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poLemin

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  1. Like
    poLemin got a reaction from csWaldo in Guard [Wingman]   
    Well, I haven't updated this thread at all - Guess I'll just have to present the finished thing to you!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2240874700&tscn=1601206209
    Screenies:





  2. Like
    poLemin reacted to will2k in WIP in WIP, post your level screenshots!   
    cs_italy CT spawn



     
  3. Like
    poLemin reacted to T-Rexer in Calavera   
    Calavera
    It's Dia de Muertos in San Miguel de Allende, Mexico - but a group of terrorist rebels are having none of it. Can two lone counter-terrorist agents stop them?
     
    Made for the 2020 Source Engine Discord Wingman Mapping competition.
     
    Layout and Design - T-R3x3r
    Art and Design - Squinky
    Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=2242472711
    Radar:

     
    Screenshots:

     
  4. Like
    poLemin got a reaction from blackdog in Guard [Wingman]   
    Well, I haven't updated this thread at all - Guess I'll just have to present the finished thing to you!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2240874700&tscn=1601206209
    Screenies:





  5. Like
    poLemin got a reaction from Roald in Guard [Wingman]   
    Well, I haven't updated this thread at all - Guess I'll just have to present the finished thing to you!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2240874700&tscn=1601206209
    Screenies:





  6. Like
    poLemin reacted to MadsenFK in [CS:GO] Extraction (Hostage Wingman & 5v5)   
    "Get to the choppa!"
    A man is being held hostage in his mansion located in the Swedish skerries.
    Secure him and bring him to one of the TWO rescue zones to call in the chopper.
    Keep the landing zone clear and extract the hostage!
    Made for the 2020 Source Engine Discord Wingman Contest
    TEAM
    Fnugz | Gameplay
    MadsenFK | Art
    Andi | Models

    SHOUTOUTS
    Yanzl | Mapping hotline
    ZooL | Grand vscript wizard
    Terri | ❤️ 
    The People of Mapcore.

    Additional Credits
    Yanzl | Making and sharing the majority of the assets used
    Skybex | A few assets

    WORKSHOP LINK





     
    MOOD BOARD

  7. Like
    poLemin got a reaction from zombi in Guard [Wingman]   
    Well, I haven't updated this thread at all - Guess I'll just have to present the finished thing to you!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2240874700&tscn=1601206209
    Screenies:





  8. Awesome
    poLemin got a reaction from MadsenFK in Guard [Wingman]   
    Well, I haven't updated this thread at all - Guess I'll just have to present the finished thing to you!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2240874700&tscn=1601206209
    Screenies:





  9. Awesome
    poLemin got a reaction from DMU222 in Guard [Wingman]   
    Well, I haven't updated this thread at all - Guess I'll just have to present the finished thing to you!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2240874700&tscn=1601206209
    Screenies:





  10. Awesome
    poLemin got a reaction from Radu in Guard [Wingman]   
    Well, I haven't updated this thread at all - Guess I'll just have to present the finished thing to you!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2240874700&tscn=1601206209
    Screenies:





  11. LOL
    poLemin reacted to Radu in de_Victorian   
  12. Like
    poLemin reacted to Radu in WIP in WIP, post your level screenshots!   
    Playtest soonTM
  13. Like
    poLemin got a reaction from Roald in [PAID] Level Designer at Bongfish   
    Hey guys!
    We are currently looking for a Multiplayer Level Designer to work with us at Bongfish in Graz, Austria. I'll just leave you with the official job posting, but if you have any questions, please don't hesitate to reach out!
    https://bongfish-jobs.personio.de/job/256315
    Cheers!
  14. Like
    poLemin got a reaction from Radu in [PAID] Level Designer at Bongfish   
    Hey guys!
    We are currently looking for a Multiplayer Level Designer to work with us at Bongfish in Graz, Austria. I'll just leave you with the official job posting, but if you have any questions, please don't hesitate to reach out!
    https://bongfish-jobs.personio.de/job/256315
    Cheers!
  15. Like
    poLemin reacted to JorisCeoen in Daigo   
    Here's a final image I'd like to share, however do bear in mind that all of it is still WIP and incomplete.

    Before anybody shoots me down, the rose flowers are all prop_details and is just a test to see what the effect would be by adding flowers to the ground level. I already decided I won't do this because it would hinder gameplay and visibility considerably (not even talking about how distracting they would be during play). However, I will be adding flowers closer to and on top of the stones, with some additional grass detail etc... you know the drill.
    I've also realised that the newest prop_details aren't worth implementing in a competitive defusal map as it's too expensive, overkill and 'complicated' to use (I could generate the flow and scatter maps easy, but it's just easier to use large prop_static's). Instead, I'll be using a plugin that can scatter flower and grass props in a procedural way (a million thanks to Shawn Olson!).
    This will be the final image I'll share before completion because I've reached a breakpoint in development where things will speed up as I finally can start to simply update all older assets and replace them with the good stuff. Once everything will be in order, I will do some more compiles to make sure all colors are matching and that the atmosphere is enjoyable. All final details such as small props, displacement alpha blending of almost all remaining unimportant wall displacements and visual fodder will be done after some more testing, but eventually I'm hoping to close development of the map somewhere at the end of October 2020.
  16. Like
    poLemin got a reaction from Mitch Mitchell in THPS 1+2   
    As someone who played A LOT of THPS 2 and especially 3, I gotta say, that's a really damn good remake. They didnt just up the graphics and ship the games like they were. A lot of improvements in terms of UI, UX and even some mechanical stuff taken over from the newer games, like Reverts and Wall Plants. As always with THPS games, the soundtrack is phenomenal. It's a mix of the old tracks and a bunch of new ones.
    I've been disappointed with skating games ever since THPS 4. So I am happy, that they are taking a few steps back and do it "the old way". I am having a blast playing the game, so much so that my fingers hurt already. THPS 1+2 has got to be the best remake/remaster in recent years for me.
  17. Like
    poLemin got a reaction from Buddy in THPS 1+2   
    As someone who played A LOT of THPS 2 and especially 3, I gotta say, that's a really damn good remake. They didnt just up the graphics and ship the games like they were. A lot of improvements in terms of UI, UX and even some mechanical stuff taken over from the newer games, like Reverts and Wall Plants. As always with THPS games, the soundtrack is phenomenal. It's a mix of the old tracks and a bunch of new ones.
    I've been disappointed with skating games ever since THPS 4. So I am happy, that they are taking a few steps back and do it "the old way". I am having a blast playing the game, so much so that my fingers hurt already. THPS 1+2 has got to be the best remake/remaster in recent years for me.
  18. Wat
    poLemin reacted to Soldat Du Christ in County   
    But is it snapped to the grid tho?
  19. Like
    poLemin got a reaction from catfood in [CSGO] Engage   
    I agree with what is being said here. The map looks stunning - in a positive and a negative way.
    The particular shot shown above, is something I encountered when playing it as well. You get thrown into this area when leaving CT spawn, and it's unclear were the sections of gameplay relevance are. The connector to mid is hidden because of the U-Shape, The door is kinda hidden due to the orthogonal angle you are approaching it at and the stairs to your right are only in the corner of your eye. The bright light at the back of site draws attention, but only leads to a seamingly meaningless corner. I think the lighting overall looks beautiful, but it doesn't really support gameplay. It's hard to read which parts of the map are important and which are non-playable areas.
    Again, this is criticism on a very very high level. The map is great, looks stunning and I had a lot of fun playing it (granted when it was a greybox, but only a few things changed since then). Congratulations to the team! It's definitely something to be very proud of 👏
  20. Wat
    poLemin reacted to Interfearance in [CSGO] Engage   
    I would enjoy this map, but as soon as I saw the enemy's playermodels the effect was ruined and I was no longer immersed in the hyper realistic world of csgo. Soon after I noticed that you failed to replicate a vehicular assembly line that would function efficiently in real life. Additionally, there were several violations of workplace safety regulation that I spotted throughout the factory that made it difficult to aim because my whole body was convulsing. I understand that you care about "gameplay" and all that other soft crap but I would like if you recreated a real car factory with local workers and special forces (preferably a night mission).
    Good day
  21. Like
    poLemin got a reaction from Edude in Guard [Wingman]   
    Hey guys!
    Just wanted to drop by and present the first iteration of my new Wingman map Guard. The map is loosely based on the waterfront along Charles bridge in Prague. Since I mostly used stock models for my last map Feast, I am planning on doing some more modeling again and create a nice set of custom models for this map.
    For now, I don't have much more to say, and just leave you with a bunch of screenshots and a workshop link:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2114573427





     
    Cheers!
     
  22. Like
    poLemin got a reaction from Kokopelli in [CSGO] Engage   
    I agree with what is being said here. The map looks stunning - in a positive and a negative way.
    The particular shot shown above, is something I encountered when playing it as well. You get thrown into this area when leaving CT spawn, and it's unclear were the sections of gameplay relevance are. The connector to mid is hidden because of the U-Shape, The door is kinda hidden due to the orthogonal angle you are approaching it at and the stairs to your right are only in the corner of your eye. The bright light at the back of site draws attention, but only leads to a seamingly meaningless corner. I think the lighting overall looks beautiful, but it doesn't really support gameplay. It's hard to read which parts of the map are important and which are non-playable areas.
    Again, this is criticism on a very very high level. The map is great, looks stunning and I had a lot of fun playing it (granted when it was a greybox, but only a few things changed since then). Congratulations to the team! It's definitely something to be very proud of 👏
  23. Like
    poLemin got a reaction from Nakroma in [CSGO] Engage   
    I agree with what is being said here. The map looks stunning - in a positive and a negative way.
    The particular shot shown above, is something I encountered when playing it as well. You get thrown into this area when leaving CT spawn, and it's unclear were the sections of gameplay relevance are. The connector to mid is hidden because of the U-Shape, The door is kinda hidden due to the orthogonal angle you are approaching it at and the stairs to your right are only in the corner of your eye. The bright light at the back of site draws attention, but only leads to a seamingly meaningless corner. I think the lighting overall looks beautiful, but it doesn't really support gameplay. It's hard to read which parts of the map are important and which are non-playable areas.
    Again, this is criticism on a very very high level. The map is great, looks stunning and I had a lot of fun playing it (granted when it was a greybox, but only a few things changed since then). Congratulations to the team! It's definitely something to be very proud of 👏
  24. Like
    poLemin got a reaction from Radu in [CSGO] Engage   
    I agree with what is being said here. The map looks stunning - in a positive and a negative way.
    The particular shot shown above, is something I encountered when playing it as well. You get thrown into this area when leaving CT spawn, and it's unclear were the sections of gameplay relevance are. The connector to mid is hidden because of the U-Shape, The door is kinda hidden due to the orthogonal angle you are approaching it at and the stairs to your right are only in the corner of your eye. The bright light at the back of site draws attention, but only leads to a seamingly meaningless corner. I think the lighting overall looks beautiful, but it doesn't really support gameplay. It's hard to read which parts of the map are important and which are non-playable areas.
    Again, this is criticism on a very very high level. The map is great, looks stunning and I had a lot of fun playing it (granted when it was a greybox, but only a few things changed since then). Congratulations to the team! It's definitely something to be very proud of 👏
  25. Sad
    poLemin reacted to Terri in WIP in WIP, post your level screenshots!   
    get out of here man
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