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jd40

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  1. Like
    jd40 reacted to ThunderKeil in WIP in WIP, post your level screenshots!   
    Finally got around to testing this out a bit, looks nice ( from some angles )

     
  2. Like
    jd40 reacted to Lizard in County   
    RELEASE
                                                                                                                                                                     










     
                                                                                                                                                                       
    Happy to announce that we just released County!
    This took us a while but we are super happy with the final results. Map is now ready to be played and enjoyed by others players. If you have any feedback, hit us here or in our DM's.
    Thanks to everyone who helped us trying to workout danger zone game mode and to everyone who provided us with their feedback! 
    Workshop link
    Thanks!
  3. Awesome
    jd40 reacted to MadsenFK in WIP in WIP, post your level screenshots!   
    Acres (Wingman)
    Gonna try and learn some more about custom assets and materials with this project 🤞
     
  4. Awesome
    jd40 got a reaction from Andre Valera in [CS:GO] Ravine (wingman)   
    Hi all!
    I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately 😅. 
    The map is set in snowed in castle connecting two sides of a river.

    Layout:
    More screenshots:
    Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
    Credits:
    Additional LD - @Quotingmc
    Deer head props - @Quadratic
  5. Awesome
    jd40 got a reaction from Anarchy in [CS:GO] Ravine (wingman)   
    Hi all!
    I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately 😅. 
    The map is set in snowed in castle connecting two sides of a river.

    Layout:
    More screenshots:
    Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
    Credits:
    Additional LD - @Quotingmc
    Deer head props - @Quadratic
  6. Like
    jd40 reacted to Roald in Boulder   
    Boulder is a bomb defusal map based around the Meteora Monasteries in Greece
    https://www.trekhunt.com/blog/en/meteora-greece-monastery-map-itinerary-images-hotel/



     
    Here is a album with some WIP pictures and a overview: https://imgur.com/a/y7RdFTg
    And the workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2325218920 
  7. Like
    jd40 reacted to csWaldo in Furnace   
    @esspho and I are teaming up for a new defuse map.

    Welcome to Norilsk, a soviet mining city in the arctic circle shaped by freezing temperatures, high pollution and 45 days of night in winter.
     
    Some of the mood and references we are going for:
     
    Concept art I made of how this could look in source:

     
    3d concept for the layout, developed by esspho:
    https://3dwarehouse.sketchup.com/model/3d130ab7-062e-48e3-88f7-7d255d7aae88/defurnace-concept

    Concept overview with pathing:


    Greybox is in the works. Let us know what you think 😃
  8. Like
    jd40 reacted to Squad in Counter-Strike: Global Offensive   
    Congratz, those who got their stuff in!  
    Operation: Broken Fang

  9. Awesome
    jd40 got a reaction from esspho in [CS:GO] Ravine (wingman)   
    Hi all!
    I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately 😅. 
    The map is set in snowed in castle connecting two sides of a river.

    Layout:
    More screenshots:
    Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
    Credits:
    Additional LD - @Quotingmc
    Deer head props - @Quadratic
  10. Like
    jd40 reacted to Yanzl in WIP in WIP, post your level screenshots!   
    Hey guys. The Gap, an exploration game I'm working on, now finally has a Steam store page!
    Check it out and wishlist here: https://store.steampowered.com/app/1458300/The_Gap/
    We also have a new trailer: 
     
  11. Like
    jd40 reacted to Rump3L in WIP in WIP, post your level screenshots!   
  12. Like
    jd40 reacted to jakuza in County   
    I'm pretty pleased with how these trees came out, finally. Haven't touched anything for about a month but I'm back on this now.
     
     
  13. Awesome
    jd40 got a reaction from Rump3L in [CS:GO] Ravine (wingman)   
    Hi all!
    I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately 😅. 
    The map is set in snowed in castle connecting two sides of a river.

    Layout:
    More screenshots:
    Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
    Credits:
    Additional LD - @Quotingmc
    Deer head props - @Quadratic
  14. Like
    jd40 got a reaction from Kantalope in [CS:GO] Ravine (wingman)   
    Hi all!
    I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately 😅. 
    The map is set in snowed in castle connecting two sides of a river.

    Layout:
    More screenshots:
    Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
    Credits:
    Additional LD - @Quotingmc
    Deer head props - @Quadratic
  15. Awesome
    jd40 got a reaction from slavikov4 in [CS:GO] Ravine (wingman)   
    Hi all!
    I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately 😅. 
    The map is set in snowed in castle connecting two sides of a river.

    Layout:
    More screenshots:
    Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
    Credits:
    Additional LD - @Quotingmc
    Deer head props - @Quadratic
  16. Awesome
    jd40 reacted to Corvus in WIP in WIP, post your level screenshots!   
    The project that I've been working on from on and off. It started off in Unity but then I've moved it to Unreal. Its pretty close to completion, thinking of a night setting aswell 




  17. Like
    jd40 got a reaction from Minos in [CS:GO] Ravine (wingman)   
    Hi all!
    I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately 😅. 
    The map is set in snowed in castle connecting two sides of a river.

    Layout:
    More screenshots:
    Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
    Credits:
    Additional LD - @Quotingmc
    Deer head props - @Quadratic
  18. Like
    jd40 got a reaction from DutchCrazyGamer in WIP in WIP, post your level screenshots!   
    I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is 😃. You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too?
  19. Like
    jd40 reacted to ThunderKeil in WIP in WIP, post your level screenshots!   
    Thanks  it's been eating up a lot of my time, but the response on here has been very encouraging
    I've considered doing sun rays, and still am, but for the time being I think the dustmotes are filling their role nicely. They're actually multicoloured at the stained-glass windows, which I personally enjoy particularly. They're missing in the second picture up there because it's a quick compile to check the lighting - and I tend to keep most of the visgroups disabled for those, including the dustmotes and, more noticeably, the dropship
    Never really thought about fog since it's a midday indoor scene, but I guess it's worth experimenting with - maybe it does add some extra depth
    Ha, I could talk about it all day - there's a whole bunch of backstory to this project I don't think I've really posted yet, but I think I'll save it for the final release, whenever - if ever - that'll be. Well, there's kind of a clue on my profile, if you're interested in a trail of crumbs
  20. Like
    jd40 got a reaction from ThunderKeil in WIP in WIP, post your level screenshots!   
    I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is 😃. You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too?
  21. Like
    jd40 got a reaction from That50'sGuy in WIP in WIP, post your level screenshots!   
    I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is 😃. You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too?
  22. Like
    jd40 reacted to ThunderKeil in Natural History Museum, London   
    This is a mostly complete 1:1 recreation of the London Natural History Museum, sans the more recently built extensions and not including any of the real exhibitions.
    This has been my ''lockdown activity'', of sorts. All mesh created inside the hammer editor, and using near-exclusively custom textures ( 125+ ! ) all edited by hand.
    Currently only compiled for cs:go, but I intend to port it to at least gmod as well, maybe it could work as scavange/survival in l4d2? Would love to see it in HL:A too, but I don't yet own VR so if anyone's interested to port it for me - or in contributing in any other way, please do contact me. If you've got a good idea for props to fill the exhibition spaces with, that'd be cool too - I was gonna do a half life theme but pretty quickly ran short of actual suitable models, at least that I could find.
    Files;
    24/08/2020 (first public release): https://drive.google.com/file/d/1ojDYBtpS4X-zJDpcqMHTeegJjI7Up8_1/view 02/09/2020 (improved east hallway, 24 spawnpoints): https://drive.google.com/file/d/1PKLII33cFCqnOnBOmLTD8dFUealSDCbY/view 18/09/2020 (all around improvements/additions, fixed cubemaps): https://drive.google.com/file/d/1YkZuPrQqfLiIxi3H_QLo2N1lZ7pFuFRc/view 15/11/2020 (added exterior, increased model quality, general polish) https://drive.google.com/file/d/1veuRpy29IGv8cxBl3OuQWsuoTmAy5TBe/view ( look through posts below for more detail on the changes )

     
  23. Like
    jd40 reacted to ThunderKeil in Natural History Museum, London   
    Pretty much in the last stretch now, managed to do some good work on it through the autumn break but still falling just short of what I'd confidently call the RC1. Finally got lighting figured out a bit though, and swapped out all the dynamic models for static ones - so better shadows and no more seams.
    Got nearly all the textures' colour and brightness normalized, and improved the meshes on all the custom props with much increased polycount as well as adding some more details while I was at it. Most of the map's detailing up till now had been done with - well - at lack of a beter phrase; hammer sensibilities. I should clarify that I have little if any real modelling experience, and rather have mostly just limited myself to working within the source sdk itself. This has caused some quirks in my work, such as that I (with very few exceptions) only create lines at relatively specific angles, as well as that I tend to be pretty conservative with my brushwork - well, conservative compared to someone using modelling software, but pretty liberal by hammer standards. On this map though, I hit the block and waterindice limit right before I intended to upload the first public version on here, so I had to start using propper to get that back down.
    Since that pretty much completely removed my constraints, I've been able to add much more detail than originally planned, which is kind of a monkey's paw since I'd hoped to be done with it much sooner. What was I getting at again? Oh right - so the point is that even though I'd converted most of the map details into props, they were still designed with ''how do I make this out of as few blocks as possible'' in mind, which means very large and often very elongated polygons. So, yea, I've subdivided them and tried to equalize the polygon size a bit, which has improved the lighting a lot.
    I've also culled some of what I considered redundant areas - in effect about half of the wing & parallel halls, since they were all just copies of oneanother. Some of the doors in the east hall are open now though, and the stairwell is fully usable now, too. Not very well detailed, mind you, but it's very hard to find references for it, nevermind create some acceptable textures.

     
  24. Like
    jd40 reacted to ThunderKeil in WIP in WIP, post your level screenshots!   
    Yup, that - uh - exists.
    It seems cool at first glance, but at least in my experience I'd say that wanes once you realize this doesn't *really* open possibilities to creating anything you wouldn't have been able to before. Plus it's kind of jank but maybe that's just me
    Oh hey while I'm in the screenshot thread anyway; I was playing with $color a bit and realized I'd been making my textures way too dark, so I've adjusted everything and am trying to improve the lighting a bit more

  25. Like
    jd40 reacted to Kokopelli in [CS:GO] Ravine (wingman)   
    Just ran around this and I have to say this is very well done. The visuals are superb and I love the serene mood the lighting produces. I also like how there is just enough detail to make the environment look nice, but not cluttered. And despite having such moody lighting, visibility is great. There really is a lot of good craftsmanship on display here.
    In regard to the layout, it's quite unique and has good logic. The only thing that seemed a bit iffy is the area with all the stairs—seems like there are some angles were you can spot someone's feet first and that could potentially be frustrating.
    Lastly, I think you nailed the perfect size for a wingman map. I haven't played it with real players, but dare I say this may be the gold standard of wingman maps by virtually every metric (although I think FPS could be improved in some areas).
    Brilliant job!
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