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  1. Like
    Rad reacted to Dea in WIP in WIP, post your level screenshots!   
    Been playing around a bit with the Far Cry 5 level editor  

    Some of the editor's assets are simply just too amazing for me to use though. 

  2. Like
    Rad reacted to Oliver in [CS:GO] de_Iris   
    Today @BubkeZ and me are celebrating finishing the first art pass for de_iris. That means we have mapped out all our ideas for locations and buildings, and making sense of the environment. We don't want to show off too much yet. Our workflow is rather loose, so ideas are constantly changing. 
    Art pass 2 will focus on solidifying ideas and tie together the theme better. For the sake of experimenting and trying out ideas, we have left the polish on some of the models. The map will look more presentable after the next art pass. 
    So far I have made 62 unique models for the map, and we have designed almost 15 fictional brand names and businesses for de_iris. The iron is hot!
    Here's a sneak preview from one of the locations in Middle.

    Oops, how did this manage to get here??
    We don't want to spoil the fun yet...! 😊
  3. Like
    Rad reacted to untor in de_mine.vmm (dev name)   
    new screenshots
    gameplay ready for test

  4. Like
    Rad reacted to csWaldo in [CSGO] Victoria   
    B site needed some love after the last playtest, so here's another progress gif:
  5. Like
    Rad reacted to Quotingmc in WIP in WIP, post your level screenshots!   
    I have been working recently on my entry into the /r/csmapmakers wingman contest based around the Monaco street circuit. Credits to @Terri for the F1 car and @Yanzl for various assets.

  6. Like
    Rad reacted to Branko Lozo in [ CS 1.6 ] Lozo Maps by: LZO   
    Hi everyone!
    I'd like to introduce myself.
    I'am map maker ony for CS 1.6 from 2005 to 2012.
    I have 5 big popular maps:.
    de_fact de_kgb_map de_kgb_2012 de_avangard de_barcelona + de_mini_mill (smaller edit of de_clan1_mill for 2vs2 or 3vs3) My maps are very popular on balkan's online servers. You can check my gamebanana profile or my facebook page.
    Feel free to comment my work! Thanks to everyone.
    Facebok: https://www.facebook.com/lozomaps
    Gamebanana: https://gamebanana.com/members/1277040

  7. Like
    Rad reacted to NikiOo in [CS:GO] De_BigAssStatue   
    Here's the concept for the statue:

  8. Like
    Rad reacted to csWaldo in [CSGO] Victoria   
    Released a new version just now. Here's a slider that shows our progress:
  9. Like
    Rad reacted to blackdog in Reddit CSGO Wingman Map Contest   
    Hey, haven’t seen anyone talking about this but some ten days ago I saw this popping up on Twitter. It could be an incentive to work on a 2v2 Map.
    I hope Valve will include community Wingman maps in the next operation, initiatives like this could help
    Unfortunately if you have already released your map you can’t enter, it’s a shame for those who recently put some effort in this category (I think the premise of the tournament is a bit off, since I’ve actually seen a lot of maps being developed – considering the average CSGO player won’t be able to play them)
  10. Like
    Rad reacted to blackdog in [CSGO] Victoria   
    Looks like keeps improving steadily.
    That bridge over B reminds me of an area just outside Waterloo (where they also shot Bourne Ultimatum)
  11. Like
    Rad reacted to csWaldo in [CSGO] Victoria   
    Gotta keep the thread alive, so here's a concept for B connector
  12. Like
    Rad reacted to untor in [CS:GO] Residence [Waterfall]   
    Waterfall Residence
    Set in Canada, this facility is under attack by Anarchists seeking to destroy a residence that has rare cultural values.
    -Half-open sky
    -Improved performance on different machines
    -Improvement in the gameplay
    -Better balance than before
    -Visual improvements.
    Thanks to everyone who helped improve the map.

  13. Like
    Rad reacted to untor in [CS:GO] Residence [Waterfall]   
    Waterfall Residence
    Set in Canada, this facility is under attack by Anarchists seeking to destroy a residence that has rare cultural values.

    Fragment number two: "Anarchy and art" 

    " - They must feel the pain of loss! We will inflict as much damage to their cultural legacy as we can! We will not back out and will take them with us... "

    Terrorists arrive to destroy a villa built near the old lighthouse. The villa itself has valuable pieces of art. 
    Under the lighthouse there is a small warehouse, possibly used to store precious historic artefacts.

    Original Waterfall (old)
  14. Like
    Rad reacted to Vaya in [CSGO] Victoria   
    @csWaldo and I are making a new DE map based in London
    ws link - https://steamcommunity.com/sharedfiles/filedetails/?id=1454924203&tscn=1533536661
    Slider showing changes to layout so far  https://imgsli.com/MTg2Mw
    New bombsite A (yet to be uploaded):

  15. Like
    Rad reacted to Anduriel in [WIP] de_splash   
    The good news is: This project is not dead. The bad news is: Progress is interrupted again and again. But over the past months I learned a lot about Blender and how to get the models work properly in source. Thanks to @grapen, @Terri and many others who helped me out with all the modeling and exporting issues I had.
    In the near future I'll try to focus better on making some fitting models to get this map to look like something. I've got ideas for at least some of the areas. But for now, here are screenshots of the CT Spawn in it's current state and some unfinished models.


  16. Like
    Rad 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.
  17. Like
    Rad reacted to blackdog in MapCore CS:GO Playtesting 5.0   
    Right, so I don't see a wip topic @Vaya, so will comment here on the playtest if that's ok.
    Really enjoyed the map, was my first time on it, didn't get to check it more than a minute or two in the warmup and got my bearings very easily which is great.
    I wish we had done a second match.
    It's quite hard to judge tactics with the swarming presence there was, but I guess is a testament it can work in Casual too, which is another tick to get in an operation(?).
    See the picture below for reference on what I wrote.
    I feel is the weakest area of the map; I understand has already been reworked drastically from a previous iteration, but I feel is lacking "that something" from the most iconic Mids of the most played maps.
    It feels very cramped on the T side, feels like a meat grinder tbh with only one access/peek, I think there should be a second high-risk-high-reward option for the attacking team.
    TLDR: I find it is too short/compact, doesn't give you the physical space to create options, so I would at least push back the CT positions (about to where you access connector to A).
    I wasn't bothered by the head peek for CTs (reminds me of white box in Cache) but I don't see strategic options, only a brute force way in.
    I can imagine adding something on the T side to counter, for example a structure similar to stairs on Mirage-A/boost on Cache, to mirror that CT platform. Or some sort of sneaky connector that brings you up and close like Mirage's underpass, say a vent with breakable entrance, so now CTs can hear it breaking whilst setting up, and they have that extra nook where someone might be creeping in, to create some discomfort. Or maybe some sort of nook that works like secret in Nuke.
    Site A
    It feels a bit too easy to overwhelm and hold afterplant, I imagine smoking left and right the target, plant "default" where Ts can watch the bomb from two accesses.
    It felt most of rounds were played there.
    Idea one: rotate the site off the grid (and bring it to the left): now with more space on the T side seems more challenging and for CT should be a bit easier to set up. At same time the two T accesses might need repositioning a bit to face CT more.
    Regardless, I think the nook at the back/right is a bit of a suicidal position. I heard being mentioned catching CT crossing and once there there's no escape. I would consider something like a safe one-way access, like vents with a drop?
    While on the other side a raised/covered position, again something like stairs on Mirage-A.
    As per the T side of things as they are right now, the left hand access maybe too big and dark and I would make it smaller, maybe a drop (not necessarily one way)

    Hope it all makes sense and useful.
  18. Like
    Rad reacted to blackdog in CS:GO Workshop: Weapon Finishes   
    Hey, I'm thinking of giving skinning a try.
    Are there any tutorials and resources you recommend?*
    I've watched these videos by Hollandje, but it seems to me he's skipping some steps, I mean it feels some stuff is given for granted.
    I've read the official Valve guide but some concepts I'm confused on, for example when they apply a pattern and also have parts of a solid color in the Hydrographic style:
    i can see the chosen colours in the text, i don't understand how the paint by colour works (I don't see in the text a reference between a certain colour and the given part/area) are the numbered areas fixed and you need to choose the colour accordingly? Wear: I understand you can mask parts you want not to wear via the alpha channel so I guess this means you cannot create custom wear patterns, that is fixed/generated by CSGO on its own? *In terms of resources I'm thinking if there are cheat-sheets/template photoshop file with weapon parts cut-outs with masks that you can toggle while painting/drawing over the parts?
    I'm trying to imagine the workflow for more intricate and "illustrated" designs, stuff like the ever famous Neo-noir where you need certain parts of the design to align

    and I'm wondering how you achieve this when working on the original texture map that looks like this below, which means you have to cut, rotate, flip parts of your illustration to align.

    Guess I should first create the artwork and worry later, but wondering if is possible to paint with this in mind to make it easier to apply, as designs like the Kill Confirmed take advantage of the weapon shape, in my head I look at a weapon's side and "project" an artwork on it, so if I was to start designing this below, I would take the weapon silhouette and paint the artwork... but reading the guide doesn't seem this might be ideal or allowing for the best result.

    Hope this post makes sense 😬 and I hope it's fine tagging some skin experts 😆
    @Thurnip @General Vivi @FMPONE
  19. Like
    Rad reacted to Vaya in WIP in WIP, post your level screenshots!   
    new map I'm working on with @csWaldo
  20. Like
    Rad reacted to El_Exodus in de_mine.vmm (dev name)   
    @untor The CT rotation path between the sites seems quite boring/uninspired to me. There's more potential  
  21. Like
    Rad reacted to FMPONE in What I'm Working On   
    So, the last layout change to DE_SUBZERO: a boost and trick jump into Hut Glass. Hoping to ship it ASAP.

    Previously, attacks on B could become stagnant and repetitive, because Terrorists only had one very long route into the B site. This detracted from the map in a few ways:
    Problem 1) Sub-Zero's Hut too closely mirrored Cache's B "Sunroom" (at least on radar), as another non-movement, utility area.
    Problem 2) Terrorists were forced to use smoke grenades on the long angle into the site -- no matter their economy -- because of CT advantage at long-ranges (USP, Awp, etc). If Terrorists threw that smoke, CTs had a clearly telegraphed signal about likely hits to the B site.
    Problem 3) Hut Glass, a unique feature of the map, was underutilized. Instead, most of the action centered around the long angle before Terrorists enter Hut.
    Problem 4) Hut Door was underitilzed, because Hut Window was much closer to the action.
    Problem 5) Players would often bounce nades back at themselves while trying to throw grenades through Hut Glass.
    Now, Terrorist attack options have been further opened up, making their tactics very difficult for CTs to predict:
    Benefit 1) The Terrorist "line of scrimmage" connects to every part of the CT "line of scrimmage", meaning that the entire length of Sub-Zero offers interesting, interconnected, useable space.
    Benefit 2) Terrorists can now attack B at any stage of a round: by breaking Hut Glass early in a round to deny CTs a sound queu later on, by boosting through Glass right away, by sending a lurker to trick-jump into Glass in order to confuse the defense; or by focusing on the traditional long angle or mid rushes with far less pressure.
    The bottom line: CTs can no longer assume that Hut is safe territory, they must account for Hut Glass aggression.
    Benefit 3) Hut will see much more action. Combined with the changes over at the A site, this means Terrorists have 6! different movement options across the map. These movement options contain a great deal of variety: boosting through Hut Glass, battling for control of B main, peeking mid from above or below, dropping down vents into connector or into the A site, pushing A main past the pillars at Radio, or dropping down A pit.
    (To compensate, Sub-Zero also encourages unprecendented CT aggression, thanks to favorable CT timings on B, boosts at A vent and pit, a lot of cover at A long Radio, and a fair gunfight at Mid.)
    Benefit 4) Hut Door will see increased action. Now far easier to reach, Terrorists are encouraged to use Door for info gathering, crossing into site, or simply to dance around in Hut.
    Benefit 5) Throwing grenades into Hut is now simple and meaningfully strategic.
    With this change, and the changes at A, I'm now satisfied that Sub-Zero is a true "original." Beyond its unique theme and custom assets, beyond the signature Arctic Avenger player models, Sub-Zero features a number of brand new angles and gameplay quirks. From its interesting bombsites, verticality and elevation changes, consequential boosts, 2 one-way committal spots, and multiple trick jumps... there's quite a lot of "new" and "weird" packed into an easy to learn, competitive Counter-Strike package. And, unlike most Counter-Strike maps, mid-control is now an entirely _optional_ part of Terrorist strategy.
    (It's done.)

  22. Like
    Rad reacted to OrnateBaboon in [CS:GO][WIP] Trailerpark   
    Some parts have gone backwards - I have hidden all the "old"  assets until they can get replaced with HR ones. The blends are also under construction.
    The double doors RZL mentioned have not been updated yet, since there have been bigger things to deal with. The interiors now have the base direction - trims will also be added, and a lot of unique things to better identify each interior.
    Regarding the story, for now, we will be going for the same kind of thing as inferno, with the hiding of missiles in the sites. Hazard stripes will be added to the crates, and some tarp on top of all the barrels to break them up a bit.
    As always, feedback is appreciated!

  23. Like
    Rad reacted to ruarai in Compile Pal - Easily configurable Source map compiling   
    Compile Pal is the amazing assistant for Source that makes compiling your maps a breeze.

    Compile Pal should automatically find any game configurations - as long as the game's SDK was run last. Game Configurations are cached between sessions, and you can choose between them at launch.

    Taskbar progress display:

    Automatic file packing:
    PACK is a feature that allows for the automatic packing of custom content into a map BSP. Thanks to the work of Maxdup, this feature is fully feature complete and able to be used in the final version of any map.
     Materials  Models  Model Skins  Skybox Textures  Sprites  Water Materials  Color Correction  Detail Files  Menu Photos  Soundscapes  Soundscripts  Particle Manifests  Much more... Error Fetching
    Compile Pal can detect and provide information relating to errors using the Interlopers error listings.

    Modular Compile Steps
    All steps in Compile Pal are not only fully configurable but also are able to be swapped in and out. Compile Pal includes unique steps like 'NAV' and 'CUBEMAP', a way to regenerate navigation meshes or cubemaps without user input, and 'SHUTDOWN', allowing you to run a compile into the night without having to stay up with it.

    Ruarai Maxdup
    Bug Testing
    wareya Gangleider  Matt2468rv  Sevin7  Download
    More Info, Source and Bug Reports
  24. Like
    Rad reacted to +Rusty+ in WIP in WIP, post your level screenshots!   
    Messing around and having some fun in UE4 with some early wip lighting studies

  25. Like
    Rad reacted to mr.P in WIP in WIP, post your level screenshots!   
    been working on a steam vr home scene, its about 90k*90k hammer units so pretty big - yet compiles and runs surprisingly well, the scen appears brighter with oculus/vive,   

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