped in half or getting their skulls crushed was just as awesome as it sounds. Also, chainsaw <3. Also apparently it's going to be using id Tech 6, IIRC.
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Setin reacted to FMPONE in What I'm Working On
been trying to consolidate the areas i've worked on, custom textures, a couple custom models from Ted. Almost all placeholders replaced now, probably created something like 40 textures, mostly small stuff. gonna move on to the new areas now. thanks for the feedback so far guys, and keep it coming
also gotta give credit to Warby who hooked me up with a cool paintover of A to help improve it~
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Setin reacted to Dr. Delta in [CS:GO] de_binnenhof
For a while Sathor and I have been working on a new CS:GO map called de_binnenhof. The defusal map sets place in the 'Binnenhof', a collection of buildings constructed in the 13th century in the city of The Hague, where the Dutch parliament is seated. You can explore building and parts of its interiors on Streetview.
The CTs start at the Mauritshuis, and have to prevent the Ts from either blowing up the Torentje {A} (lit. small tower) or the building next to the Ridderzaal {B} (lit. hall of knights).
We're doing our best to re-create the location and its atmosphere well, but sensible regarding scale, flow and balance needed for a proper CS:GO map.
Progress:
We're currently in beta-ish stage, so things are supposed to improve a lot. Stay tuned for updates!
In-game:
Models:
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Setin reacted to holiestcows in Counter-Strike: Global Offensive
http://www.counter-strike.net/operationbreakout
New Operation! Congrats on everyone who got in!
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Setin reacted to Sjonsson in [Chivalry] AOCTO_Paramount
Here is the version of the map I handed in on the deadline, I will continue and work on it when/if I get some feedback rolling. I wouldn't stretch as long to say its a final version, still a lot of things I want to do but then again, that's one of the problems I have, never being content with my stuff. Therefore, I'm really happy I handed it in!
Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=276444730
I hope you like it!
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Setin reacted to Jonny-Higgins in Insurgency Mapping Contest
Hi guys,
I'd just like to let you all know that we have listened to the communities response, and i've persuaded the devs to extend the contest.
Entrants now have until October the 1st to submit an entry! We are also going to speed up the production of some of the guides and are hoping to have an in depth tutorial on the gameplay mechanics, game modes and design theory of insurgency maps up in the next few days.
I will aslo try to set up a Q&A session with the devs to help anyone who has questions to ask.
Hopefully this should give people the time and information they need to produce some truly awesome maps!
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Setin reacted to Skybex in [CSGO] cs_sportscentre
Hi guys. Started working on this after me and rzl got bagra released. Its a fairly large hostage rescue map with the hostages quite spread out so you cant camp the one spot and guard them all. It functions a bit more like a de_map where you have to protect the 2 sites so you need to be aware of what's going on with your team mates.
Also looking for suggestions on what to call the map. cs_sportscentre is too long a name to use.
T spawn
CT spawn
Will get an overview soon, the roof and stadium part causes havoc with taking an overview screenshot so will probably have to manually paint most of it.
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Setin reacted to GreatDamianS in [RAGE] Abandoned raceway
Hi everyone! I wanted to join the MapCore a long time ago, but I didn't have any interesting projects to show until today. It's been a long time since I made a map just for myself... well, I decided to go back to business and I chose to make a Single Player map forRage. To get familiar with the tools, I created a small environment where I could experiment with lighting, stamps and foliage.I'm planning to show prototype gameplay within next few days. I discovered some really interesting gameplay solutions, but since the documentation isreally short, it's hard to tell if it's gonna be amazing single player experience, or just simple shooting gameplay. Visual prototype: Progress so far: -
Setin reacted to FMPONE in What I'm Working On
Hi guys
So it's summertime for me. That means, I want to create 3 new maps! I'm creating this thread to keep account of these projects and because it should be a fun journey for all, like the voyage to Mordor to throw my free time into a burning inferno.!!!
The screenshots are going to be honest. I've identified that I'm sometimes bad at showing people my in progress work because I want everything to look amazing and perfect and that's not gonna be the way these next few months go down. It's gonna get sloppy up in here.
First, DE_SEASON: (a remake)
Next is DE_GRACE, an original map:
Don't Sue Me Pls: some placeholder art from Dear Esther in there. I also used some neotokyo/Agency stuff that's gonna get replaced.
Third is a humble hostage map with only a rough concept in mind atm. Will begin when the other maps complete.
Have a good day~
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Setin got a reaction from Dejavo in de_bruises pimpage and accountability thread
That last shot could use some changes in height. That building looks very uniform and unappealing. If you added something to break the even height on the roof it would help a lot.
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Setin reacted to Chefi- in [CS:GO] DE_HAVEN
Okay, got finally my map out there. Now next step is to gain feedback as much as possible from the awesome cs/valve community.
I've been kinda out of the mapping scene quite long so don't know good places to get feedback.
Some one suggested me to get feedback and share my map here. Looks like nice and active community!
Shame I didn't notice before.
So here is the workshop link:
http://steamcommunity.com/sharedfiles/filedetails/?id=265372761&searchtext=
and here is the FPSBanana link:
http://csgo.gamebanana.com/maps/180995
The map is designed to work with 5on5 competitive, but it seems to be working fine with public matches as well. It contains bunch of classical cs stuff, so it hopefully feels kinda natural and easy to get in to. I've also tried to leave it as clean as possible while maintaining "good looks". Loads of time spent to make moving in the map easy, spotting enemies easy in important places, making sure the teams gets to the choke points in specific times, reducing long distances to make snipers less effective etc.
The competitive part is one of my goals, because I'm attending to CEVO mapping contest and atm personally I like competitive more than public gaming.
I have spent quite a bit time to make the map balanced as possible, but at some extent it is kinda hard without playing many matches with different teams.
So almost any comments are welcome. Bad and good. Just keep it constructive, so I can do something about the bad stuff you find.
Future plans: balancing (removing unfair spots and tactics) improved minimap, when the overall shape of the map is locked details and generally any bug fixes
If you like it, remember to like/subscribe @ workshop. There's one week of mercy time to get it rolling, or it will get squashed by all the crap in workshop and disappear to oblivion. Well.. if the map sucks, then let it be
PS: I consider the map to be BETA, and I may do some minor / major changes if I see it's necessary.
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Setin reacted to Jonny Phive in Wolfenstein Returns?
I went in with medium expectations and came away blown out of the water. I admire and respect Warren Spector (probably my favorite designer outside of Miyamoto) but he was wrong to judge this before playing... It is downright amazing. Great work to all those involved! Are the developers at Machine Games helping out with Doom 4? I sure hope so! Great game!
Edit:
I guess if there is one aspect that I would have liked seen improved would be the transitions from cut scene to game play. Great music stops abruptly, no fade in, harsh cut from beautiful cut scene to spawning. Other than that I applaud these devs for a really enjoyable game.
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Setin reacted to cashed in WIP in WIP, post your level screenshots!
almost done with de_fuel just a few more tweaks (also updated the workshop link )
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Setin reacted to paranoidMonkey in Counter-Strike: Global Offensive
Don't know if you guys watched this one.
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Setin got a reaction from AtsEst in [Portal 2] Portals Through Time
Hey all! I've just released the second part of my Portals Through Time series and decided I should post here. The third and final part should be done soon.
Portals Through Time is a single-player series of puzzles built for Portal 2 and created in the Hammer engine over the course of 12 weeks. Players embody the main character, Chell, as she solves puzzles in test chambers created by the antagonist, GLaDOS. This series of chambers features the new mechanic of relative time travel. Players can go though a time machine entrance and exit out in another time and area of the chambers. The player starts in the present time period, where the chambers have fallen into decay and are overgrown with foliage. They must solve the test chamber by using mechanics still functioning in the past and bring them into the present.
Download part 1 (Intro): http://steamcommunity.com/sharedfiles/filedetails/?id=248082406
Download part 2 (Red Sky): http://steamcommunity.com/sharedfiles/filedetails/?id=253002504
Download part 3 (Collision): http://steamcommunity.com/sharedfiles/filedetails/?id=258437462
Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=253008122
Portfolio: http://www.austinthouse.com/
Intro:
Red Sky:
Collision:
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Setin got a reaction from DrywallDreams in [Portal 2] Portals Through Time
Hey all! I've just released the second part of my Portals Through Time series and decided I should post here. The third and final part should be done soon.
Portals Through Time is a single-player series of puzzles built for Portal 2 and created in the Hammer engine over the course of 12 weeks. Players embody the main character, Chell, as she solves puzzles in test chambers created by the antagonist, GLaDOS. This series of chambers features the new mechanic of relative time travel. Players can go though a time machine entrance and exit out in another time and area of the chambers. The player starts in the present time period, where the chambers have fallen into decay and are overgrown with foliage. They must solve the test chamber by using mechanics still functioning in the past and bring them into the present.
Download part 1 (Intro): http://steamcommunity.com/sharedfiles/filedetails/?id=248082406
Download part 2 (Red Sky): http://steamcommunity.com/sharedfiles/filedetails/?id=253002504
Download part 3 (Collision): http://steamcommunity.com/sharedfiles/filedetails/?id=258437462
Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=253008122
Portfolio: http://www.austinthouse.com/
Intro:
Red Sky:
Collision:
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Setin got a reaction from RaVaGe in [Portal 2] Portals Through Time
Hey all! I've just released the second part of my Portals Through Time series and decided I should post here. The third and final part should be done soon.
Portals Through Time is a single-player series of puzzles built for Portal 2 and created in the Hammer engine over the course of 12 weeks. Players embody the main character, Chell, as she solves puzzles in test chambers created by the antagonist, GLaDOS. This series of chambers features the new mechanic of relative time travel. Players can go though a time machine entrance and exit out in another time and area of the chambers. The player starts in the present time period, where the chambers have fallen into decay and are overgrown with foliage. They must solve the test chamber by using mechanics still functioning in the past and bring them into the present.
Download part 1 (Intro): http://steamcommunity.com/sharedfiles/filedetails/?id=248082406
Download part 2 (Red Sky): http://steamcommunity.com/sharedfiles/filedetails/?id=253002504
Download part 3 (Collision): http://steamcommunity.com/sharedfiles/filedetails/?id=258437462
Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=253008122
Portfolio: http://www.austinthouse.com/
Intro:
Red Sky:
Collision:
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Setin got a reaction from kikette in The random model thread!
Looking good. I would imagine a normal map could give you those indented lines.
