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  1. Like
    Plat reacted to DeadToast in [DevLog] My Friend Pedro: Blood Bullets Bananas   
    Hey! Look! I'm alive, and so is the project. Sorry for the silence on here. If you've missed me and want to see more from the game more often, be sure to follow my Twitter: https://twitter.com/deadtoast_com

    It takes a bit more effort to write something for the DevLog, and I like to focus my time as much as possible on actually making the game.. so... yeah.

    Anyway! Here's a quick summary of some of the stuff that's been going on since last time.

    I give to you: The Skateboard. So this one seems to be a bit of a crowd pleaser. There will be moments where you can use a skateboard and shoot bad-dudes at the same time. Because.. why not.

    So after thinking about more cool things you could interact with in the game I thought of doing barrel running. I like the barrel because it can be used to run over enemies or if a barrel is placed above an enemy you can shoot the barrel to make it fall down and take out the enemy below.

    I've been wanting to add kicking/melee for a while. I used to have a punching thing before, but it didn't feel right. I finally figured out a way of doing kicking that makes sense with the game. I'm quite happy with the fact that you have to "aim" your kick, or that the kick follows the direction you aim in.

    This is the latest addition. Basically when doing play testing a lot of people were trying to do the split aim while swinging and later realizing they couldn't because one of the hands are used to grab on to the rope. I had a little think and thought it would be cool if you could grab the rope with your legs, freeing up both arms for split shooting.

    I'm just including this GIF to show how some of the visuals have progressed. I'm quite liking the colour scheme going on in this level.

    I also had a quick go at making some promo art. I went to Gamescom in Cologne a month ago, or so, and needed some flyers. It was amazing to meet developers from all over and even a couple of fans showed up which totally made the whole trip for me! It makes me so full of motivation knowing there are people out there who not only play stuff I make, but actually enjoy it! No feeling quite like it.

    Aaand that's it for now. Don't forget... For more frequent updates, be sure to follow Twitter @deadtoast_com
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  3. Like
    Plat reacted to CWardee in WIP in WIP, post your level screenshots!   
    Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates

  4. Like
    Plat reacted to OrnateBaboon in [CS:GO][WIP] Trailerpark   
    More images of same areas, though I have done a lot more on other parts as well, and will hopefully post screens of those soon. Winnebago is first pass, and other areas have a better shape now I think. The 3d sky will have a tree line between the mountains to try and look like a forest, and fill in the empty spaces. The older one was a bit too close to the main map. When I work on it again, I will move it back a lot more so that it looks better under scrutiny.
    Lot of hard edges in the interiors atm, but I will fix those when I get round to the polish stage.

  5. Like
    Plat reacted to Vaya in CS_Apollo   
    A little overview of a recent build of the map. More Screens + workshop update coming soon.
  6. Like
    Plat reacted to Rufa in Diversion (WIP)   
    Hello guys,
    This is my first time making a "real" map (tried a couple times before, but they all end up being forgotten). I'm still learning Hammer, so it's being fun/hellish ride (I love CS:GO, but Source can be a pain in the ass).
    The map is pretty empty right now. The bombsites requires a lot of work (covers, nade spots...).  I'm making my own props, so I hope everything on the map will be original. I don't know if I'll be able to do that in time, but I'll surely try,
    Right now I'm focusing on fluidity. This is very important to me. My idea of a good map starts with the flow. Since I'm using the ol' "four leaf clover" layout,  players won't feel lost. I know, it`s not an original concept, but that's what I can come up in such limited time.
    So what I`m going to do now:
    - Improve the bombsites;
    - Fine tune the lights;
    - Make a lot of props,
    - Make decent buildings for the 3D skybox (I just placed some random brushes in it).
    But as soon I figure out how each bombsite will be played, I'll release a rough version on the Workshop.
    I hope you guys enjoy my humble map.
    PS: I'm Brazilian, so sorry for my broken English.

  7. Like
    Plat reacted to The Horse Strangler in [CS:GO] De_Grind   
    Sup peeps. Just finished another csgo map with buds @'RZL and @MaanMan. We've been working on this one for a good while now, maybe since December of last year. It was challenging at times, but we're finally happy to put it out there.
    Do you hate it, do you love it? Not enough sand? Let us know.

  8. Like
    Plat reacted to will2k in [PVKII] Fortwick   
    Fortwick is a PVKII Team Deathmatch map. The visuals and architecture are inspired by several European medieval castles, mainly Warwick and Bodiam castles in England and Carcassonne castle in France.

    A big and special thanks to the developers and private testers of PVKII: 

    Colonel: for the encouragement, feedback/suggestions, PVKII-related issues help, and playtests/broadcasts organization. 

    Gaz, Schatzmeister, Agsma, Saunachum, Combine: for the quality feedback and helpful suggestions during the several playtests of the map.

    The rest of the PVKII private beta testers: for making the playtests a success. 

    The map supports up to 16 players per team (16 randomized spawns for each team). 

    Enjoy the map.

    September 10, 2017

  9. Like
    Plat reacted to GrillusRetardus in WIP in WIP, post your level screenshots!   
    I've been working on a remake of de_tides for CSGO. (Mostly as practise)

  10. Like
    Plat reacted to Practical Problems in Avalanche   
    It's finally complete! A Site just got prettier.

  11. Like
    Plat reacted to ZeLzStorm in [RELEASED] - Studio   
    Studio is back again with our every-other week update.
    The last two weeks, myself and the team have been working on T Mid Entrance / Connector, as well as T's Lower Route to B Site and lastly an overhaul to CT's Exterior Spawn Building.
    As expected, the areas shown in the images below are still being worked on and are not final.
    Images of the last two weeks progress:

  12. Like
    Plat reacted to nikkoship in WIP in WIP, post your level screenshots!   
    Made some grass for my Day of Infamy map to try and take advantage of their new foliage system.
  13. Like
    Plat reacted to LiVl in WIP in WIP, post your level screenshots!   
    Hello everyone! I am the main level-designer of the project Episode 17.
    EP17 is a separate story that builds on the unreleased content of HL2 Beta. And at the moment, I prepare the main platform as game locations, and periodically share my work with the community.
    Now the team is a hell of a lot of people, and I only work on maps.
    I want to know your opinion on this project, and I really look forward to your feedback to help create the game. I am always open for communication!
    Thank you for attention!
    More information, you can find on the ModDB page.
    [email protected]

  14. Like
    Plat reacted to Animal1ty in [Released] Fiorina   
    Some new pics

  15. Like
    Plat reacted to Oliver in Cypress   
    Some of the buildings are architecturally wrong, and you are mixing buildings from one corner of the world to the other. Its alright to use props from multiple maps, but make sure they actually fit as a whole.
    Anyway, good luck with the map, I hope to see some improvements soon 
  16. Like
    Plat reacted to Oliver in Cypress   
    I highly advice you to take another look at your prop placement. It looks like the map consists of elements from every map in the game currently. I see Nuke, Train, Inferno, Overpass, Canals, and even Neutron (http://steamcommunity.com/sharedfiles/filedetails/?id=485441486&searchtext=de_neutron <- this one). 
    It's perfectly fine to take inspiration from other maps, but there's a huge mismatch on the thematic aspect of your map. A lot of the prop placement makes no sense. Here's a list of the things I've found by running about for a few minutes:

    You are using a ceiling tile holder as a floor texture, and if that isn't enough there's a road surface marking underneath it. Also a pile of papers and a bucket in the corners
    It looks like you copy-pasted a row of props from de_nuke_zoo and placed them on this wall for some reason.

    They built this biochemical research facility right on top of a cafe, but couldn't be bothered to remove a boat on the ceiling?

    Normally before construction takes place its normal practice to completely remove old structures and then start building. Stuff like this is all over the map and it doesn't work.
    This is a prime example of bad signposting, the arrows point in all directions, and its not leading the player anywhere. There's also so much clutter in the area making the decal hard to spot.

    Theres so much stuff here, its giving me a headache. 
    You have some solid composition in the brushwork, and the layout seems functional so its not all bad. 
    To sum up, here's how you can drastically improve the look of this map:
    - Clean up the map, remove every prop related to Train, Inferno, Overpass and Canals and stick to one theme! I recommend something similar to Nuke.
    - When you place props think about how it would make sense in a real environment
    - Don't place props wherever there's space.
    - Keep it simple!! 
  17. Like
    Plat reacted to RaVaGe in What I'm Working On   
    Was thinking more about something like that.
  18. Like
    Plat reacted to Stract in WIP in WIP, post your level screenshots!   
    Finally decided to do an overgrowth-themed map, and finished it in around 5 days no less. Praise our lord and savior the projected texture.
  19. Like
    Plat reacted to FMPONE in What I'm Working On   
    Hi all!
    Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy   Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!

  20. Like
    Plat reacted to gav in DE_ORE   
    LOL time for bed. Thats at least 12 hrs trying to upload    the modems green light turning red after getting 15 mins into Upload was soul destroying.
    Bomb site  A



    I have more but cos I'm feeling shit I will post up the sewer .

  21. Like
    Plat reacted to gav in DE_ORE   
    Not sure when i can get the BSP into the workshop . always seems to fail the upload   
    My internet is not great for much i get 6megs from the 20 but my graph resembles a saw like ^^^^^^^ so i guess the valleys drop me out . Anyway I am close to where I want to be with the map . a few screenshots . I have got to squeeze some more FPS out for it to be above 160 FPS against bots. 

  22. Like
    Plat reacted to Harry Poster in [CS:GO]Endless Hours   
    Custom survival mode for CS:GO.
    While i have a little rest from competitive map (de_Tangerine) i've made an early concept for this map.
    In this version included 
    - Day/Night dynamic cycle (Made half year ago and still improving (credits to flyguy for skybox model))
    - Dynamic fill world with snow
    - Bed (To skip the night, in multplayer will work like in minecraft)
    In plans:
    - Inventory
    - Player status (hunger, temperature)
    - Big world
    - Storyline with cutscenes (I can make animations for CSGO)
    Ideas and feedback required.
    For now thats all. Usually i gave up on most projects (That's why i'm paused with tangerine, to not give up it) and i hope that topic in mapcore will motivate me.
    (Sorry for long waiting while sleep)
  23. Like
    Plat reacted to ZeLzStorm in [RELEASED] - Studio   
    Studio is back again with our every-other week update.
    The last two weeks, myself and the team have been working on routes towards Outer B including reworking T's route towards the site as well as A connector to Middle.
    As expected, the areas shown in the images below are still being worked on and are not final.
    Images of the last two weeks progress:
    Finally, feedback is welcome and we love to hear what you all think of our progress!
  24. Like
    Plat reacted to Squad in Offtime   
    Hey all. Finally decided to make a topic after weeks of postponing 
    Offtime is a hostage rescue map set in a giant concrete transmission tower. It features a vertical layout, covering a number of the bottom floors.
    Credits to @Rick_D_D and @Yanzl for some of the props/textures.

  25. Like
    Plat reacted to T-Rexer in Faron   
    Some early environment stuff at A side:

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