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maxlevelboi reacted to Jim F Kennedy in WIP in WIP, post your level screenshots!
Currently working on a Danger Zone map in a Warner Bros/Universal-style themepark. 'Experimenting' with verticality in a mostly-flat map.
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maxlevelboi reacted to StormCatcher.77 in WIP in WIP, post your level screenshots!
Map "The Crusher" for project "Doom 2 - Hell Unleashed" in collab with MikeyScoots.
Doom 2, GZDoom, OTEX
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maxlevelboi reacted to Geno in WIP in WIP, post your level screenshots!
Have been working at a snail's pace on this. Discarded 2 different layouts. 3rd time's a charm. Playtested it a few times (Thanks to tophattwaffle's discord) and now doing the first art pass.
@squeezitand I have been working on this for 2 years now, on and off. Hoping to get it completed soon.
Will update when we make a bit of more progress with the details.
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maxlevelboi reacted to will2k in WIP in WIP, post your level screenshots!
Slowly resuming work on my projects after a LONG hiatus
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maxlevelboi reacted to AlexM in WIP in WIP, post your level screenshots!
Scene I made so I could do some real-world(ish) render batching method tests.
Everything is built from a modular set of about 8 or so pieces.
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maxlevelboi reacted to Serialmapper in de_island (remake)
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.
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maxlevelboi reacted to will2k in de_island (remake)
I'm not a fan of this tiny red brick setting for a sea fortress; I think it would be more suited for urban buildings or Renaissance castles.
Big beige/white stone would make more sense in this setup.
Assassin's Creed 4 Black Flag has many sea fortresses and would make an excellent inspiration.
You can still use the red bricks here and there to break the monotony of the beige stone texture
Stones can have shades of beige to break monotony and you already know your way around substance designer , so it shouldn't be an issue to you.
Hope this helps and best of luck
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maxlevelboi got a reaction from Freaky_Banana in Aqueduct
Ahoy,
I am working on Aqueduct again
The major changes:
* The bombsites are connected to the supports of the Aqueduct, bringing the Aqueduct to the foreground instead of the background
* Altering the map overall to detach it from the "This is a plain Dust2 copy" that it was branded as before
* Actually using references this time
The old release: https://steamcommunity.com/sharedfiles/filedetails/?id=600728667
Thank you for taking the time to read the post!
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maxlevelboi got a reaction from RA7 in Aqueduct
Ahoy,
I am working on Aqueduct again
The major changes:
* The bombsites are connected to the supports of the Aqueduct, bringing the Aqueduct to the foreground instead of the background
* Altering the map overall to detach it from the "This is a plain Dust2 copy" that it was branded as before
* Actually using references this time
The old release: https://steamcommunity.com/sharedfiles/filedetails/?id=600728667
Thank you for taking the time to read the post!
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maxlevelboi reacted to Jim F Kennedy in Battery
G'day.
I've been recently working on a classic 5v5 csgo map named Battery.
This map takes place in and around an old WW2 bunker, converted into a gun running factory in Estonia during the early spring thaw.
Bombsite B was the main focus for the map, (it was originally a wingman map) and went through about 23(?) iterations.
What would be considered Middle, goes through an old dilapidated and collapsed WW2 bunker, it takes heavy inspiration from Nacht Der Untoten.
Bombsite A used to have a "nuclear bomb" sitting in the middle of the site, however I removed it because I couldn't be bothered modelling it.
Aiming for an early June release date, but considering the pace of things, probably even May.
But feel free to have a walk around the map, it's always changing and is slowly reaching more towards being finished.
https://steamcommunity.com/sharedfiles/filedetails/?id=2401850892
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maxlevelboi got a reaction from bhoppi in Aqueduct
Ahoy,
I am working on Aqueduct again
The major changes:
* The bombsites are connected to the supports of the Aqueduct, bringing the Aqueduct to the foreground instead of the background
* Altering the map overall to detach it from the "This is a plain Dust2 copy" that it was branded as before
* Actually using references this time
The old release: https://steamcommunity.com/sharedfiles/filedetails/?id=600728667
Thank you for taking the time to read the post!
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maxlevelboi reacted to celery in [CSGO] Paradise Update
Hello.
After being dis-satisfied with the state of Paradise it was in I wanted to do more about it. The performance was terrible and visuals were highly lacking. It was awesome to work with @Peakeand Sir Thomas who assisted with detailing, optimization, and polishing. Previously I had worked on all aspects of the project, but for this update I heavily focused on replacing all custom content with my own. Happy with how it turned out, so without further adieu, here's some screenshots.
I also designed the map badge, which I think turned out well. Thanks to TheWhaleMan for giving a few notes on it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2538231993
Alright thanks for reading.
Take care!
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maxlevelboi reacted to ElectroSheep in [CS:GO] de_highlands (WIP)
Hey guys, happy new year
Between 2 diapers, I try to find some time for this map, I'm making good progress I guess ^^
Here is the progress on the T spawn :
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maxlevelboi reacted to Roald in de_tracks
While on the search for a enviorment artist for Resistance I have came up with a new concept de_tracks.
https://steamcommunity.com/sharedfiles/filedetails/?id=1836479638
Basicly I wanted to create something mechanic. My first idea was to make parts of the layout change when you enable a trigger, but scrapped that idea pretty quickly. But it was no waste, since it brought me these tracks that can be repositioned easyly and bring some cool dynamic to the map and connects parts on a interesting way. I started with this idea on midle and just worked my ways trough the bombsites and spawns in one go and got this concept + itteration in only two days. Its not been tested with actual humans and I am planning on doing that any time soon. I am not sure about the exact theme, but the basics are there. Enjoy!
Some usefull nades: https://imgur.com/a/L8uH3Gp
midle (from CT window)
midle (from below window)
Midle from T entrances
A site
CT spawn
B site (from T main path)
Trying out something new. This is the T connector from B -> A and since its a very small map I was thinking of removing it but then considered using these sliding doors which make sound and also block a long seightline
Thanks for Terri for making my life a litle easier with the auto radar!
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maxlevelboi reacted to TanookiSuit3 in [TF2] [WIP] Precipice Event
The map has finally been released! Here is a link to the Steam Workshop page
And some screenshots:
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maxlevelboi reacted to TanookiSuit3 in [TF2] [WIP] Precipice Event
Precipice is a single-stage Payload map with an emphasis on vertical combat contrasted with quick CQC spaces. Precipice takes place in an abandoned mill built at the edge of a chasm. Blu is tasked with the objective of pushing a cauldron containing a mysterious and evil potion which Red must defend from reaching its final destination: A well of evil souls waiting to be unleashed.
Perhaps the mill isn’t here by coincidence after all...
Precipice is a pretty old map me and my buddy The Horse Strangler have worked on. I’ve wanted to get back to this map after we put so much work into it. Precipice was always a Halloween themed map, and we figured we’d try and get this out at a reasonable spot before October.
We’ve done a lot of testing on the map prior, but it’s gotten a lot of attention lately, especially coming back to it with fresh, wiser eyes.
We’re currently on iteration V3. The map is in a pretty good state to release as is, but we want to hammer down some solid playtest feedback on it before we do.
Here are some screenshots of the map:
The map can be downloaded here.
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maxlevelboi reacted to KingOfCorn in [CS:GO] Golden
A new update is out yet again!
The changes included are:
-Improved detailing on church.
-Refined detailing in certain spots.
-Bugfixes.
-Minor clipping fixes.
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maxlevelboi reacted to KingOfCorn in [CS:GO] Golden
New update:
-Golden now has a new panorama radar!
-Improved clipping
-Minor changes to detailing and flow
Enjoy!
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maxlevelboi reacted to KingOfCorn in [CS:GO] Golden
A new update is out!
Here are some of the changes:
-Reworked B-site
-New A-plattform
-Tweaked connector between mid, B-site and church.
-Some cosmetic changes made
-Minor fixes and tweaks
The most notable changes made are to the B-site. The angles are now cleaner and the site is more robust than before with a clear theme.
Try it out and let me know what you think!
NEW OVERVIEW
OLD OVERVIEW
New B-site
New A-plattform
Changes to middle
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maxlevelboi reacted to MadsenFK in [CS:GO Wingman] Luxury, Terracotta & Delta
LUXURY RELEASED
Ayo people,
I've been making these 3 wingman projects since late last year so I thought I'd make this topic with them all included.
Any kind of feedback is of course appreciated.
Terracotta
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Set in Morocco after the events of Dust 2
Imgur Album
Size: Large
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Luxury aka "the Yanzl art project" ?
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Set in a modern house somewhere in the hills of Los Angeles
Imgur Album
Size: Medium
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Delta
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Set in a hidden military bunker deep within a desert
The map is still very early in it's development
Size: Medium / Small
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Let's see if I can finish atleast 1...
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maxlevelboi reacted to Radix in [CS:GO] de_austria (WIP)
Finally found some time to give it a try and opened the ceiling as suggested above. (Thanks @RadimaX and @Squad for sharing your ideas.)
I tried out different things, but at the moment it's a mix of second floor+railing and some renovation work going on (so that I could remove the railing partially for easier grenade throws)
Also opened the (upper) wall to middle ("main hall") so that you can throw grenades there from the small room shown on the picture ("storage room") (or opposite direction).
The room is also larger now. Still not the most exciting room, but all in all I think it's a lot better than it was before.
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maxlevelboi reacted to Roald in Resistance
Resistance is a temporary name for my new bomb defusal map set in a old industrail city somewhere in east europe (maybe poland).
One half of the map exist of old buildings and the other part of a more industrial area next to the city dock.
The area is highly secured with barber wires, walls and camera's.
Story
The Slavic civilians have been suppressed by their government for over many years.
Some stood up and tried to riot their oppressors, but without success.
A small network of rebellions has been formed in the shadows of the city.
They are driven to make long term plans to fight back.
Their current objective is to sabotage the transport routes into the city by blowing up the main train rail (B) or the carrier unloading point at the docks (A).
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1710165868
B bomsite:
Midle
A bombsite:
A-B connector and boost/peek to midle
Overview:
So for this map I used a whole different workflow then I am used to.
I was building a litle scene at night time to experiment with that and kind of created a bombsite out of it.
Then I just decided to go freestyle and work from one area to another area without having any idea what the layout will become like.
It was really great to logically connect one area to another but to see the whole picture and how it would all fit together was kind of a hell.
However I succeeded to great a whole piece out of it and hope people can have a look and provide me with feedback.
Please note that most of A site and T spawn lack of details and I have done almost no optimisation.
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maxlevelboi reacted to leplubodeslapin in DE_TENEMENT
@zastels Don't you think there is a wide range of cases between "slightly taking inspiration from an art piece" to basically rip off the whole thing ?
I believe what you're saying is true, and that's a good thing that some people can benefit quite a lot from not starting from scratch or find ideas in other maps.
But from what I've understand, the creator of this thread has already just reuploaded 3 maps with no change at all, with no input of art or design from him. This is the main issue here i believe.
