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Michael_

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  1. Like
    Michael_ reacted to LiVl in WIP in WIP, post your level screenshots!   
    Hello everyone!
    It`s my first work in UE 4 for environmental scene
    I would like to know your opinion on this work. I also ask you to give tips that can help me do better in the future.
    Please do not scroll past, yourfeedb ack is very important.
    Arstation page work


  2. Like
    Michael_ reacted to Joy in WIP in WIP, post your level screenshots!   
    I haven't posted around here in the last couple of years. But lately I switched from Source to Unreal and my god.. it's day and night




  3. Like
    Michael_ reacted to Soldat Du Christ in WIP in WIP, post your level screenshots!   
    Blockout is almost done, should be ready to build in Hammer soon, just need to fine tune the lines of sight and see if i can implement the art more, set in industrial revolution Victorian era!
     



     

  4. Awesome
    Michael_ reacted to Soldat Du Christ in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    That's also a good point, beggars can't be choosers right? I've seen War owls content and i think he is more credible than others when it comes to looking at maps objectively. Losing him would be a loss, i don't know about the other judges.
     
    I mainly brought this up after going through the thread and saw people being condemned for making the very reasonable request for feedback. And was someone actually banned for making arguments across the forum? Has he ever actually said anything rude to individuals on a personal level? Or was he just being a critic? I don't know how you guys do things here, but my experience here is that the culture is not balanced. There is a healthy amount of positivity and support for others, which is good. But you also need to welcome and even encourage a healthy amount of debate, else the community and therefore their content become stagnant and never grow
  5. Awesome
    Michael_ reacted to Soldat Du Christ in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    I was a judge in a map contest for Forgehub.com along with three others, not nearly as high a prize pool mapcore has but the barrier to entree was also alot lower due to the tool being installed with the game (halo 5) so that made up for it. Anyways, we made all of our scores across all categories public, as well as a short summery of our thoughts on each. All the judges agreed to be transparent before hand and on top of that, if anybody wanted to know more they could ask any one of us and we would walk and talk with them on their map.  
     
    Why is this valuable? 2 main reasons, accountability and growth. Being a "judge" implies that you have some merit in the eyes of your peers to look at another map and determine it's quality. Scores are NOT arbitrary but instead are reflections of an individuals thoughts and conclusions. Conclusions which could very well be fallacious, and could be objectively identified as such if they are held accountable for those scores by giving reasons. The words that come out of your mouth are similar to mathematical statements, they can be tested. However because we are all flawed humans and because we are not all on equal footing when it comes to education on critical thinking or the laws of logic, yes you will get different scores and conclutions, but some will most definitely be more justified than others.
     
    I rated this map x/x because i feels too hard to contest x bomb site or x lane
    Vs
    I rated this map x/x because the enemy team has too many corners to hide in as I round this corner which forces me to make too broad an assumption which leaves me at WORST immobilized by the risk that comes with going through or at BEST getting lucky by guessing the correct corner. Leaving encounters up to luck undermines the competitive nature of the game and is therefore inferior
     
     
    ...one of those is very obviously better feedback, and i'd even say it's an objective truth that encounters should not come down to luck. Thats why people love CS gunplay to begin with, the consistency and control.
    By making judges and their reasons transparent, even if the results are shown after the contest, you will be able to weed out the weak ones and keep them from attaining authoritative positions in the future. And just the fact that they know they will have to be transparent will put pressure on them to make sure they aren't careless on any one map they may be unenthusiastic about from the start for whatever reason
    This brings me to my final point, good feedback leads to growth in the community. And i mean REAL growth. Finding areas where you can improve is invaluable information, and when it comes to a contest where judges are already playing your maps and JUDGING THEM, feedback should be mandatory 
  6. Like
    Michael_ 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.
    https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191

  7. Like
    Michael_ 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
    dz_Arctic!


     

     

     

     


  8. Like
    Michael_ reacted to Interfearance in Submerged   
    It would look a million times better if it was better lit. Perhaps the sign in some way emits light...
  9. ahaha
    Michael_ reacted to Pampers in Corona Virus   
  10. Like
    Michael_ reacted to celery in DE_SHORTDAM   
    A work-in-progress. Would love feedback, as it is not final whatsoever!

    The counter-terrorists have been flown in to prevent the breach of the Heber County dam, which would kill hundreds in the valley below. Stop the terrorists in a 2v2 battle for the fight of this hydroelectric power station.
     





  11. ahaha
    Michael_ reacted to will2k in Corona Virus   
    For parents working from home, this could help 

    Gamers are also ahead of times 

  12. Like
    Michael_ reacted to Lizard in Exotic Places CS:GO Mapping Contest 2019   
    Judging a map from an overview image is the same as judging a book by it's cover. Says a lot about the person.
  13. Awesome
    Michael_ reacted to ZooL in [CS:GO] Custom Playermodel Script, Easy replacements.   
    Here's a script I've made that allows you to replace kv playermodels in your map with custom ones you've made without getting error boxes in Panorama!
     
                        Features:
    Easily configurable Runs on map spawn then refreshes every 2s by default The script precache the models for you As every script, "mp_restartgame 1" will refresh it                     Issues: 
    A non existing model may crash the game The Panorama team selection screen wont use the right models... this can't be fixed since Panorama loads before the map and isn't serversided.
                                                                                     >> DOWNLOAD <<
     
    Place playermodelreplacer.nut inside    scripts/vscripts/    it then needs to be packed in your map when you release it
     
     
         What you need to do in order to get perfectly working playermodels:
     
    Custom playermodels MUST use a valid prefix in order to receive the voicelines and gloves [+ sleeves] from their original model they're based on. You can't have custom arm models, they're now hardcoded inside client.dll along with skin colors
    For instance: If you want to use the FBI voicelines and Arms you'll name your playermodel like so:           ctm_fbimodelname.mdl
    If you want a... Leet based model you'll name it like this:             tm_leetmodelname.mdl
     
    Examples:  tm_leet_jap.mdl         ctm_sas_kidotaiD.mdl       ctm_swat_spetsnazA.mdl
     
    Here's a complete list of the available prefixes including what they use: 
    Models can only have a limited number of characters before the game can't load them, be sure to keep your suffixes short, specially for the long ones.
     
         Setup:

        
    Set your KV corresponding to what playermodel your custom playermodel is based on,
    it must match else the sleeves or gloves wont be loaded.
    ct_arms and t_arms are obsolete since the glove update if you're wondering why they're not here.


    Open playermodelreplacer.nut and edit the following as you wish:
    set (c)tm_replace to 1 if you want to disable replacements for the team, 0 if not. refresh_delay is the time in seconds between each refresh to check if a player spawned with the model from the KV in order to replace it tm_old and ctm_old are the spots where you put your models used in the KV file tm_new and ctm_new are the ones where you put your custom models. (c)tm_new must have the same number of lines as (c)tm_old In this example with the KV and this configuration, only the first ctm_fbi will be replaced with ctm_sas_variant_test
     
               PRO TIP: 
    If you want to remove the sleeves from CTs, use a different CT prefix with the same gloves as your original model.
    For instance:  put "ctm_fbi" in the KV and in ctm_old<-
    make your model use ctm_sas_variant as a prefix and put it in ctm_new<- as usual. Since the game wont precache the right sleeves, they'll be invisible but since they use the same gloves, they'll be precached correctly!
     
     
         Go wild, Enhance the theme of your maps!
    You can now reload the game to update the KV (kv files are loaded on game start with the gamemodes.txt) and enjoy your playermodels!
    Enjoy!
  14. Like
    Michael_ reacted to Corvus in WIP in WIP, post your level screenshots!   
  15. Like
    Michael_ reacted to Vanx in [CS:GO] Exotic Places Contest TOP 10 FINALISTS   
    yes, I scoring list would be fine - and transparent
  16. Like
    Michael_ reacted to Roald in Exotic Places CS:GO Mapping Contest 2019   
    updated the workshop collection, if your map is missing (or having an old/abandon version in the collection) just PM me!
    https://steamcommunity.com/sharedfiles/filedetails/?id=1950169391
  17. Like
    Michael_ reacted to grapen in Mustang (formerly Everest)   
    We have a hidden workshop entry, so we're just waiting on the rc1 to finish compiling now.

  18. Like
    Michael_ reacted to -HP- in totally random texture thread   
    Nice stuff Stepp!
     
    Here's some mats I'm doing for Europa.
     
  19. Awesome
    Michael_ 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!
     

     
                        Features:
    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 <<
     
  20. Like
    Michael_ reacted to Lizard in prop_static Fade Distance engine cost   
    The idea is to have very short distance between Start Fade and Fade. The biggest cost is where the prop is in "fading" state so ideally you want to clamp it to short distances if possible.
  21. Like
    Michael_ reacted to Vertex in [CSGO] ENCLOSURE (Zoo aim map)   
    Hello all! Haven't played csgo or made maps for the past 3 years, so I created this aim map to get used to everything again. It is set inside of a small zoo enclosure (for flamingos? maybe?). It comes packed with some custom server commands, so it's ready for playing straight out of the gate. Thanks for checking it out!
     
    https://steamcommunity.com/sharedfiles/filedetails/?id=1965581804
     
     
     
     
     
     




  22. Like
    Michael_ reacted to mr.P in WIP in WIP, post your level screenshots!   
    Been playing around with some forests in Unreal, did this during a afternoon a few weeks back,

    The vista is missing a secondary layer of high mountains, probably snow capped,

    Same world with different fog settings, not super happy with it, nor am I disappointed it will look better as a deciduous forest instead of conifer,
     
    Thought I'd post something since it's probably been a year or so since I did WIP
  23. Like
    Michael_ reacted to blackdog in WIP in WIP, post your level screenshots!   
    Awesome job @Ringel, first shot makes me think of Far Cry 4, the second really takes me back to the beginning of the bridge level in HL2, where you drive through the canyon before getting on the platform/dock
  24. Like
    Michael_ reacted to KingOfCorn in [CS:GO] Golden   
    A new update is out!
    -Overall polish
    -Improved lighting on foliage (thanks to Ringel)
    -Replaced ivy models
  25. Like
    Michael_ reacted to KingOfCorn in [CS:GO] Golden   
    Just uploaded the first version of Golden since July. Been doing a complete overhaul of the map visually and also added some gameplay elements.
    Several new custom textures and some new models aswell.
    Here's a summary of the changes made:
    -Major visual rework
    -New 3d skybox
    -Added a drop in second mid
    -Added cover for safeplant on B
    -Raised the tree for cleaner gameplay and visibility around the courtyard.
    -Improvements to optimization
    -Boosted the lighting in the metro area
    -Several minor changes throughout
    -Bugfixes
    Have a look and please let me know what you think!





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