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About Jax0

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    Melbourne, Australia

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  1. Jax0

    [CS:GO] De_PointBlank

    A couple more photos of the 'vista', as I spent tonight working on the foreground and background. Yet to make it blend seamlessely but I'll get there~ (Also still figuring out the best settings for nice shadows on props! They're being so difficult)
  2. Hey Mapcore! This will be my first year attending GDC which is super cool, and I'm wondering if I might see anyone else there from these forums? If you are going, what talks/ workshops etc are you looking forward to? How many parties will you attempt to attend in one night? etc. Hope to catch you there ~
  3. Jax0

    [CS:GO] De_PointBlank

    Thank you both! Yes, I'm yet to learn how to increase the brightness of the outdoor areas 'in shade' sections, seeing as I don't fully understand how the engine's global illumination is calculated. I'm thinking my plan of action might just be a few carefully placed standard lights to boost brightness without losing the distinction between sunlight and shadow. And DRZ thank you, I'm now looking more critically at the brush work and the areas I would love to be lazy about and leave be, haha, but now planning ways I can break it up/ detail it/ shape it better into something more pleasing to the eye
  4. Jax0

    [CS:GO] De_PointBlank

    Hi Everyone, This is my first Hammer map*, also my first CSGO map aaaand therefore my first Source map in general, so I'm a little late to the party but heyyy it's nice to be here at last. So far I've spent about 7 or 8 days on it over 4 weeks. Roughly ~ 80 - 100 hours I'd say? I spent a lot of time playing bomb defusal and learning all the mechanics before jumping in of course. And watching some online matches to see what hacks players can exploit in the engine, and trying to design with all that in mind. It's actually a lot fun! *I've dabbled, but never made a full map So, what is de_pointblank? The story is a terrorist/rebel group are infiltrating a weapons development facility hidden in the mountains with the goal of destroying either the weapons cache (A) or the giant satellite dish (B) It's called pointblank as I was aiming to frequently funnel players into fairly close crossfire scenarios in enclosed spaces. There are three main paths. Either through the HQ, or the mid-lane via the waterway, or through the server room which links A and B on the upper level. Here's a general diagram and overview of the initial layout: EDIT... I added a hallway between 'Turbine' and B and Turbine is just a courtyard now, really Amended layout in-editor, first greybox pass... Some early wip shots... Bombsite B Courtyard HQ Bombsite A And so far this week I've been learning a *lot* about lighting and prop placements and the difference between static props and dynamic props, so on and so on. I'll finish by just attaching some of the latest images. Aiming to have the map done asap! Want it in my portfolio PS: I think I'm not enjoying the fog. It's hard to get it right and might be better off totally without! I'm open to feedback, C&C! I'm learning a *lot* as I go along, so forgive me of any rookie errors haha. (But also please point them out. I need to know how to improve!)
  5. Hey, this whole thread is awesome from the environment art to the industry pipeline insights, thank you. I was wondering if you might answer this too... how much time is allocated to the development of one level like this? How much time for your blockout, modular pass, environment pass, light baking etc?
  6. Jax0

    [RELEASED] de_Summit

    This is looking great! Just wondering about the middle pathway that runs north to south in between the two bomb sites. Was the reasoning to that to provide both teams a method to quickly scoot around behind the others' defense? I'm wondering if you could increase tension on the map and drive players to each other faster by not having that central path? But that's totally up to you! Just thought I'd mention it It's looking awesome and yeah that skybox is A++++ haha
  7. Jax0


    This looks amazing! Very grey though, which is true to life - but hey maybe a splash of colour throughout could be an improvement on the original
  8. Jax0

    [Unreal Tournament] DM-North Tower [WIP]

    Thanks! I'm not too sure yet what to do about the large walls. I need to break them up somehow. Oh and I realised low grav / translocator totally breaks the map. WELP. More things to solve
  9. Jax0

    [Unreal Tournament] DM-North Tower [WIP]

    Hurrah! I was able to fix my problems with the help of the awesome people in the Unreal Discord! Turns out I just had to delete one pesky material from my map and it's been fine since then Update! Layout: - I'm mostly happy with the layout (besides some view distances I need to divide up, but will be an easy task) so I decided to spend today and yesterday testing some basic meshes and lighting to start building the style and feel of the map. Lighting: - I'm experimenting lighting the areas a little differently but all in a purple/blue/green palette. This is so players know immediately where they are on spawning but still the map has an overall consistent feel. - Lighting is too dark! And the sun rays, though awesome in editor, are just annoying in game. So I'll be tweaking that too. It's got it's hiccups and imperfections, but I'm just happy to be working on it again haha. Anyway, here's some more progress shots
  10. Jax0

    [Unreal Tournament] DM-North Tower [WIP]

    Thank you! Yes I had plans to work closely with an artist to detail the map with trims, handrails, gardens etc and have the colour green throughout as a motif for highlighting and helping to define spaces. However I met a dead end with a compiler error that I was sadly never able to sort out So this week I'm completely deleting and re-installing the Editor, which means ~ 2-3 days worth of waiting for downloads to finish on Australian internet. But the silver lining is... I haven't given up hope yet!!
  11. Hello Everyone! For the Unity developers here, have you ever wanted a scripts package that comes with a bunch of handy and quick to use tools to make your level design process easier? I've been working away on an asset pack inspired by features from old Quake/Radiant level editors, and today it is available on the Asset Store! Asset Store Link:Quick Scripts For Level Design Quick Scripts Features Demo Reel Includes the following: Quick Doors - Easy to set up doors, which can slide or pivot (with audio!) Quick Trigger - A ready-made Trigger Box with drag and drop connections to everything in your scene, making it easy to set Trigger Enter, Stay and Exit functions without ever opening your code. Plus the ability to set input requirements such as key presses, mouse clicks, etc Quick Mover - Moving platforms on quickly customisable node-based paths Quick Spawner - Spawners to allow you to spawn waves of any game object(s) Quick Teleport - Simple teleporters with the ability to add particle effects and sounds Quick Light - Animated lights. Just choose a preset from a list and it will pulse, flicker, imitate fire, flash like lightning, or more, and with the ability to change color Quick Hover, Rotate and Pendulum - Scripts to allow you to make your objects spin, hover, or swing back and forth Plus... - Extensive documentation and video tutorials!
  12. Thank you both for the tips. Knowing this, I'll have a further look into it and at least now I'm better informed on what sort of questions to ask if I need to go to the Unreal discord. Will let you know how I go! EDIT: The fix for me was to use the "In Use By Level" filter when searching for the materials that were showing up in the compile log as being requeued, and to remove all instances of them from the scene. I think I may have also deleted the materials, just to be sure. No manner of installations, moving folders, renaming directories etc etc helped. It came down to finding and removing materials
  13. Anyone?? I'm still encountering this problem
  14. Jax0

    [Unreal Tournament] DM-North Tower [WIP]

    Thank you! Still no luck with the packaging issue The map is a little quiet with 6 players. I think it would suit best 8 - 10. It has four closely interlinked areas so there's a bit of downtime between frays. There's also definitely some rookie errors in this map haha. I'm not used to the high intensity gameplay of UT so at times the gameplay can feel a little slow in this map. Something I'm looking into. And yes, if I can sort out this bug issue and bring this map back to life it'd be great to get you to test it!
  15. Jax0

    [Unreal Tournament] DM-North Tower [WIP]

    Here's those photos I promised... DM-NorthTower after an initial texture and lighting pass. The shadows are doing something weird, not savvy enough with Unreal's setting yet to know how to fix it. Feedback pleeease (All photos are in-editor. I'm struggling to package it atm. I put a help request in Students/Beginners and also over at Unreal's help forums. Hopefully figure out what's going on soon so I can show off the level's gameplay with a video)