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Everything posted by Serialmapper

  1. View from an unplayable area of de_island(remake)
  2. The map it's progressing, i made some custom fake door models, also some new textures
  3. It reminds me of gamebanana.
  4. After a hiatus of 3 months or so, i had finally could create a testable BETA version of my defuse map. If you want to give it a spin i had updated it on the WORKSHOP too. Below are some screenshots. The rocks are by me, the ground materials (4way blend), are by me made from various textures from textures.com, the water texture, the spruces and related models are by @Yanzl, the bushes and some of the ground vegetation are from Cry Engine 5.7 SDK (i hope it's not illegal).
  5. As the title says , i am making a visual remake (getting rid of the cbble theme), and a little bit of gampley readjustments, of one of my older maps, de_island , that i made in 2014 for the gamebanana maping contest. Here its a link to it's page on gamebana. I started the remake more than a year ago, but i made frequent pauses due to, you know, real life. I'm going to finish it some day, no deadline, but until then i'm creating this topic to be more like a development log. My intention is to use HR textures, as much as possible the custom kind, and custom models, as much as possible made by me. Here are some screenshots to ilustrate the progress. Any constructive feedback is welcomed.
  6. I recognzie the rifle http://www.facugir.ro/
  7. Testing the new assets on my de_island remake
  8. more advances in my map
  9. playing a bit with the cry engine 5.6 sandbox
  10. I had changed the map's theme.
  11. @FMPONE Very interesting insight in the new engine. Since i don't have HL:A, for me it's like watching level designer pornography. From what i had seen, the Light probe entity it's very similar with the one from cry engine 5. What it isn't clear for me, is that you can make props from anything, like that table, or just from already existing props, like with that tree?
  12. In search for inspiration i made a little trip with the bike close to my home.
  13. Serialmapper


    Nice cliffs
  14. I made in blender new cliffs to create variation. I like the sculpting capabilities of this software.
  15. I made curved/spiral stairs, d2 like
  16. I'd strived to make them as low poly as possible and in the same time not to look too artificial. Each cliff model is around 300 polygons. I still need to retouch them, or make others that can help break the repetition in the map, because right now they seem to look lumpy and repetitive. For now i don't know how to use the high poly to low poly texture baking to make them more realistic, and i am using substance painter just to paint them with normals and different texture layers layers. They look good in substance painter but in source engine...kinda disappointing.
  17. I know that for you guys this is nothing, but for me as a beginner in 3dsmax it is something. Trying to renovate one of my older maps (de_island) i have learned how to make my first complex unwrap. Basically i made an arch using the same texture as the wall one as you can see in the picture.
  18. I made my first rocks, however i'm still not entirely pleased with them. I changed the lightning, also i removed the skybox cs_tibet.
  19. Serialmapper


    FC5 baby, yeeah!
  20. Thank you @Radu for giving a bit of your time to provide me with constructive feedback. Initially i wanted to make a modern villa at the bomb site near the water but I had chosed a more industrial unspecific building instead in order to have more freedom with the cover props, industrial looking fences, even that train. In the end i am thinking to make it some wood/timber related factory. Given the fact that i had to test the map with real players, on a public server, unfamiliarized with dev textures i had to give it a temporary friendly look albeit without too much logic to a trained eye. Later edit: you sparked my curiosity with that insertion map but if you are refering to this insertion, well... that is on another level, as if it didn't use source engine at all, i had forgot about it.
  21. I had updated the layout after a few testings with real players. At bombsite B the Ct had some overpowering positions. Workshop
  22. I had extended the map to a full defuse map. However i made some changes because the pahways to site A are too direct for the tero team. The teams meat where i had estimated, however i would like to move a little bit back the T's spawn. With bots seems more like a tero map because as you know the CTs are going without any logic like sheep.
  23. You are right. It is not some extraordinary map, nor do i expect a smashing succes but when i saw that it got a little bit of momentum on the workshop and then suddenly being downvoted into oblivion made me upset.
  24. @blackdog indeed they are more accesible on the workshop, but being burryed under a ton of aim maps doesn't help too much with the accesibility either. Besides i'm not trying to build a portofolio, what i do it's just a hobby. I'm here, on this forum to observe and learn things from people more talented and more skilled than me, în order to improve a little bit my own skillz. @Raduits not the final version(what's on the workshop it took me two Sunday afternoons) , currently i am expanding the map to a full defuse map. The wingman form gives me a sensation of unfinished business
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