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dmu

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  1. Like
    dmu reacted to dux in Cyberpunk 2077   
    So guys, what do we do if cyberpunk ends up being kinda average or broken or crash central, etc? Do we all just curl up in a ball and call it a day? 
  2. Like
    dmu reacted to AlexM in What are you playing now?   
    Risk of Rain 2 is so fucking good. It's one of those games that makes me immediately want to go make games afterwards. It's pure game. So gamey! The gamiest!!
  3. Awesome
    dmu reacted to jd40 in [CS:GO] Ravine (wingman)   
    Hi all!
    I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?. 
    The map is set in snowed in castle connecting two sides of a river.

    Layout:
    More screenshots:
    Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
    Credits:
    Additional LD - @Quotingmc
    Deer head props - @Quadratic
  4. Like
    dmu reacted to blackdog in I love me some Quake!   
    Quake in 2020, WAT!
     
  5. Awesome
    dmu reacted to Pr0nogo in Hammer, Meet Anvil - CS:GO customs interview show   
    As promised, another interview is out, this time with Oliver - co-author of Basalt and Iris, author of Outpost and Garrison.
    https://youtu.be/CcZCNXdJKYk
    I've also added a playlist link to the OP, where all future episodes will go.
    Edit: Another one with catfood! https://youtu.be/dBd4qNLu0ik
    Edit 2: Another one x2 with Squiski! https://youtu.be/1Q_2_t4zCzc
     
  6. Like
    dmu reacted to Pr0nogo in Hammer, Meet Anvil - CS:GO customs interview show   
    Hello! I've started an interview show themed around CS:GO customs. You can check out the first episode with poLemin (author of Guard, Feast, Manor) at the link below.
    https://youtu.be/kcUJ7G44NBE
    And the playlist: https://www.youtube.com/playlist?list=PLyliQyde0qNmIyBnaO2JA27l3FQc2jKfH
    As a bit of background, I initially planned on limiting my coverage of CS:GO customs to map analysis videos. However, I think the larger community of CS:GO would benefit from having more public-facing content regarding customs, and I also hope to tease out insights from developers of custom maps that will in turn help up-and-coming mappers to better conceptualize map design.
    While I personally have not made maps in CS:GO, I have been making content for Starcraft: Brood War for over 15 years now, and thinking about level design in that context has helped to shape my understanding of level design in CS:GO. While I can't claim to be an expert in 3D level design by any stretch, I know and understand more than your average layman, and I believe that will help to shape my interview questions for the future.
    I'm interested in any criticism you may have about the content, as I'm still quite new to interviewing, and hadn't fully mapped an outline of how conversations like this would go. If you have any ideas as to how I could make this content more insightful for mappers and enthusiasts, let me know.
  7. Like
    dmu reacted to LiVl in WIP in WIP, post your level screenshots!   
    Episode 17. Kleiner lab with HL:A materials assets. More on artstation profile.  
    ARTSTATION PROFILE
    I really want to get criticism or approval from you

  8. Like
    dmu reacted to Radu in The Last of Us Part 2   
    It's Jakey time
     
  9. Awesome
    dmu reacted to T-Rexer in Calavera   
    Calavera
    It's Dia de Muertos in San Miguel de Allende, Mexico - but a group of terrorist rebels are having none of it. Can two lone counter-terrorist agents stop them?
     
    Made for the 2020 Source Engine Discord Wingman Mapping competition.
     
    Layout and Design - T-R3x3r
    Art and Design - Squinky
    Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=2242472711
    Radar:

     
    Screenshots:

     
  10. Like
    dmu reacted to Kokopelli in [CS:GO] Offshore   
    Offshore is my entry to the 2020 Source Engine Wingman Mapping Contest. This map takes place on an offshore decontamination facility.
    Play It Now
     
    I began this project with the idea of creating a map that would support multiple games modes in which each game mode would be played on a different floor/area of the map. Eventually I scrapped that layout and decided to take the theme and build out a wingman map instead. 
    Since a few months had already gone by since the contest was announced, my goal for this project was to leverage existing assets to create a fresh experience in an environment that hasn't been explored much.
    I'll get into some of the gameplay details in my next post. For now, enjoy some screenshots:










     
  11. Awesome
    dmu reacted to poLemin in Guard [Wingman]   
    Well, I haven't updated this thread at all - Guess I'll just have to present the finished thing to you!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2240874700&tscn=1601206209
    Screenies:





  12. Awesome
    dmu reacted to MadsenFK in [CS:GO] Extraction (Wingman & 5v5)   
    "Get to the choppa!"
    A man is being held hostage in his mansion located in the Swedish skerries.
    Secure him and bring him to one of the TWO rescue zones to call in the chopper.
    Keep the landing zone clear and extract the hostage!
    Made for the 2020 Source Engine Discord Wingman Contest
    TEAM
    Fnugz | Gameplay
    MadsenFK | Art
    Andi | Models

    SHOUTOUTS
    Yanzl | Mapping hotline
    ZooL | Grand vscript wizard
    Terri | ❤️ 
    The People of Mapcore.

    Additional Credits
    Yanzl | Making and sharing the majority of the assets used
    Skybex | A few assets

    WORKSHOP LINK





     
    MOOD BOARD

  13. Like
    dmu reacted to csWaldo in de_Victorian   
    No, my objections do not come from a lack of comfortability. They come from years of level design experience in cs, playtesting experience, running playtests for another community for about a year and hundreds of hours of match making.
    I'm wondering where your confidence is coming from.

    Anyways, it playtested the exact same way as one would imagine. There was little to no structure each round. Chokepoints and meeting points of the teams are not really defined, so setting up a real attack or defense is pretty much impossible.
    In most areas, you are open to about half the map, so instead of methodically clearing areas, you are just kind of running through, running and gunning.

    The map feels much more like a general shooting arena, rather than a comp layout. Theres really not much more to it.
  14. ahaha
    dmu reacted to Radu in de_Victorian   
  15. Like
    dmu got a reaction from Soldat Du Christ in de_Victorian   
    You need to understand, the majority of the csgo player base will quit playing your map less than half way through the game if they don't understand it right away. A map needs to be intuitive and understandable from just viewing one frame of gameplay. When a player sees a passage they should be able to guess with out going down it to what other part of the map it will connect to. Even when playing Roald's Anubis, I've had players on the other team quit (this was in MM) because they were frustrated with the way my team was able to control the map. A good map can have a high skill ceiling while also being immediately intuitive to players.
  16. Like
    dmu reacted to Soldat Du Christ in de_Victorian   
    V I C T O R I A N
    V 1.0
     
    Workshop link:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2236306765
     
    Set among the crossroads of 1830s Industrial Revolution! Civility & Industry clash in this glorious theme park of Architecture & Landmarks!
     
    This map was built from the ground up for a Balanced Competitive 5v5 Experience, a challenge for myself, and a challenge to the community to re-think what a Defuse map has the potential to be. 
     
    Huge thank you to everyone in MapCore who has helped me bring this map to it's current playable state, I couldn't have done it without your help.
    This has been the most responsive and supportive community I have yet to be a part of.
    I only hope this patience carries over into your playtests, you will need 10 fold to suffer through the learning curve on this one!
     





     
     
     
     
    Victorian very much aims to push the limits of what is traditionally accepted as being competitively viable, for better or worse.
    Your opinions are welcome, but If you want to help me improve the map, I'm looking for objective flaws...
    Objective Examples: "This angle/position has no counter" "this set up is too hard to break" "X needs more polish"
    Subjective Examples: "This isn't what CS players/ I like" "I'm not used to doing X therefore it's bad" 
     
    No matter what, I just hope at the very least Victorian could inspire others to take their designs further and push the limits.
    I'm currently working on "The making of: de_Victorian" Design Documentary, so look forward to that!
    For the full canonical history of de_Victorians development which goes as far back as the 2019 mapping contest, follow these links:
     
     
  17. Like
    dmu reacted to Roald in de_Victorian   
    Csgo is a very competetive game where prediction is key. Players should have a clear understanding of when they could possibly meet a enemy and where to aim at, how to use grenades and stuff like that. This means, till an certain level, the map should be a static and predictable environment for the player, where in they could experiment, out smart the enemy and outskill them. 
    When making maps for csgo you need to know this and know the game and probably have thrown away x ammount of greyboxes to get to something that works well and played x ammount of hours.
    In your design it seems players can be anywhere, so you can be shot from anywhere (no prediction). This is no fun and will anger the player. There are many areas where a player can be on two different levels, so where to aim? Up or down? A game of chance, again frustration when you die. The map seems very small, which probably makes it very hard to clear out areas because players can always flank at any point during the game. Again, no prediction. There is almost no negative space, which makes it very easy to hear enemies, something which is a key element of csgo, listen and get info. Do u want players to get so much info always and anywhere in the map?
    Honestly this looks more fitting for a halo deathmatch kind of map than for a competetive game like csgo and the bomb defusal gamemode. Innovation is nice, but do not lose seight on the core meta of the game. Try to understand the meta first and then try to experiment a litle, not the way arround
  18. Like
    dmu reacted to Radu in WIP in WIP, post your level screenshots!   
    Playtest soonTM
  19. Like
    dmu reacted to -HP- in Left 4 Dead 2 Tools!   
    Sorry for necro, but hey! ❤️
  20. Wat
    dmu reacted to Soldat Du Christ in County   
    But is it snapped to the grid tho?
  21. Like
    dmu reacted to FMPONE in Cyberpunk 2077   
    exactly. i'm counting on this game not sucking, so much depends on it. and i ain't clicking SHIT!!
  22. Like
    dmu reacted to EddieLTU in [HL:A] K&D (virtual tour) Out now   
    Download https://steamcommunity.com/sharedfiles/filedetails/?id=2279733053
     
    Here's something i've been working on since i got my hands on Source 2 Hammer. K&D building complex, based on real location in Klaipėda, Lithuania. https://www.google.com/maps/@55.7105819,21.1296509,181m/data=!3m1!1e3
    Backstory. This place was always a backbone for trying out my mapping/modeling skills, 10 years ago when i went there around, i was stunned at it's architecture and uniqueness, so back in the day i was starting to get a hang of Hammer, and i wanted to remake this. Attempt was rough and it was just a test anyways.

    Project started around April 10 of this year, once i got my Oculus Quest and when HLA tools were still unreleased (bootleg tools existed but i didn't use them). It started with only two buildings, the K and the bottom 2-3 floor commercial complex. Some earliest screenshots.



    i was still learning the engine, but i got a hang of it quickly, since making stuff 128 is still the norm, i was a lot easy to work. Reference material was severely limited, i had to google most of the photos and still it wasn't enough.
    20th day in hammer, and progress was coming along.

    And the day HLA Tools came out, i realized i had to redo every texture's shader since HLA has different shaders, so first day looked rough

    Aaaaaand there's a huge time gap before i picked the project again, i went to make other HLA lore themed maps. Anyways on June 10th i've planned out a weekend vacation on this very place, booked a hotel at the same place, so i guess you could say it was both a vacation and work trip.
    Project resumed in late June, second building was made, and it was instanced because of the odd angle.

    Hammer vs. Real life


    June 10. I'm there and i'm working in and outside my hotel room


    And here we are. 1 month later with some progress. With reference photo when available.




     

    Residential Apartment (D complex)



    Funfact: the shape of this balcony was made loosely without any hard reference, i was amazed that i actually guessed it right. Big shoutout to my friend that lives there and let me take some shots (of course not inside)

    Hotel room (excuse for the poor 360 photo)


    Terrace


    More exterior shots



  23. ahaha
    dmu reacted to dux in Half-Life Alyx   
  24. Awesome
    dmu reacted to will2k in [Dying Light] HARRAN OLYMPICS   
    Harran Olympics
    Even with a quarantine in place, you can still participate in the Harran Olympics, albeit in a more extreme version.
    Despite the lockdown, you found your way to the Harran Sports Village where Olympic games were scheduled for the summer. The competitions are more extreme, and with some special competitors. Test your mettle, win competitions, collect gold medals, and let your success story go viral.
    Choose from 13 different events of various difficulties with XP rewards for each one. Dominate your competitors, and speed through courses before time runs out.
    Events range from Olympic classics such as Long Jump, Pole Vault, 100m Dash to brutal, knock-the-wind-out-of-you events such as Dodgeball, Jungle Gym.
    Will2k
    August 10, 2020
    https://steamcommunity.com/sharedfiles/filedetails/?id=2193273766
    Screenshots











     
  25. Awesome
    dmu reacted to leplubodeslapin in 3D Printing   
    Oh I haven't posted anything in more than 2 years ... lol
     
    I made this, because it's getting too hot in there 
    https://www.thingiverse.com/thing:4565466
     
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