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Squeebo

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  1. Like
    Squeebo reacted to PlattenG in WIP in WIP, post your level screenshots!   
    This is one half of my Diablo esc room for my university project (now with modular assets in) just need a second art pass on it now (all feedback would be apricated)
     




  2. Like
    Squeebo reacted to Corvus in WIP in WIP, post your level screenshots!   
    Another scene i guess 


  3. Like
    Squeebo reacted to Thewhaleman in WIP in WIP, post your level screenshots!   
    From brushes to models! This 3d stuff is neato.



  4. Like
    Squeebo reacted to kinggambit in WIP in WIP, post your level screenshots!   
    thought i'd share some wip's for my antarctic research base.



    Rest of map album
  5. Like
    Squeebo reacted to MadsenFK in WIP in WIP, post your level screenshots!   
    Pretty early screenshot of the project I'm remaking right now.
    Guess what it is? Correct, Train 2
    I mean... Riverside.



  6. Like
    Squeebo got a reaction from HarleyG in You Decide Mapcore's Future   
    I'd love to see a contest for The Dark Mod. Would be amazing to see what people would come up with for that. It's singleplayer, which is an interesting level design opportunity and it's free which opens it up to everyone to develop for.
     
    My vote went to UT4 though, was great to be a part of the last content for that! Definitely want to get into designing maps for that, and contests are always a good incentive.
     
    There's incentive enough for people to develop for CS:GO regardless of a contest as well, what with the possibility of being included in Operations. If there was going to be a contest for CS:GO however, I'd love to see it be based around Arms Race levels, which could be a fun opportunity for people to develop a different sort of level. Perhaps contact Valve about adding some contest winning maps to the Arms Race rotation? It's a gamemode that really benefits from a large quantity of maps, but the current default rotation is lacking.
  7. Like
    Squeebo got a reaction from text_fish in You Decide Mapcore's Future   
    I'd love to see a contest for The Dark Mod. Would be amazing to see what people would come up with for that. It's singleplayer, which is an interesting level design opportunity and it's free which opens it up to everyone to develop for.
     
    My vote went to UT4 though, was great to be a part of the last content for that! Definitely want to get into designing maps for that, and contests are always a good incentive.
     
    There's incentive enough for people to develop for CS:GO regardless of a contest as well, what with the possibility of being included in Operations. If there was going to be a contest for CS:GO however, I'd love to see it be based around Arms Race levels, which could be a fun opportunity for people to develop a different sort of level. Perhaps contact Valve about adding some contest winning maps to the Arms Race rotation? It's a gamemode that really benefits from a large quantity of maps, but the current default rotation is lacking.
  8. Like
    Squeebo got a reaction from tomm in You Decide Mapcore's Future   
    I'd love to see a contest for The Dark Mod. Would be amazing to see what people would come up with for that. It's singleplayer, which is an interesting level design opportunity and it's free which opens it up to everyone to develop for.
     
    My vote went to UT4 though, was great to be a part of the last content for that! Definitely want to get into designing maps for that, and contests are always a good incentive.
     
    There's incentive enough for people to develop for CS:GO regardless of a contest as well, what with the possibility of being included in Operations. If there was going to be a contest for CS:GO however, I'd love to see it be based around Arms Race levels, which could be a fun opportunity for people to develop a different sort of level. Perhaps contact Valve about adding some contest winning maps to the Arms Race rotation? It's a gamemode that really benefits from a large quantity of maps, but the current default rotation is lacking.
  9. Like
    Squeebo got a reaction from poLemin in You Decide Mapcore's Future   
    I'd love to see a contest for The Dark Mod. Would be amazing to see what people would come up with for that. It's singleplayer, which is an interesting level design opportunity and it's free which opens it up to everyone to develop for.
     
    My vote went to UT4 though, was great to be a part of the last content for that! Definitely want to get into designing maps for that, and contests are always a good incentive.
     
    There's incentive enough for people to develop for CS:GO regardless of a contest as well, what with the possibility of being included in Operations. If there was going to be a contest for CS:GO however, I'd love to see it be based around Arms Race levels, which could be a fun opportunity for people to develop a different sort of level. Perhaps contact Valve about adding some contest winning maps to the Arms Race rotation? It's a gamemode that really benefits from a large quantity of maps, but the current default rotation is lacking.
  10. Like
    Squeebo got a reaction from Sprony in You Decide Mapcore's Future   
    I'd love to see a contest for The Dark Mod. Would be amazing to see what people would come up with for that. It's singleplayer, which is an interesting level design opportunity and it's free which opens it up to everyone to develop for.
     
    My vote went to UT4 though, was great to be a part of the last content for that! Definitely want to get into designing maps for that, and contests are always a good incentive.
     
    There's incentive enough for people to develop for CS:GO regardless of a contest as well, what with the possibility of being included in Operations. If there was going to be a contest for CS:GO however, I'd love to see it be based around Arms Race levels, which could be a fun opportunity for people to develop a different sort of level. Perhaps contact Valve about adding some contest winning maps to the Arms Race rotation? It's a gamemode that really benefits from a large quantity of maps, but the current default rotation is lacking.
  11. Like
    Squeebo reacted to Corvus in WIP in WIP, post your level screenshots!   
    Trying out the UE4.
     

     
  12. Like
    Squeebo reacted to r1ar in You Decide Mapcore's Future   
    UT4!
  13. Like
    Squeebo reacted to Terri in Brest   
    A video of Brest from start to finish 
     
  14. Like
    Squeebo reacted to tchick in [CS:GO][WIP] cs_gulch   
    Workshop link :
    http://steamcommunity.com/sharedfiles/filedetails/?id=831791642

    Hi!

    I didn't touch hammer for almost a year, I was missing fooling arround with it so I decided to do some 3D stuff and experiment new things with displacements and texture blends.
    I was happy with what I was doing so I decided to make an hostage map. It's located somwhere in the desert in the US (Arizona / Monument Valley / New Mexico?)
    Inspired by some american tv shows and beautiful national parks.

    A group of meth traficants are holding hostages in their lab located in the middle of nowhere and of course the local police forces will raid them.


    My todays progression:
    Displacements + models
    The displacementss in hammer are a pain in the ass to work with but I really wanted to make a map almost entirely made with them... we'll see how it will go...
    I managed to make the texture blending work.



    The "layout" is a little bit inspired by "cs_cruise" (map by Skybex).
    As I was stuck with "de_stars" for more than a year because I was stupid and narrow minded and started detailing too soon (even if I knew that it was a bad idea!), I wont make the mistake again.
    I want something clean, simple and a little bit minimalistic. I finished a layout I like! which is a big deal for me haha!

    The CTs will have a choice between 2 paths, they can run buy the top floor (canyon/ desert/ rocks... western wibe) or by the underground (old gold mine opening to a cliff side which will lead them to an underground meth lab near the T spawn)

    The cliff side (you can see the entrance to the mine at the bottom right near the hostage)
    For now it looks a bit like TF2, but I really want to try to paint the texture like the guys who did Newk and Infernew (30% cartoon, 60% realistic something like that)


    INSPIRATION :
    Monnument Valley in Arizona, Breaking Bad, especially the part from the last season where there is a meth lab in the desert in a tank truck underground and where the woman (lydia?) who supplied methylamine is rescued by Mike and she comes out from a hatch ... I couldnt find screenshots, but I like the idea of a Tank Truck / meth lab.

    And of course :

    Yo Mister White !

    If I never finish the map, I will definitely make a small aim_map with this RV ! some people will probably enjoy running arround!

    Please let me know what you think, is it a good idea? Is it complete crap?

    Thank you!

    P.S.: It's my "fun personnal project", I'm currently working with Quoting and Violation on de_aviv but if someone here wants to make me some 3D player models of meths cooks in yellow jump suits with gas masks, I will definitely add them to the map!
  15. Like
    Squeebo reacted to Yanzl in VMT Editor - fast and simple editor for vmt files   
    LATEST UPDATE: Version 1.3.10 on Mar 27th, 2018
    LATEST RELEASE
    OFFICIAL WEBSITE
    DOCUMENTATION
    Hey Mapcore!
    This is an open source vmt editor that aims to improve the tedious experience of editing text files with an easy to use UI and fast workflow.
    Dima Butemann did most of the heavy lifting involving the programming while I took care of the UI and bothered him about updating it.
    It has texture previews, can convert jpgs, pngs or tgas to vtfs (and move them to proper directories), verify vmts, features a batch vmt creation and has support for (most of) new parameters introduced in Nuke CS:GO update. 

    Version 1.3.10 with all the required files can be found here: DOWNLOAD
    Alternatively, if any of you know Qt and C++ and would like to help with the project, you can check out our git repo at https://github.com/Gira-X/VMT-Editor
    Here is a quick video to demonstrate how fast making vmt files is:
    And converting textures to vtf: https://streamable.com/zlwed   If it doesn't find any games you have to manually add them in the Manage games dialog:
    And browse to the main game directory:

    Also a shoutout to the creators of VTFLib (http://nemesis.thewavelength.net/) that provides the texture converting and preview functionality. 
     
  16. Like
  17. Like
    Squeebo reacted to cashed in [CS:GO] de_highlands (WIP)   
    not a big update? go fuck yourself! Looks awesome!
  18. Like
    Squeebo reacted to OrnateBaboon in [CS:GO][WIP] Trailerpark   
    Thank for comments guys!
    Sewers - yeah they are a bit out of place! Too Italian I think and not grungy enough. Main thing was to get the shape in, and basic idea. Will fix them later on once map has been given a first pass.
    RA7 - nah not breakable trailers, but I think some will have to look a bit broken so that there is some variety. Otherwise, they will look too similar. Also, thanks for reference image and Lanmaniax pimp (great to see it back!).
    blackdog - yeah the flatness and the fact that trailers are low has limited what can be done. I did find some raised trailer references, but they looked kind of ridiculous in the map (see below). In the end, I have to go with things like steps - (purple trailer and the swimming pool). In the end, the map has similar heights to maps like de_st_marc and dod_flash for example.
    Initially I was put off by the lack of height, so blocked out another map - de_hydro or something similar based in a dam, but made sure it had loads of height variation. However, I returned to the trailer map because I prefer the theme.








  19. Like
    Squeebo reacted to RA7 in ITT: Post maps/scenes that never saw the light of the day.   
    WHY U NO FISNISH??? It has perfect lightning, great atmosphere.... 
  20. Like
    Squeebo reacted to KODIAK in [CSGO] de_zenith (WIP)   
    The reddit community night playtest has provided us with some valuable data to think about.
    Players seem to prefer the A site more than B. Also the catwalk was the spot go to spot for T-s to get frags.
    Changes will be made  to make the A site a bit more CT friendly to steer the terrorists more to the mid and B area.
    Also a few minor adjustments will be tested in the new version.

    We will see how this affects gameplay and than there might be a change to the catwalk area as well.
  21. Like
    Squeebo reacted to KODIAK in [CSGO] de_zenith (WIP)   
    de_zenith (bomb/defuse)
    Workshop link
    "Zenith is a western European, high altitude observatory initially built in the late 1960s. Later expanded and modernized over the past decades." We have been experimenting with this map for five months now. Playtesting and refining it.
    This is the first public playtest version as we are getting close to creating the final looks of the map. r.man the mastermind behind St Gellert is making the environment art for de_zenith and I am in charge of the layout and playability.
    We would love to have your feedback on the map, at this point mostly about how it feels and plays.

    Our goal was to create a map layout that has a lot of connectivity and a lot of options. The map consists mostly of large open fight yards (A site and mid) and an alternative option (B) if you prefer close quarters combat. At this point A and B both have two entrances, but if the terrorists manage to win mid control that will open up an additional route to both sites and the CT start.



    The mid to B option is the safest choice after achieving mid control, but terrorists can attempt to flank A or capture the CT start to cut off rotations.

    Most of the CSGO maps are CT sided, so we tried to shift balance toward the T side, as CTs always have a lot more room to work with and will figure out a way to defend effectively anyway.

    Here is a playtest session and some pictures with the placeholder textures that also help the players to navigate on the map.
     
     
  22. Like
    Squeebo got a reaction from Vaya in DE_BRUTAL   
    Here's a few small changes in scale to consider, I hope it's clear enough. The image on the left has re-scaled sections and the the right image is the original for comparison reference.
    The map was fun and has potential and the theme could definitely work well with the layout. The middle of the map felt a little confusing to me, rather unnecessarily in some ways, I very often felt I was going to be shot in the back as it has entrances on different levels and players moving over top of and under each other. I don't know what exactly I would change to improve that but I would consider making it flow a little better between the different levels, with additional ways up and down. Just a thought. I might also consider adding additional cover in some areas in middle.
    Definitely consider adding some additional cover on Long A, but be careful not to add too much.
    I enjoyed the close quarters of bombsite B and also the many wall-bang opportunities the thin wooden shelves provide. My concern with the site is how to make it work visually, it might be hard to keep it interesting in such a small space, and if you haven't worked out a clear theme for the site I would give it some thought. Old nondescript warehouses usually aren't the most interesting locations, but they can still work if done right.
    Hope the feedback helps a little and I look forward to seeing how this map will progress, best of luck with the next version.
  23. Like
    Squeebo reacted to Minos in (UE4) House Scene   
    Looks really nice, but I'd tone down the post processing a bit, every screenshot screams UNREAL 4
  24. Like
    Squeebo reacted to FMPONE in (UE4) House Scene   
    Nice!
    The composition of the architecture in your rooms is a tad boxy. More than is even necessary for modernist stylings. Try to mentally address your straight lines, see if they're necessary.
  25. Like
    Squeebo reacted to text_fish in DE_BRUTAL   
    Thanks Squeebo that's really helpful, I'll definitely implement a lot of those scale ideas! 
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