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Klems

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  1. Like
    Klems got a reaction from Byron in Bisounours Party: Adventure   
    Hi
    I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here!
    Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure




  2. ahaha
    Klems got a reaction from -HP- in Bisounours Party: Adventure   
    Hi
    I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here!
    Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure




  3. Awesome
    Klems got a reaction from Roald in Bisounours Party: Adventure   
    Hi
    I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here!
    Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure




  4. Awesome
    Klems got a reaction from Radix in Bisounours Party: Adventure   
    Hi
    I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here!
    Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure




  5. Like
    Klems got a reaction from spa in Bisounours Party: Adventure   
    Hi
    I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here!
    Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure




  6. Awesome
    Klems got a reaction from Lefty in Bisounours Party: Adventure   
    Hi
    I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here!
    Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure




  7. Like
    Klems got a reaction from Wintrius in Bisounours Party: Adventure   
    Hi
    I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here!
    Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure




  8. Awesome
    Klems got a reaction from zombi in Bisounours Party: Adventure   
    Hi
    I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here!
    Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure




  9. Awesome
    Klems got a reaction from Mr.Yeah! in Bisounours Party: Adventure   
    Hi
    I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here!
    Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure




  10. Like
    Klems got a reaction from Minos in Bisounours Party: Adventure   
    Hi
    I have been working on this weird ass source mod for over a year now. It's mostly complete (some assets needs to be redone, need voice recordings as well), so I'm releasing it now to get feedback. It's a full singleplayer campaign with 5 maps, fairly long (between 1 to 2 hours), with custom mechanics, weapons and enemies. There's a few cutscenes and some story, some puzzle and parkour, but it's mostly a lot of bunnyhopping around and blowing up carebears. Go play it and (hopefully) post feedback here!
    Download link https://www.moddb.com/mods/bisounours-party/downloads/bisounours-party-adventure




  11. Like
    Klems reacted to Radu in Half-Life Alyx   
    Tell Arkane you require funding to do a market research on the latest VR developments ?
  12. Like
    Klems reacted to esspho in [cs:go] de_cleanup - wingman   
    I teamed up with @Squinky and together we made some progress on this one.
    The map is still WIP and missing some parts here and there but it has improved quite a bit since the last update.
    WORKSHOP
     









    Any feedback is highly appreciated.
  13. Awesome
    Klems reacted to michal3210 in [CS:GO] dz_junglety (Danger Zone)   
    Map is released!
    Every feedback would be appreciated!
    https://steamcommunity.com/sharedfiles/filedetails/?id=1813326589
  14. Like
    Klems reacted to seedee in [CS1.6] Cocaine   
    Cocaine - Bomb/Defuse
    *** CounterStrikeDudes.com exclusive ***
    by seedee (cdaniel9000@gmail.com)
    I started it around a year ago and now decided to finish it. This map is inspired by my friend's map, de_waypass. It wasn't very good, but it had a good aesthetic. Also, the cocaine on the table is snortable.







  15. Like
    Klems reacted to Vaya in Cobblestone Changes   
    I wish people would let this shit map die.

     
  16. Like
    Klems reacted to Radu in [Insurgency] Baghdad   
    Build the layout first, detail after. You're gonna save yourself a lot of trouble and time.
  17. Like
    Klems reacted to sethen in WIP in WIP, post your level screenshots!   
    bbc_Nightclub for Brainbread 2
    This map is actually based off of Dead to rights 2 nightclub/strip club level.  Basically, watched a video on youtube of some person playing that level and made it into a map in the source engine.
    (WiP)Outside Area:  The player starts in a apartment building overlooking the street.

    Inside:  This area is after the player defeats the first boss.  They must move through this area to proceed on.

    Inside (2nd Stripper:  Continuing from the last area, this is a small area to showcase the environment a little more.

    Inside (Final Room):  This area is a porn studio room, which showcases the final boss fight of the level.

     
    There's a lot more to this level, but only showing this amount for now.  Still a WiP and needs more attention before initial release.  If you are interested in designing levels for this mod.  Visit us on our Discord!
     
  18. Like
    Klems got a reaction from blackdog in Counter-Strike: Global Offensive   
    Pretty sure this is intended by Valve. HL2 (even HL1 iirc) had camera height interpolation in stairs back in 2004. Even CS:S might have it.
    All of these "stiff movements" you talk about are the reason I stick to source games after all these years. Which I guess was your point... extremely hard for Valve to change anything. But I wouldn't want it any other way.
  19. Like
    Klems got a reaction from MikeGon in Counter-Strike: Global Offensive   
    Pretty sure this is intended by Valve. HL2 (even HL1 iirc) had camera height interpolation in stairs back in 2004. Even CS:S might have it.
    All of these "stiff movements" you talk about are the reason I stick to source games after all these years. Which I guess was your point... extremely hard for Valve to change anything. But I wouldn't want it any other way.
  20. Like
    Klems reacted to text_fish in Counter-Strike: Global Offensive   
    I'd say the proliferation of "clean" maps in CS has more to do with readability than technology. The kind of grime Interfearance seems to desire is visually noisy, which just isn't a good fit for classic CS gameplay.
  21. Like
    Klems reacted to Bastion in Mapcore Job Census   
    I'm a bit of a lurker rather than a poster now days.
    But I was promoted to Associate Level Designer recently!
    (could my nickname on it also be changed to Kafe please )
  22. Like
    Klems reacted to Roald in Anubis   
    The point of no return

    Hello Mapcorians
    I am about to write stuff down that was a lesson for me and could be a lesson for others aswell.
    You may skip the text and check out the new screenshots or give some time to give this a read.

    For those who followed my progress could have noticed I started off big. 
    I wanted to put in alot of art ideas right from the start and focus on the asthetics of the map already.
    The reason why is simply because Enviorment Art is the lesser thing I like to do, so why not work on it during the Level Design progress.
    I knew I was going to take a risk, but I just wanted to try and take it and see how this work out for me.

    At first it started out great, I had a clear vision of what I want, but afther a few playtests I had to change stuff in the layout I kinda wanted to hold on to.
    I did so and done 'minor' changes to fix certain things, but not enough to make it succesfull for the next playtest.
    During this progress I think I had 5 playtests in total with each time a small improvement, but not the way I wanted it to be.
    It was very hard to keep things in Hammer organised since I started off the wrong foot and put in so many details on such a small grid, it was a pain in the ass to rework it.
    I ended up frustrated by reworking whole areas, but still didn't fixed the issue of my workspace becoming a mess on most parts of the map.

    Afther the previous two playtests I decided to rework the entire map and that's what I did. 
    I went back to graybox and reblocked some of the geometry in Hammer and cleaned it all by using a overall larger grid and less unnessecary details. 
    I decided to do some big changes and reworked B entirly, midle and T spawn. 
    The map still needs to be playtested, but atleast I broke the barrier to sacrifice the art, to keep more focused on the gameplay.

    It wasn't all for nothing though. I think its not bad to put in extra time and details on important areas like the bombsites to work with more natural cover and corners, atleast thats the way I like my maps instead of a square site with a bunch of crates

    Momo has not much time, if there is a great enviorment artist who can make custom assets, then please hit me up! My goal is to start on the enviorment during september. 





  23. Like
    Klems reacted to Interfearance in Pet Thread   
    We need a pet thread that isn't a decade old. This is my ragamuffin cat named Bunny:

  24. Awesome
    Klems reacted to The Horse Strangler in [TF2] Precipice   
    It's ya boi, once again: Yung Student Loan Debt with another map. This time for Team Fortress 2! I've been cooking this one for a while now and I'm extremely proud of the fact I've somehow managed to revive it and release it. Big thanks to @TanookiSuit3 making that resurrection possible! This is a "event" map, so the vanilla (non halloween themed) version is coming sometime in the future, but for all the details you can check out the pasted description down below.
    WORKSHOP LINK
     






  25. Like
    Klems reacted to ZooL in [CS:GO] Super Leet Maker - Mapping Pack   
    WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
    The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
     
    Introduction:
    After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
    I've simplified their use and made sure that they're reliable, flexible and easy to use.
    Models, Materials, Sounds, Scripts, Instances and an example map are included.
     
    What it contains:
    Base Instance for config and spawning                  base.vmf Question Block                                                            question.vmf Hidden and Invisible Block                                        hiddenblock.vmf and invisblock.vmf Brick Block                                                                   brick.vmf Coin Brick Block                                                          brick_coin.vmf Coin                                                                               coin.vmf Solid Block                                                                   prop_static Pipes (32, 64, 128, top, angle, manhole)                 prop_statics Pipe Entrance + Pipe Entrance Sided                      pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit                                                                       pipe_exit.vmf Jump Approximation Fixer                                       jump_approximation_fixer.vmf  
    Floor, ground and underground                               materials Lava for the castle                                                     materials Falling triggers                                                           trigger_bomb_reset  
    Instances Usage:
    PIPES: 
    use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name    The name of the pipe, used to find the exit. $color    The color of the pipe $dir    The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION]      Example:     d_uf
    - Pipes are currently only one way.
     
    ITEM BLOCKS: 
    Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
    $item     
    0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
    brick_coin.vmf is a block always containing 10 Coin.
     
    JUMP APPROXIMATION FIXER:
    Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
     
    Media:
     
    Configuration:
    You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
    Here's what it includes:
    Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges:  ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.  
    Next Version:
    Castle Fire Bars 2D textures of the blocks such as the brick block, solid block  (real underwater ground left) Fixing scripts along the way when big issues are reported.  
    Download:
    I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
    https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
     
    ENJOY!
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