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Squeebo

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  1. 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.
  2. Like
    Squeebo got a reaction from text_fish 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.
  3. Like
    Squeebo reacted to text_fish in DE_BRUTAL   
    So the playtest is over, and as usual despite everyone being very nice and constructive I feel like I've just come out of a prostate exam.  But that's my issue! I got some really good feedback and my priorities for the next iteration of the layout are clearly to make the main T-A route a bit less of a cluster-fuck and simplify mid.  I've got a few ideas how to do both, but any other suggestions are gratefully recieved!

    Many thanks to everyone who played.
     
    Oh and for the people who wanted to know more about the theme, this is the Pinterest board I'm putting together which goes some way to illustrating the direction I'm planning to take.
  4. Like
    Squeebo reacted to FMPONE in Level Design Inspiration Photo Blog   
    Re-posting some of your stuff here, hope you don't mind. The photos are excellent but your thread thus far has not been very visual. Important to remember that "click-throughs" are usually rare, you should probably show people something first.
    http://leveldesigninspirationmachine.tumblr.com/
  5. Like
    Squeebo reacted to The Horse Strangler in [CSGO] Transition   
    Here are some screens of the final version, radar included. Workshop link later today!
     
     





     



     
     









  6. Like
    Squeebo reacted to holiestcows in WIP in WIP, post your level screenshots!   
    You got the UT4 ascetic down, great work.
     
     
    Pretty happy with how this is coming along. Have some camera occlusion issues when you look at certain angles, with the water shader. I still have to do some parallax for it as well, but none the less, UE4 is great. 

  7. Like
    Squeebo reacted to will2k in WIP in WIP, post your level screenshots!   
    Almost done



     
     
  8. Like
    Squeebo reacted to CWardee in WIP in WIP, post your level screenshots!   
    Some more Unreal stuff, still need to add some more cobwebs+fix up the lamp models


  9. Like
    Squeebo reacted to Thewhaleman in The random model thread!   
  10. Like
    Squeebo reacted to Thewhaleman in WIP in WIP, post your level screenshots!   
    Been stuck on layout issues, decided to work on some visuals for a bit..

  11. Like
    Squeebo got a reaction from Utopia in WIP in WIP, post your level screenshots!   
    I'm working on a map set in Prague, I think it's a great setting for a CS:GO map. I should really playtest it and get the layout sorted before I start detailing the whole thing though. Was a lot of fun making this facade however.

  12. Like
    Squeebo reacted to El Moroes in Dishonored II   
    In the menu you have the access to the stats where you can see if you've been spotted or not  (you can do that during your playthrough).
  13. Like
    Squeebo reacted to [HP] in Dishonored II   
    Alright, I just put a few hours in, just got to Karnaca and I'm really enjoying it. Trying to beat it on hard, i did say yes to powers and I'm fairly sure that will bite you later eventually since the game acknowledged it in the journals and your diary so the story might have some ramifications there. I'm playing with Corvo and so far I'm enjoying the diferent dialogs and I can actually imagine a second playthrough as his daughter to be pretty fun as well if anything to see the diferent interactions and story progression, shame they didn't do a parallel story development a-la Resident Evil 2 Leon/Claire scenario and instead 
    So far though, the gameplay is pretty good and it has a real sense of progression instead of spending the whole game in a big hub like Deus Ex Mankind divided, so I'm already enjoying Dishonored 2 a lot more. 
    Performance is a bit all over the place, i get 60 FPS @ 1080p in interiors and smaller areas but the game drops to 30/35 in big outdoor or denser areas. That said, my PC is already bellow the recomend specs for this game so I'll cut them some slack there. 
    My god, the environment art is astonishing so far, i can't wait to see what lies ahead in terms of variety too, so far in terms of scenery it looks similar to the first game, only way better looking, which is fine by me but i hope they surprise me there too and show me unexpected environments. 
    This new engine is really amazing too. I really like their textures and materials, their metals have a very unique look, which really helps the stylized look pop out. Even though i get a lot of aliasing and moire effect in this game, which is actually very distracting, I'm wondering what it looks like on console but it's probably a combination of fxaa being shit and materials being too shiny sometimes.
    So far I'm actually happy I got it for PC, although I'm playing with a controller i don't have many problems to report on my end after playing the initial 4 or 5 hours, so far so good. 
  14. Like
    Squeebo reacted to KOLARI in The random model thread!   
  15. Like
    Squeebo reacted to Thewhaleman in The random model thread!   
    I used blenders simulate cloth tool, then tweaked with sculpting stuff. High poly made the bump map while low poly was achieved by using a decimate modifier. As for the plastic material, it mostly relies on Phong and a small bit of reflection, and barely any texture at all.. GLHF
  16. Like
    Squeebo reacted to Thewhaleman in The random model thread!   
    Plastic sheet prop for csgo.



    In the map.
  17. Like
    Squeebo got a reaction from Thewhaleman in De_rooftop   
    Played 20 rounds or so with bots, the layout seems pretty solid, and the scale seems good for a competitive match to me, though it does feel on the small side. It's cool that half of middle is a pit players have to travel around, helps reinforce the theme of the map. The setting feels very fresh to me, I like the direction you're taking with the visuals.
     
    This could be a viable safe plant spot, though I do assume it's not plantable as it might be too powerful:

    The clipping here feels a little obtrusive, I really thought I'd be able to get over there. It could be more obvious it's not traversable, or you could make let players get up on the roof, which could also be interesting:

    This route seems like a somewhat drastic turn and felt a little awkward. Perhaps it could be shifted to flow better? Not a big deal but something to consider:

    These are all very minor gripes, I enjoyed the map, I look forward to seeing it done.
    I do recommend you submit it for playtesting on Mapcore before finalizing it though.
     
    Cheers!
     
  18. Like
    Squeebo reacted to Thewhaleman in De_rooftop   
    V6 is live.
    Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=691608815
     
    Radar

    Outside T spawn

    Garden

    T spawn

    Layout progression. 

     
  19. Like
    Squeebo reacted to mr_ah_clem in DOD_Donner Inspired Remake   
    A couple of weeks before the playtest and there is so much to be done.  The list is endless but I think progress is being made.  Actually having a good time playtesting my map.  The last stand in the church bunker is a tough one.  Ooohrahh.  A couple of photos,  Thanks for everyone's support.
     


    Looking at the first photo I see a jillion things I need to fix.  Arrghh.  The whole road situation will be revisited.  Its too straight.
     
  20. Like
    Squeebo reacted to mr_ah_clem in DOD_Donner Inspired Remake   
    Ok we are approaching a month out.  Time to wrap up  non detail brush work and get serious about detail brushes, displacements, and props.  Game tests pretty nicely so far.  The last stand in the bunker below the church is particularly exciting.   No real optimization yet but still holding 70 fps with 20 bots.  Thank you func_detail.
    A few photos;



  21. Like
    Squeebo reacted to grapen in [CS:GO] de_scepter (WIP)   
    Progress started to really kick off once I began working with Substance Designer a few weeks back. Churning out textures and models, beginning to see the light I guess.

  22. Like
    Squeebo reacted to El Moroes in Random Photo Thread   
    I continue with my insects stories ^^




  23. Like
    Squeebo reacted to Thewhaleman in De_rooftop   
    De_Rooftop ( Pending Name ) is a map set in Hell's Kitchen, Manhattan atop the rooftops.
    Public Version: 5.1
    http://steamcommunity.com/sharedfiles/filedetails/?id=691608815
    Version 5.1: After several tests with different groups the map layout is finally in a playable state. I will start detailing locations that are not likely to change and looking at refining other places I don't think work well.
     







    Version 6 Sneak peak:
     
     
     
    Any Feedback would be awesome.
  24. Like
    Squeebo got a reaction from OrnateBaboon in WIP in WIP, post your level screenshots!   
    I'm working on a map set in Prague, I think it's a great setting for a CS:GO map. I should really playtest it and get the layout sorted before I start detailing the whole thing though. Was a lot of fun making this facade however.

  25. Like
    Squeebo reacted to Roald in [CSGO] fasthold   
    A friend of mine (H4WKLE) published a new version of his bomb defusal map named fasthold. I've helped him a litle bit on the bombsites. Hawk have worked on some feedback and upgraded the visuals with some effects.
    You can visit the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=777397261&searchtext=fasthold
    Only problem is the colorcorrection is not packed. Does anyone knows how to do that?



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