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Squeebo

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  1. Like
    Squeebo reacted to Psyrius in [CS:GO] de_butterfly   
    Looks really cool so far  But it looks like the terrorists have 5 ways to take A and B. Maybe abit too much? I'd set it to 3, absolutely max 4
  2. Like
    Squeebo reacted to kleinluka in [WIP] UE4 - Dexter Morgan's apartment   
    Still working on this, it's been going quite slowly since I only ever managed to work on it for an hour or two at a time every few days or so due to my job...some weeks not at all...but starting next month I'll be reducing my hours at work to really focus on pushing this.
    That said, despite the slow pace I am quite happy with the direction I am headed. What you see here is a first pass of pretty much everything. I have concentrated on just adding the main props and objects to the place first. The texturing is a rough first pass,.. with the exception of a few props I really only slapped some placeholder textures on things for now. I am pretty much done adding the main objects to the scene, so the next step will be to start really texturing things and then adding detail props and clutter. I want to add a story element to the scene as well...(thanks for the idea Jobye), nail down the mood and lighting, yadda yadda yadda... Anyway, I know I haven't updated much but I expect things to start moving more steadily come August.


     






     
     
  3. Like
    Squeebo reacted to Single in WIP in WIP, post your level screenshots!   
    The map is almost finished, but I don't think it warrants a whole new thread, so I'll just post this here.
     
    I've made a spleef/floor-break map with an underworld/hell theme, called Nether or spleef_nether. For those not familiar, the point of the game mode spleef is to break the floor under your oponents, causing them to fall into a lava pit underneath the world. In this map, there are two layers of stained glass, which you can break using a variety of weapons, which are randomly assigned to everyone at the start of the round.
     





     
    It's not supposed to be stunningly beautiful; most mini-game maps I've seen aren't really pushing the limits of graphical fidelity. This is really just a smaller project in between larger projects.

    You can get it on the Steam Workshop here.
  4. Like
    Squeebo reacted to Minos in Temple of Utu - Unreal Engine 4 env for Polycount's Throne Room contest!   
    Hey guys!
     
    I just submitted this, thought I'd post it here too This was a collab with a buddy from work Martin Holmberg. Make sure to check out his art, he's a beast!
     
    Temple of Utu by Martin "MartinH" Holmberg & Thiago "Minos" Klafke   WIP Thread: http://www.polycount.com/forum/showthread.php?t=148195   Summary: Our environment takes place in a distant planet where a civilization was built upon a complex mythology based on the worship of their host star, Utu. This planet is surrounded by several moons each represented by a specific deity that plays a major role in controlling the planet's natural cycles. On the 333th day of each year, the rising sun shines directly on the throne, signaling the beginning of 7 days of darkness. This period which is believed to be the Underworld god Nedu returning to judge the recently deceased is in fact caused by a huge moon (also known as Nedu) eclipsing the host star and plunging the planet into darkness.   (Even though we didn't stick with the idea of the sun hitting the throne, the rest is still valid )   Software Used: 3ds Max, Zbrush, Unreal Engine 4, Xnormal, Photoshop, Bitmap2Material, 3D Coat, Quixel Suite.   I did experiment with Substance Painter for the Throne a bit but due to being super busy with crunch and GDC I ultimately dropped it since I'm not experienced with it yet. Still a great opportunity to get my hands on it and I'll be definitely integrating it into my pipeline!   Beauty Renders:   Throne Construction Shot:   Thanks Allegorithmic & Polycount for setting this up, We had a blast working on this! Really cool to see so many awesome entries and good luck everyone
  5. Like
    Squeebo reacted to jackophant in [CS:GO] de_butterfly   
    the size of the map isnt the problem, it's the horrific route balance.
     

     
    T's get smashed at every angle. They get hit at 3 angles in the little rock room within about 3 seconds of round start, and their only other route into A excluding a CT route from flanking is a million miles away through a very dangerous mid. Again, B has only 1 real entrance which is also on a lower level where CTs can totally unhindered, flank over the top of Ts who then have to run out into the open.
     
    CTs on the other hand have all the high ground and when they dont, have multiple additional entrance points. Also, why is there this drop down zone in CT spawn (see pink section)?
     
    I get the impression this was never criticaly assessed for playability while being blocked out and followed a purely aesthetic approach.
     
    There are also too many curved walls. They're a nice touch to mix up typically blocky maps, but they are harder to peak without showing a lot of your body, or going very wide and leaving yourself in the open.
  6. Like
    Squeebo reacted to Vaya in [CS:GO] de_butterfly   
    Okay hopefully this makes enough sense.
     
    Red - CT spawn move closer to mid
     
    Blue - Move the circular mid area closer to the centre of the map. The CTs should have time to set up before the Ts can get to mid.
     
    Orange- Bombsites need to be futher apart.
     
    If the bombsites are too close together the CTs can rotate really fast. it was like 4-6 seconds between the edge of A and B
     
    Try and avoid having foliage at head height too, Can lead to frustrating gameplay.
     
     
     
  7. Like
    Squeebo got a reaction from Vaya in [CS:GO] de_butterfly   
    Butterfly garden is the plan! Hope I can get it convincing, it's definitely going to be a challenge.
     
    Small was my intention, I think I will probably move the bombsites apart slightly. Ts and CTs being thrown into combat extremely quickly was also intentional, but I think you're right, it could be improved, as it didn't seem to play out particularly as interesting as I had hoped, I will probably make some changes in that regard.
     
    Thanks very much for the comments!
     
    Makes sense to me, thanks for illustrating your points, I really appreciate it.
     
    I'm considering changing the placement of both CT and T spawns; seems like their could be more variety in starts that way, I will likely move CT spawn thataway.
     
    Bombsite A(Left on map) will probably be moved further left, that circular room it's in will probably be rearranged to play a little different.
     
    I did want quick rotation times between bombsites for both teams, but I wanted the shortest route to be the most dangerous to take, which is not really the case with the current layout. I will try to make it a little more interesting.
     
    I'll try to sort out the foliage for next playtest.
     
    Thanks again for the feedback!
     
     
    The A bombsite rock room was meant to be hectic early in the round, both teams arrive in the room at the same time, but the CTs definitely do have more options, it seems. CTs can get to the bombsite quicker from the middle corridor and the right corridor, while the Ts can move to the left corridor to flank quicker, was the idea, but the odds are definitely stacked in the CTs favour. I'll try to even up the routes in the next version.
     
    The drop down zone in CT spawn was meant to help terrorists get a vantage point when flanking CTs, was an idea that really didn't pan out; it's not feasible for the Ts get there in time to gain any advantage from it, generally. It'll probably be walled off in the next version.
     
    Middle is meant to be equally dangerous for both teams, with the curved walls on both sides making it hard to peak, the CTs have a clear advantage here as well however, with a few more options.
     
    Bombsite B could definitely be more interesting for the rushing terrorists, I'll try to improve the layout in that regard.
     
    The curved walls are very intentional for that very reason, but you're right, it might be an improvement to have more variation between sharp corners and curved ones.
     
    Thanks very much for the feedback, I do appreciate the criticism.
  8. Like
    Squeebo reacted to dux in ITT: Post maps/scenes that never saw the light of the day.   
    DoWII map before I got hired for ns2.


    dm_drift2 before I got hired for ns2.


    My old city map



    Making maps all day takes away my remaining desire to make my own stuff now.
  9. Like
    Squeebo reacted to Frolf in [CS:GO] de_butterfly   
    If this is a butterfly garden I just want to say... that's one of the best settings I have ever seen
     
     
    Right now the map looks a bit small, perhaps try moving the bomb sites apart from each other. Maybe give the Ts and CTs a bit more space between each other as well so they aren't thrown into combat as quickly
  10. Like
    Squeebo got a reaction from 1488 in [CS:GO] de_butterfly   
    It was suggested I make a forum thread for this map even though it's very very early in development.
    This is the first iteration of the map, I really want to get the layout right before investing more time into it.
     
    I welcome any and all suggestions, feedback and ideas for the improvement of the level.
     
    Thanks for the playtest, guys.
    Cheers!
     

     

  11. Like
    Squeebo reacted to caz674 in [csgo] de_canal (wip)   
    Hey Mapcore this is my first post and my first map, its still work in progresss. Looking for some feedback and possibly some help in Hammer. Thanks !
     
    Any questions about the map feel free to ask.
     
    Heres some screenshots and the minimap.
     

     

     

     

     

  12. Like
    Squeebo reacted to kinggambit in [CSGO] De_Fracture Release!   
    Fiiiinally finished. Time to go to sleep.  Thanks to all of you who tested and gave critiques/advice. Not sure who the mystery wizard is who pays for the MapCore PT server but thanks to that person too. Please feel free to criticize! I'm finally getting a good chunk of feedback on how to improve the map.
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=402036694
     


  13. Like
    Squeebo got a reaction from LATTEH in [CS:GO] cs_shichang   
    Was a fun playtest man! =D
     
     Just a few things I noticed, posted them on imgur: http://imgur.com/a/BzAPg#0
     
    Cheers
  14. Like
    Squeebo got a reaction from mkandersson in ITT: Post maps/scenes that never saw the light of the day.   
    I have waaaaaay too many unfinished things; though a lot of them have been lost to the void at this point
     
    Here's a few WiP shots of the first UT3 map I ever made(Never released it)
    Made it following some simple editor tutorials to start, just kept adding to it.

     

     

     
    There's a few more screenies of this and some more uncomplete stuff on my ModDB I think, if anyone cares to look, and I would post screenshots of a bunch of my CS:S maps that I made ages ago, but alas, they are lost.
     
    Hopefully I'll be finishing more things soon and releasing them too.
  15. Like
    Squeebo got a reaction from FizO.^ in ITT: Post maps/scenes that never saw the light of the day.   
    I have waaaaaay too many unfinished things; though a lot of them have been lost to the void at this point
     
    Here's a few WiP shots of the first UT3 map I ever made(Never released it)
    Made it following some simple editor tutorials to start, just kept adding to it.

     

     

     
    There's a few more screenies of this and some more uncomplete stuff on my ModDB I think, if anyone cares to look, and I would post screenshots of a bunch of my CS:S maps that I made ages ago, but alas, they are lost.
     
    Hopefully I'll be finishing more things soon and releasing them too.
  16. Like
    Squeebo reacted to KoKo5oVaR in Games W.I.P Thread   
    Haha pampers that is amazing loving those characters !
     
     
    Cool thread btw, I have my own never ending game too, some of you guys already saw it, it's in standby for the moment, and ... NOT DEFINED YET
     
     
    Right click to set a movement order for a character, backspace to erase it, and B to launch the movements. I know this sucks but that's how it is
     
    http://kokosovar.free.fr/radioactivetoast/
     
    DON T UNZOOM !!!!!!!!!! FOR THE LOVE OF GOD
  17. Like
    Squeebo got a reaction from cashed in Mapcore Introductions Thread   
    Hello everyone, my name is Carsten and I hail from Canada, I just recently stumbled upon this site and was very inspired by what I saw of the community, was excited to join up.
     
    I dabbled in mapmaking a long while ago for CS:S and Unreal Tournament 3, as well as many other games, but have just recently been getting back into it again; I've started making some maps for CS:GO, to be uploaded to the workshop, they are as of yet unreleased but I hope to playtest them with the community soon.
    (The first version of one of the CS:GO maps can be found on GameBanana: http://csgo.gamebanana.com/maps/181202 as well as one of my old UT3 maps, if you're curious: http://ut3.gamebanana.com/maps/96936)
     
    I've also been trying to get into creating levels and environments for UE4, and basic game design.
     
    I hope that I can offer some decent feedback for other peoples works and receive some in return; I look forward to seeing what this creative community produces and I'm happy to be a part of it.
     
    Cheers!
     
  18. Like
    Squeebo reacted to catfood in [CS:GO] Shipped   
    Hello mapcore, shipped is a new map I'm working on, normally I would playtest the map a bit more before posting on mapcore or share the map in general. But thought it might be interesting to try something new to get feedback early on and show more of the stages the map goes through.
    I heard some say the map feels big and although there needs to be more player guiding/smaller paths the timings are the same as in most cs:go maps.

    Anyway here's the download: http://steamcommunity.com/sharedfiles/filedetails/?id=345171392&searchtext=

    And some screenshots of the floating block:










  19. Like
    Squeebo reacted to Zaphk in CS:GO Stickers   
    Hi,   Finally I'm giving stickers a try I made a collection together with my friend Danidem with some CS & Dota 2 crossover stickers.  Feedback is always wellcome  http://steamcommunity.com/sharedfiles/filedetails/?id=324607994
     
  20. Like
    Squeebo reacted to will2k in CS:GO Stickers   
    I'm back to the stickers workshop after a relatively long break.
     
    Mobster : A lobster member of the mob? (glossy, color replace and foil finishes)
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=270805187
     

  21. Like
    Squeebo reacted to mr.P in WIP in WIP, post your level screenshots!   
    been playing around with the source2 tools (edit: for dota2 D:)
     

  22. Like
    Squeebo reacted to Deh0lise in [CS:GO] Rails   
    Hi everyone!
     
    I've just released my uberupdatedversion of de_rails, and after telling everyone in the chat about it, it is the time to tell you everyone else the good news!
     
    DOWNLOAD:http://steamcommunity.com/sharedfiles/filedetails/?id=251812530
     
    Radar (WIP):

     
    Screens:















     
    Feedback is appreciated!
  23. Like
    Squeebo got a reaction from 2d-chris in ITT: Post maps/scenes that never saw the light of the day.   
    I have waaaaaay too many unfinished things; though a lot of them have been lost to the void at this point
     
    Here's a few WiP shots of the first UT3 map I ever made(Never released it)
    Made it following some simple editor tutorials to start, just kept adding to it.

     

     

     
    There's a few more screenies of this and some more uncomplete stuff on my ModDB I think, if anyone cares to look, and I would post screenshots of a bunch of my CS:S maps that I made ages ago, but alas, they are lost.
     
    Hopefully I'll be finishing more things soon and releasing them too.
  24. Like
    Squeebo reacted to LATTEH in [CS:GO] cs_shichang   
    Thanks squeebo! i took some of your suggestions. I move the truck so you can walk on both sides. Removed the barriers blocking the flow. Added cover to that one building (and added some pillars on the other building mostly for architecture)






  25. Like
    Squeebo reacted to Shrinker in Microbrush 3 (brush modeler for HL2)   
    Hello.
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