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JonyDrake

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  1. Like
    JonyDrake got a reaction from Interfearance in Submerged   
    We have re-released submerged on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2088849446
    There's a hidden whaleman, try to find it

    Also, some callouts courtesy of Fizzy Physics:
     
  2. Like
    JonyDrake reacted to text_fish in Submerged   
    Nice progress. I think the lilac colour looks kind of ick though. A pastel green could work there, maybe in a slightly darker shade to offset those spotlights.
  3. Like
    JonyDrake reacted to blackdog in Submerged   
    What text_fish said, I would add: are those doorways supposed to have a sliding door or something? because the danger strips seem out of place. The doorstep seems slightly raised but don't think it warrants the danger strip treatment.
  4. Like
    JonyDrake got a reaction from Wintrius in Submerged   
    Here are some of the changes we've been doing over last month, we're also texturing the models rn, but we still don't feel confident enough to show them.
     
  5. Like
    JonyDrake got a reaction from Ynel in Submerged   
    Some progress on CT
  6. Like
    JonyDrake got a reaction from mryeah in Submerged   
    Here are some of the changes we've been doing over last month, we're also texturing the models rn, but we still don't feel confident enough to show them.
     
  7. Like
    JonyDrake got a reaction from text_fish in Submerged   
    Here are some of the changes we've been doing over last month, we're also texturing the models rn, but we still don't feel confident enough to show them.
     
  8. Like
    JonyDrake got a reaction from DutchCrazyGamer in Submerged   
    Here are some of the changes we've been doing over last month, we're also texturing the models rn, but we still don't feel confident enough to show them.
     
  9. Like
    JonyDrake reacted to JorisCeoen in Daigo   
    WORKSHOP LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1881843696
    I present to you: de_daigo (beta-release) by @JorisCeoen (level design, artwork) and @shawnolson (technical assistance and Wall Worm Model Tools)








     
    Daigo is a competitive 5v5 defusal map, set in Japan featuring a large castle. It is geared towards all kinds of playstyles (short and longrange) and features some verticality on A-Site.
    The map is in dire need of multiple new passes, such as overall optimization, clipping, lighting and material-model management, and improved artwork. I'm aware that there will be numerous nodraw gaps throughout the map (and dev-textures), and that there's currently no 3D skybox to give more depth to the map.
    The development and design of the layout and artwork is entirely made by me. All technical assistance with the creation of custom content and level design tools was managed and coached by Shawn Olson, creator of the Wall Worm Model Tools. This mean that the entire map was designed from scratch in 3DS Max. Hammer was never, ever used to create anything related to the art- or brushwork. It's all still a heavy-WIP, but the map will be improved over time, with more custom content (that will be better managed versus the mb's in filesize).
    Hope you enjoy the project for how it currently stands. Without Shawn, this project would never have come to its current status, which is least to say fully functional and playable. We will update this post in the future as more progress is being made 😄
  10. Like
    JonyDrake reacted to Wintrius in Submerged   
    I would put some spotlights integrated into the floor, that would look really modern and fancy.
  11. Like
    JonyDrake got a reaction from Wintrius in Submerged   
    Some progress on CT
  12. Like
    JonyDrake got a reaction from Interfearance in Submerged   
    Some progress on CT
  13. Like
    JonyDrake got a reaction from DutchCrazyGamer in Submerged   
    Some progress on CT
  14. Like
    JonyDrake got a reaction from DutchCrazyGamer in Submerged   
    Working on submerged, here's a sneak peak

  15. Like
    JonyDrake got a reaction from DMU222 in Submerged   
    Some progress on CT
  16. Like
    JonyDrake got a reaction from Vaya in Submerged   
    Working on submerged, here's a sneak peak

  17. Like
    JonyDrake reacted to Ringel in Exotic Places CS:GO Mapping Contest 2019   
    He just gave his first impressions about the maps, not his final opinion. This was for his stream not to give mappers feedback.
  18. Like
  19. Like
  20. Like
    JonyDrake reacted to fewseb in Exotic Places CS:GO Mapping Contest 2019   
    Fixed it for you
  21. Like
    JonyDrake reacted to Interfearance in Exotic Places CS:GO Mapping Contest 2019   
    lmao like shroud with weapons and maps
  22. Like
    JonyDrake reacted to Serialmapper in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    It is amaizing how people are developing all kind of theories from arbitrary things. At the time that it was created there were no such kind of theories. 4,5,7squares,triangles,or whatever. It was about what the players are prefering, about what a map could offer to make them come again and play it. 
  23. Like
    JonyDrake reacted to Ringel in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    I believe community maps would have a much higher acceptance in wingman and all the other casual modes. Maybe Valve should take more care of them. As I started to play csgo I only played the casual modes for a few hundred hours. It was a good and fun way for me to practise my aim and learn all the different spray patterns. And I wished there would have been more maps.
    Wingman also needs more maps which are actually designed for it. And not just cut of parts from 5v5 maps.
  24. Like
    JonyDrake reacted to DMU222 in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    Honestly, 'weird' maps like Nuke or Inferno are still four square in a sense. If you untangle the player paths and spread them out, the same exact layout is powering every single map currently in the game. What makes these maps unique is the way they tangle/reposition each path, and the arena design of combat spaces.
  25. Like
    JonyDrake reacted to JimWood in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    They only "work" once players have spent hundreds of hours on them and become accustomed to them. There's a big difference between what is good level design, and what is accepted by the players
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