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Sklär last won the day on November 21 2018

Sklär had the most liked content!

About Sklär

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    Skyler Skinner
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  1. Sklär

    Yanzl's Source Emporium

    Woah I didn't know Hammer could do that. That's sick.
  2. Sklär

    [Source 2] Low Poly level for Dota 2

    I've never played DOTA, but if you created all these low-poly assets that's fantastic
  3. Sklär

    [CS:GO] Plaza

    @I ♡ The 1950's Thanks man, yeah I think it mainly seems so bright because of all the bright orange bouncing the light around, when I have more real textures I think it'll look more natural. Ultimately I was going for a more the-sun-is-about-to-set-but-not-quite vibe. I'll definitely bring down the ambient light when I get some real textures on, and gotta put tons of light sources around.
  4. Sklär

    [CS:GO] Plaza

    Wanted to make a thread for the map I've been blocking out for a while. I really want some critical feedback, I wanted to make the sites a little on the unconventional side and I want to hear all the suggestions. I've changed the layout of the map a million times, still not quite satisfied with T-spawn and the areas leading to the sites but overall I think I'm satisfied enough to start texturing and modeling. I haven't quite got the timings down yet, and without much playtime I don't know if the sites are any good yet, but hopefully I'll get it playtested soon. I know because of the design there's some issues with weird angles, cracks in cover and some areas that might possibly be exploited with a mega-boost. I'm trying to get those taken care of one by one, in this stage I'm just mostly concerned with the effectiveness and fun of the layout. I know the extra scenery, windows, etc. can be distracting and hurt visibility, I'm trying to find ways to decorate each one to keep visibility super high, and I'm not putting a window or door directly along any path or corner you'd need to see along, the're mostly along the sides of larger areas and will have curtains, blinds, advertisements, etc. that will contrast. I'm also trying to optimize the map so having many building interiors isn't a problem. I'll be posting some concept art sometime. I wanted to create an urban map, but add a little more flair then alot that I've seen, I don't want dank streets and concrete buildings. The map takes place in a shopping plaza near the busy downtown. The plaza main front has a variety of shops and services, like a barber shop, a pizzeria, a bookstore, a small clothing store, an Italian restaurant, one of those single-screening movie theaters, a noodle/sushi stall, a flower shop, and much more. As you travel to the other side of the plaza you'll see more corporate buildings. An office building with an attached inventory warehouse is near the exit of the plaza, and B site sits under a looming building with many windows. (honestly haven't figured out what kind of building I want it to be, it has a front entrance driveway like a hotel but it doesn't look or feel like a hotel) Alternately, walking behind the plaza (or through the indoor portion near the theater) you'll find a cheap motel with large neon signs for those staying in the area that want a convenient yet not too comfortable place to stay. Behind all the businesses sits A site in a small parking lot for the surrounding shops and warehouses. Most of the walkways in this map will be laid brick, but near the motel and B site you'll run into asphalt road and a tonal shift between the separate parts of the map. The terrorist organization was transporting their latest hazardous cargo over a few state lines, they had business with someone at the *nondescript corporate building* and decided to stay the night in the area, parking one of their vans behind the motel. That same night they were visited by some informed and equipped officers of the law and their dangerous cargo was apprehended. The plaza has been closed early and the area is gated off while the mess is sorted out. However, these anarchists aren't going to take this sitting down, they have to push their way in past the armored agents and destroy the evidence. Workshop Link <------------- T site (the squares on the ground) from which you can go left or right Left from the T spawn, in front of the Theater headed to A site The long lead-up to A. You can exit to the right instead to not be visible to an AWP player and either go through the alley or jump up to the fire escape from around the corner The end of A-long from on top of the fire escape Looking down A-long from A site Glimpse at A site Looking up mid towards A site Barber shop at mid that connects to the alley The top of mid, behind the noodle/sushi stand is A site, and to the right is a staircase to B site The staircase that leads to B site The warehouse leading to B site The inside of the office you walk through to get from warehouse to B site The opening of the tunnel to B site B site from the left side B site from the sniper nest inside the building at B The overview for now
  5. Sklär

    Hypothetical-Contest Rules Voting

    *Sponsored by Mirror's Edge
  6. Sklär

    Hypothetical-Contest Rules Voting

    I'm not sure how the judging has been done in the past, but it would be great if we could get some video for an announcement or to hear the judges thoughts, maybe even a livestream.
  7. I am making an aim/minigame collection map that gives you a random arena every round. It works great, I'm just having an issue with the dodgeball arena. On round start it strips weapons from the previous arena, turns Infinite ammo on, and gives you a knife and decoy grenade, and there is also a trigger that takes you to 1hp and deactivates. It works fine. However... You have to switch to your grenade every time you want to throw it, and not giving you a knife lets you throw it once and then despite showing in your equipment you can't throw another one. Having the equipment entity constantly giving you a new one doesn't work either because it will do that pulling-out animation constantly and you can't throw it. I've tried giving the equipment before and after turning infinite ammo on. I've seen a dodgeball map (or rather, a spleef map with pretty much the same setup) that lets you only have a grenade and just keep throwing. Can anyone tell me a way to fix it?