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Klems reacted to dux in Where's They Hunger: Lost Souls gone?
Wow after about 15 years I get to see what my beloved THLS played and looked like. For how WIP it looked I thought it was pretty good! I really liked the slow intro and build up, I'm a sucker for that sort of atmospheric stuff. And don't forget They Hunger 1 had a pretty long intro + walking. Sure this could of been a bit shorter but for the most part it seemed pretty good! Some excellent work on display for mid 00's source. Definitely suffered a bit too much from HL2 assets, did still feel like it was still in City-17/Lost Coast at times because of that but hey, WIP. Seeing this now is pretty bittersweet as I would of loved this if it were to have been released.
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Klems reacted to AlexM in WIP in WIP, post your level screenshots!
I haven't been actively doing 3d work in almost 10 years and I've missed it a ton.
I decided to enter a contest my city is holding to design a park installation that acts as a shelter for rain as Vancouver has a very large rainfall. As part of this I also bought a license to Houdini to make my submission so I was learning Houdini at the same time while I made this. I might have taken on more than I can chew but I vowed to have something complete by the submission date because I hate not finishing projects. I made it but I wasn't able to make a diagram explaining how to take it apart and put it back together again (think ikea instructions).
Rendered in Unreal engine.
Here's my submission with my design goals description.
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Klems reacted to Minos in E3 2019
I want to see fresh and interesting games that don't have a ton of mechanics or overly complicated UIs and controls! And hopefully new IPs that are actually new, and not just remixes of " what's cool" now (I'll kill myself if I see another post-apocalyptic game where everyone has tattoos and pink hair). And hopefully there's a game with cats as protagonists.
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Klems reacted to Radu in Where's They Hunger: Lost Souls gone?
Maybe he wanted a slow atmospheric start, but ended up dragging it for too long.
There's some good ideas there and overall interesting map design. I like that they make the most out of the spaces with overlapping routes and verticality. I don't know, I think they just overestimated how much more work this would be compared to a Half-Life mod. There's also less enemy variety to work with in Half-Life 2. That must have been frustrating. Then L4D comes out and it's so much better than what you could ever make.. and you basically quit.
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Klems got a reaction from Vilham in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems reacted to KingOfCorn in [CS:GO] Golden
A new big update is now up on the workshop!
I've reworked all of the lighting and made alot of gameplay changes to the map.
The gameplay changes included a reworked T-spawn from scratch, a new metro area, a rework of the church, a new A-site and alot of other major stuff. I also added a new connector area from B setup to mid.
Please have a look and I appreciate all the feedback I can get!
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Klems reacted to General Vivi in Prodeus - KICKSTARTER LIVE!
Yup! Fully funded! Thanks everyone :D!
❤️
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Klems reacted to HydroCat in WIP in WIP, post your level screenshots!
Hey MapCore! Long time lurker here, with my first post and my first real attempt at a defuse map.
It's still in the pretty early stages, and the layout is very basic. But since I'm a novice I figured I would try and keep things simple.
And I'm sure everyone is over the orange dev textures, but for some reason they're more inspiring to me than the grayscale ones. I'll be sure to swap them out if I put it up for a playtest though.
Workshop Link
I have a couple of questions...
first and foremost;
Do you recommend that I have it playtested and make balance changes and such despite the chances of this map seeing actual server time being next to zero, or should I just disregard balance and go on to detailing for the sake of experience and (hopefully) to finish something?
secondly,
this one is kind of trivial but how do you come up with better cover than crates and barrels? how do you know what props are available? and do you map out the geometry knowing exactly what prop you'll be putting in around the map or do you just have a general idea and then wing it once the brushes are in place.
finally,
if there are any glaring issues or any constructive criticism feel free to point me in the right direction.
Pictures:
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Klems reacted to dmu in de_de_dust2 (CS:GO)
Through all my time playing CS:GO, I have always hated Dust 2. I never understood where my hate for it came from, but now, I finally get it. The root of all Evil, is Dust 2's T Spawn. To put it simply, it is the worst location of all time on any map, and completely ruins flow.
How many times have you purposely walked through T Spawn while playing a game on Dust 2. The answer is s1mple, 0 times. For this reason, I have come up with a solution to the Dust 2 problem, just make T Spawn CT Spawn. This too of course leads to some problems, as T's and CT's will instantly kill each other as soon as they spawn.
The solution came to me one day as I was sitting on my couch and listening to my favourite song (EZ4ENCE). It suddenly changed tune, and god spoke to me through it.
"DMU222 you must make 2 dust 2's on top of each other"
So that is what I did.
Now yes, the map does have 4 bomb sites, but special teleport areas (marked in orange) have been added to allow for seamless transportation for T's and CT's.
I'll be playtesting the map this weekend, what do you guys think?
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Klems reacted to michal3210 in [CS:GO] dz_junglety (Danger Zone)
Map is released!
Every feedback will be appreciated!
https://steamcommunity.com/sharedfiles/filedetails/?id=1813326589
Hey,
I'm working alone on one of the biggest projects in my life! I'm trying to make danger zone map. I want to show you some my work!
My idea is tropical style, I haven't seen similar style in CS:GO yet.
On the map you will be able to explore a lot of regions: beaches, tropical villages, bamboo platform, cliffs, and planning also some caves and more!
I realize, that there probably will be a lot of bugs, because It's very hard to make huge danger zone map without bugs, so I'm really looking for testers, if someone is interested in, just invite me on steam.
Models and textures some are self-made, and some I Have bought on sites with models
Here's some screenshots from some map regions
PS: I don't know if Valve support this mode already, but I love making open worlds! and I wanted to try myself.
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Klems got a reaction from 'RZL in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from blackdog in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from Pericolos0 in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from MikeGon in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from PaulH in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from FMPONE in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from Minos in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from grapen in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from dux in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from ElectroSheep in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from Beck in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Klems got a reaction from Pampers in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
