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  1. Jdbener

    [CSGO] De_Angels (WiP)

    So far there haven't been any problems... However, I have been keeping an eye on them. I plan to make some signs advertising St. Marcs Hotel boasting of an "accurate" recreation of the Campanile di San Marco.
  2. Jdbener

    [CSGO] De_Angels (WiP)

    I just realized the flags never show up in the video. On both the route to B and the route to A, there are American and Californian flags flying overhead do you think that in any way helps with players understanding that I'm not off my rocker? How many doors do you think should be kept? 75% 50% 25%? I could probably find some creative crate replacements on B. As for expanding the map, early versions were a lot more open than this version, but by popular request many of the areas were compressed down. This is something that I'm going to have to give some thought to... and probably it will require a few playtests to come up with a proper decision.
  3. Jdbener

    [UE4] Prison

    Looks really good. I can see a fun light dodging mechanic with those helicopter beam-lights. However, the sirens and gunfire are very obviously looping. If it would be possible to add a bit of sound-cue goodness to those (specifically some variation on both) it would add quite a bit to the map's ambiance. There is also a dark area (0:37 in the video) where there seem to be lights in the ceiling, but the area is almost pitch black. Adding some lights, or if removing the prop shader's emissive would help make that area a little more cohesive. Otherwise very impressive. Hope you get a good grade on it
  4. My first attempt at finishing a Counter-Strike map. After many abandoned attempts... I present Angels! Story: A Venetian-themed hotel on the southern coast of California is being besieged by attacking Terrorist! Obviously, the job was done by racist anarchists... or does this grudge run deeper? Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=901966234 Flythrough: Set to music far too epic for this map... Screenshots (slightly outdated): Thanks in advance for any feedback or words of wisdom you might have
  5. Youtube video showing the gameplay of Alpha Version 1:
  6. Hello, MapCore! Honestly, I'm not sure if I should be posting this in 3D or if I should be posting this here. But... since I apparently can't create new topics in the 3D forum, I guess it's going here. Anyways... I figured I might as well start off this post with the design for this project. Learn Unreal Engine 4 Make pretty map LAVA PIT ??? Trains Profit Facility #17 was inspired by the maps Facing Worlds and Outpost 23. I wanted to make a floating island map with a sort of run-down industrial complex inside. The best thing I could think of was a mining facility. As the idea progressed it became a facility which extracted resources from the magma pit at the bottom of the island. However, once extraction profits couldn't outpace expenses the Liandri Mining Corporation repurposed the facility into one of their Tournament Arenas. Extremely compelling designs I know. Anyways after months (about a week) of slaving away (it was more of a free time project really) in the Unreal Tournament Editor, I have the first playable version of Facility #17. And much to my surprise it was rather fun to dominate (get dominated by) bots with. It has a lot of bugs, inconsistencies, and incompleteities (100% real word); the biggest of which are the moving platforms over the lava pit not actually moving. Anyways I'm sure there are plenty of things which aren't balanced properly and I plan to fix those in future revisions. Thanks for taking a look at my new baby and thank you in advance for any feedback on how to make it better. Outside view of the Facility: Lava Pit: Central Hall: Tunnel: Download: https://redirect.mpforums.com/ut4/users/jdbenera199/DM-Facility17-WindowsNoEditor.pak Also, I apologize for my bad humor. I also apologize for the enforcer and hud, I don't have a firm grasp on UT's console commands yet.
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