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GameDev

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  1. GMTower: Lobby Two What is GMTower? GMTower is a social game built upon Garry's Mod. The tower is a collection of various online multiplayer games that each have different genres of gameplay. Each game can be played with 4-90 players across the globe and are complete modifications of the Source engine. The lobby aspect is what makes it all work. Players connect to a central lobby server and group up with other players to play these multiplayer games. While in the lobby they can also watch Youtube together, buy furniture and items (such as a piano) for their in-game house, customize their look (hats, skins, etc), bet on casino and cards games, play trivia and arcade games, and participate and various daily activities. For more information, please visit gmtower.org. What is Lobby Two? GMTower's initial lobby map has been in commission for over five years and serves as the connection point for thousands of players to hang out with friends, play games, and watch movies. However, after years of use, the old lobby became visually outdated. This new lobby provides not only a total visual overhaul, but brings even more features to GMTower for the community to enjoy. Public Release: February 7th, 2015 @ 11PM PST Media For Information on Lobby Two, Visit Our Website! Credits contact@pixeltailgames.com A pixelTail Games Production Macklin Guy: Lead Programmer, Designer, and Modeler Zachary Blystone: Programming Dominic Cobley: Level Design Matt Young: Level Design, Modeler Steffen Kist: Modeler Samuel Maddock: Programming Scott Kauker: Programming, Designer Brian Little: Graphic Design, UI Andy Garcia: Concept Art Connor Ashcroft: Programming William Smith: Composition, Sound Design
  2. I appreciate the feedback everyone! I've got a few ideas for layout that might help, so I'll play around with it and we'll see where things go from there.
  3. DE_Departure I've always been infatuated by CS:GO mapping, but never actually attempted to create a level for it-- so, it's time to give it a shot. I've teamed up with Mr. Sunabouzu, and with our abilities combined I hope to learn a great deal from this project as well as creating a playable product that the community can enjoy. Setting: Urban train station. Heavy inspiration from downtown Union Station in Denver, Colorado, as well as some architectural inspiration from the Union Depot in St. Paul, Minneapolis. I've personally visited both of these stations in the past few months and found that both have undergone renovations as of recent. With the new updates, the buildings now combine modern, contemporary architecture while maintaining the classic architectural integrity of the buildings. This combination should prove interesting from a technical and art standpoint. Current Assets: Station Sign Train Current Layout Status: 29/1/15 From what I've heard, the initial alpha playtest on the 27th didn't go to hot (which was expected to be brutally honest). Comments about scale being off and not enough cover were only a few of the issues I'm sure; not to mention I wasn't present during the actual playtesting. So, if anyone actually had the opportunity to play the level, I'd love it if you tore my design apart and gave ideas for improvement (just don't make me cry.) I'm by no means an expert when it comes to layout design, so the more feedback from you all the better.
  4. Make a thread for it in 3D. A lot of people (me included) thought the scale was off and there wasn't enough (any) cover. Thanks for the input. Lucky for me, I'nm getting an error reading demo message data so I can't watch the recording at the moment.
  5. Wish I could have made it to my playtest, but school was a conflict. Thanks to anyone who participated for departure's first alpha, I'll be taking a look at the GOTV later.
  6. Can I grab the second 27th slot for de_departure? A recording would be great as well.
  7. Getting map differs on de_bridge when using FastDL from the server for some reason.
  8. Thanks for all of your input guys. Luckily I've been checking timings without bots, so I'll definitely stick to that.
  9. Hey CSGO designers, do you recommend playtesting with bots for rapid layout design? I want to be able to iterate quickly, but the results from bots aren't as genuine as real players.
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