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Jax0 got a reaction from esspho in [FC5 Arcade] Rogue - Altitude
Thank you! I always start with sketches, but I've been wanting to do proper digital diagrams for something for a while. It was very useful to discover new gameplay elements before even putting it together in the editor.
And here's a few updates!
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Jax0 got a reaction from ItzOmega in [FC5 Arcade] Rogue - Altitude
Thank you! I always start with sketches, but I've been wanting to do proper digital diagrams for something for a while. It was very useful to discover new gameplay elements before even putting it together in the editor.
And here's a few updates!
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Jax0 got a reaction from jakuza in [FC5 Arcade] Rogue - Altitude
Thank you! I always start with sketches, but I've been wanting to do proper digital diagrams for something for a while. It was very useful to discover new gameplay elements before even putting it together in the editor.
And here's a few updates!
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Jax0 got a reaction from Squad in [FC5 Arcade] Rogue - Altitude
Thank you! I always start with sketches, but I've been wanting to do proper digital diagrams for something for a while. It was very useful to discover new gameplay elements before even putting it together in the editor.
And here's a few updates!
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Jax0 reacted to Interfearance in [FC5 Arcade] Rogue - Altitude
Tidy work! Drawing is in many ways better then starting blind unless you have an image of the entire map in your head.
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Jax0 got a reaction from Squad in [FC5 Arcade] Rogue - Altitude
Started Map #2 in the Far Cry 5 Arcade editor.
I'm enjoying the idea of creating multiple playable experiences as this character called 'Rogue', taking a lot of cues from the high-action gameplay style of the old James Bond games.
Rogue - Altitude (WIP Title) is a 'Bounty' type level set in the high alps, where you must infiltrate an oil pipeline checkpoint facility, take out the Rocket-Firing Evil Dude and then survive an explosive escape by aeroplane.
Here are the first WIP images for it.
I'm going to practice making some proper diagrams and such. I want this level's creation to also be a lesson in good documentation.
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Jax0 got a reaction from esspho in [FC5 Arcade] Rogue - Altitude
Quick scribble to help me figure out what the plan is, going forward
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Jax0 got a reaction from Vilham in [FC5 Arcade] Rogue - Altitude
Quick scribble to help me figure out what the plan is, going forward
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Jax0 got a reaction from grapen in [FC5 Arcade] Rogue - Altitude
Quick scribble to help me figure out what the plan is, going forward
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Jax0 got a reaction from jakuza in [FC5 Arcade] Rogue - Altitude
Quick scribble to help me figure out what the plan is, going forward
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Jax0 reacted to Oliver in [CS:GO] de_Iris
Okay here is some progress from bombsite B. The site take place on an auto salvage yard at the edge of town. This place is a haven for old relics and bits and pieces from the past. ? We are a good ways into the second art pass and the architecture is getting more finalized. There is still polish and lighting work to be done at the site, but for now we are happy to move on to other parts of the map. Our goal visually is to capture the feeling of an old town with its charm and history.
The logo for the auto salvage company.
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Jax0 reacted to Oliver in [CS:GO] de_Iris
This is an update on what we are up to
An Ice cream shop has just arrived on the map, and will be a nice set piece in Mid.
A large sign on the outside only adds to the charm
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Jax0 reacted to blackdog in [CS:GO] De_PointBlank
Impressive update, especially considering being first full map.
Setting reminds me vaguely of Prodigy.
Like has been mentioned, most areas feel too dark but you are still early.
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Jax0 got a reaction from maxlevelboi in [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)
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Jax0 got a reaction from maxlevelboi in [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!)
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Jax0 got a reaction from zombi in [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)
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Jax0 got a reaction from RA7 in [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)
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Jax0 got a reaction from Gauss in [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!)
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Jax0 got a reaction from SNAPPLE in [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!)
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Jax0 reacted to DRZ in [CS:GO] De_PointBlank
Love the theme you have going here. You also have some interesting elements like the satellite dish and the "underground cache room". Just work on refining your brush work and lighting and keep play testing it. Good luck!
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Jax0 reacted to catfood in [CS:GO] De_PointBlank
Hey it's coming along nicely especially for a first map. Only concern I have right now are the dark spots/shadows in almost every room/area. Maybe try lighten up these areas to make the level more readable and also prettier to look at.
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Jax0 got a reaction from Teddy Graham in [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!)
-
Jax0 got a reaction from catfood in [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!)
-
Jax0 got a reaction from RA7 in [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!)
