geX Posted December 7, 2020 Report Posted December 7, 2020 New screenshots from Doom 3: Phobos - Episode 3 AlexM, Klems, Radu and 1 other 4 Quote
Minos Posted December 8, 2020 Report Posted December 8, 2020 On 11/30/2020 at 4:04 AM, albim75 said: ar_Dome Soon to be released Hey! Maybe it's too late now but here's some feedback for the future. Looking at those screens it seems that the theming is all over the place. There's so much stuff to look at, but nothing gels together. I have no idea what that space is supposed to be. It looks like it's a greenhouse, but also a Florida resort, a tropical forest conservatory, that was abandoned, then some remodeling was done, but then they ran out of funding and abandoned the remodeling efforts too. And then some pipe bursted and flooded the warehouse in the basement You definitely have the skills to build maps, but for next maps, I'd suggest to work a bit more on the theming. Take a look at every major CS map and you will notice that they usually have one very strong theme, that makes it easy for people to remember them ("the castle map", "the ruins map", "the office map", "the middle eastern map", etc...). Best luck! MadsenFK, Vaya, albim75 and 1 other 4 Quote
albim75 Posted December 10, 2020 Report Posted December 10, 2020 On 12/8/2020 at 9:25 PM, Minos said: Hey! Maybe it's too late now but here's some feedback for the future. Looking at those screens it seems that the theming is all over the place. There's so much stuff to look at, but nothing gels together. I have no idea what that space is supposed to be. It looks like it's a greenhouse, but also a Florida resort, a tropical forest conservatory, that was abandoned, then some remodeling was done, but then they ran out of funding and abandoned the remodeling efforts too. And then some pipe bursted and flooded the warehouse in the basement You definitely have the skills to build maps, but for next maps, I'd suggest to work a bit more on the theming. Take a look at every major CS map and you will notice that they usually have one very strong theme, that makes it easy for people to remember them ("the castle map", "the ruins map", "the office map", "the middle eastern map", etc...). Best luck! Hi Minos and thank you so much for the feedback!! I agree that the map need a theme...it's really important The background of the development of this map is rich of many changes along the year. At the beginning this was a map for a competition and it was much much less detailed then todays version and had a different theme. I didn't post the description for the submission in the forum, but basically this is a abandoned aviary (or birdhouse) with a biome inside. I agree with you that there are too many "Architectural/design" elements inside that don't fit with the theme...unfortunately I enjoined more then expected the creation of these assets I will follow your suggestions and try to stay focused, so thanks again!!! Minos 1 Quote
AlexM Posted December 11, 2020 Report Posted December 11, 2020 (edited) Exterior of a mall level I'm doing for the 7 day fps jam Edited December 11, 2020 by AlexM Quote
AlexM Posted December 12, 2020 Report Posted December 12, 2020 Todays work. Gotta get back to programming! Quote
sn0wsh00 Posted December 18, 2020 Report Posted December 18, 2020 (edited) I've been working on a AIM/AM map for CS:GO, with a twist. The game initially plays out as a collection of six 1v1 matchups. After 15 seconds, the doors to each arena will unlock, allowing players to walk to other arenas, or to fight it out in the hallway connecting the six arenas. There will also be random sets of weapons each round (AK vs. M4, Tec-9 vs. Five-Seven, Sawed Off vs. Mag-7 and so forth). Overall, I envision the map being like a collection of six movie sets, each themed after a CS:GO map. This is why you can see some skybox textures on walls, as they are meant to be something akin to LED screens. Here are how the arenas look like so far: Sugarmill/Swamp: Spoiler Aztec/Ancient: Spoiler Dust/Mirage: Spoiler Cache (closely based on the official 1v1 Cache arena): Spoiler Italy/Inferno/Canals: Spoiler Subzero/Monastery: Spoiler Hallway that connects the arenas: Spoiler You'll notice some red buttons in the hallway screenshot. Pressing those red buttons will teleport players into the arena, after a two second delay. I added these buttons because there is only one entrance into each arena, which I think would make it really easy for someone to camp inside an arena. In turn, allowing players to potentially teleport behind a camper would be a good way to balance things out. Also, requiring players to stand still for a couple seconds before teleporting prevents players from cheaply teleporting away in a hallway fight. Finally, I plan on creating a spinoff version without the connecting hallway. Instead, the map will teleport surviving players to a 7th arena after some time. I also plan on creating separate 1v1 maps for each of the arena. Edited December 18, 2020 by sn0wsh00 spoilers, reword, added image Anarchy and Rump3L 2 Quote
D3ads Posted December 18, 2020 Report Posted December 18, 2020 So I might as well post about my current project here finally, since I've been doing so on the Discord for awhile now. Half-Life: Dark Matter is designed as if there was a fourth and final expansion to the original Half-Life from the perspective of a Black Operator named Kovac. I got the idea when I was replaying Half-Life for the 20th anniversary in 2018, I realised that although the Black Ops had appeared in a couple of mods, they certainly weren't done real justice, so I decided I would be the one to deliver it... Since then it's evolved a fair bit, and I have seven others in a team working with me now, including brand new code! There will lots of new areas and also crossovers with existing areas as well, and the story will not only be in keeping with Half-Life 1, but also Half-Life 2 and even Alyx where appropriate! This is my last ever Goldsource project*, upon completion I will be moving onto a newer and more modern game project, what that will be exactly is not known right now. Most of you guys know I've been working with Half-Life 1 for almost 22 years now, so I've got the experience and knowledge to pull this off, and the others have extensive skills in the field as well! Main page: https://www.moddb.com/mods/half-life-dark-matter An extensive FAQ which answers most questions: https://www.moddb.com/mods/half-life-dark-matter/features/frequently-asked-questions-20 Twitter: https://twitter.com/HLDarkMatter and we also have a Discord server! https://discord.gg/yX4CfrH Right now as we speak, Dark Matter has been nominated for the ModDB Mod Of The Year awards Top 100, in the Upcoming category! So if you guys want to vote for me, that would be awesome Just follow this link: https://www.moddb.com/groups/2020-mod-of-the-year-awards/top100#vote41984 and select Dark Matter on the bottom! If we win, there will be a new chapter reveal in advance of the media update next year! Anyway, it wouldn't be the WIP thread without some WIPs, so here's a bunch of screenshots, more on the page above obviously! I'll post more enviroments here as I make them! Enjoy. *I might still work on something smaller for fun, if an idea arrises Anduriel, Gawshaark, Minos and 13 others 14 2 Quote
sn0wsh00 Posted December 23, 2020 Report Posted December 23, 2020 (edited) Added some more details to the AIM map I was working on: Italy/Inferno/Canals (more roofs): Spoiler Aztec/Ancient (more foliage): Spoiler Subzero/Monastery (more background stuff): Spoiler Cache (more foliage): Spoiler Also, I recently discovered that the game_player_equip entity kind of screws up CS:GO if you're trying to play deathmatch, arms race or demolition modes. In fact, if your game_player_equip is forcibly equipping players and you try to play in arms race mode, the whole game will crash. This means, on top of the 7(!) spinoff maps already planned, I'll be releasing a deathmatch/arms race compatible version as well. Edited December 23, 2020 by sn0wsh00 spoilers Quote
Buddy Posted December 24, 2020 Report Posted December 24, 2020 On 12/18/2020 at 4:55 AM, D3ads said: Stuff D3ads Said about Dark Matter Great stuff dude, it seems like a great closer to your Half Life modding chapter, putting together everything you learned into one final product. Awesome D3ads and Minos 1 1 Quote
blackdog Posted December 24, 2020 Report Posted December 24, 2020 (edited) On 12/18/2020 at 1:41 AM, sn0wsh00 said: I've been working on a AIM/AM map for CS:GO, with a twist. The game initially plays out as a collection of six 1v1 matchups. After 15 seconds, the doors to each arena will unlock, allowing players to walk to other arenas, or to fight it out in the hallway connecting the six arenas. There will also be random sets of weapons each round (AK vs. M4, Tec-9 vs. Five-Seven, Sawed Off vs. Mag-7 and so forth). Hallway that connects the arenas: Hide contents This is an interesting project, but I think you need to work on the central hub. This is basically gonna turn out as a TDM, since there are not gonna be clear fronts (two distinct sides) where players will come from, and running up and down a corridor is not fun. So I think you need to build a central hub that is more than a corridor, you need an arena that allows people to clash together in a fluid manner. It would work out even better if you could add verticality, placing the different 1-on-1 rooms on different levels. Imagine a mall with a couple of galleries or look up the Panopticon concept (where your rooms would be the cells). Considering the concept you have, and considering reference like the aforementioned Panopticon, you can come up with something very interesting, like a "production room" located in the hub that overlooks the sets... this would give you the bonus opportunity to create some environmental storytelling. Look at something like de_studio to see how they integrated the concept, and I am thinking of de_biome when I think of the production room Edited December 24, 2020 by blackdog sn0wsh00 1 Quote
Anarchy Posted December 27, 2020 Report Posted December 27, 2020 My first map created for CSGO. Its small for 1v1 and my goal was to learn. I have published it on the workshop. If you find any mistake let me know and be a harsh judge because I dont want any mistakes for my next maps. https://steamcommunity.com/sharedfiles/filedetails/?id=2334095275 RA7 1 Quote
D3ads Posted December 28, 2020 Report Posted December 28, 2020 (edited) Thanks guys, Dark Matter came SECOND in the Upcoming Mods vote! https://www.moddb.com/groups/2020-mod-of-the-year-awards/features/players-choice-best-upcoming-mod-2020 https://www.moddb.com/mods/half-life-dark-matter/images/mod-of-the-year-2020-second-place Big thanks to everyone here who voted! Here's a couple of WIPs from the Xen chapter called Hostile Takeover (it was a working title for DM, now a homage to the cancelled expansion by 2015). Check the moddb links below for a synopsis! https://www.moddb.com/mods/half-life-dark-matter/images/chapter-hostile-takeover https://www.moddb.com/mods/half-life-dark-matter/images/chapter-hostile-takeover1 Edited December 28, 2020 by D3ads sn0wsh00, RA7, Pampers and 3 others 1 5 Quote
sn0wsh00 Posted December 28, 2020 Report Posted December 28, 2020 (edited) On 12/24/2020 at 9:28 AM, blackdog said: This is an interesting project, but I think you need to work on the central hub. This is basically gonna turn out as a TDM, since there are not gonna be clear fronts (two distinct sides) where players will come from, and running up and down a corridor is not fun. So I think you need to build a central hub that is more than a corridor, you need an arena that allows people to clash together in a fluid manner. It would work out even better if you could add verticality, placing the different 1-on-1 rooms on different levels. Imagine a mall with a couple of galleries or look up the Panopticon concept (where your rooms would be the cells). The map will have a radar, so that should make it easier to infer where friends and enemies will be coming from. Also, for one of the spinoff, I plan on having all surviving players teleport to a seventh arena, with Ts and CTs teleporting to distinct sides. Nevertheless, taking your advice, I decided to overhaul the hallway on the original map so that it feels less hallway-ish. First, I widened the hallway to make it more like an atrium. I also transformed the corridor so that it'll look like three distinct sectors, with the two end sectors connecting to three arenas each. With this, I hope to visually nudge players into checking the two adjacent arenas first before moving across the map to check the other three arenas, hopefully reducing the amount of back and forth running. Here's a comparison GIF of the changes (I did not record the coordinates for the original screenshot, so this comparison won't be perfect): Spoiler And here's another screenshot of the revamped connecting area: Spoiler Edited December 28, 2020 by sn0wsh00 spoilers blackdog 1 Quote
blackdog Posted December 29, 2020 Report Posted December 29, 2020 Nice one @sn0wsh00. Just wanted to clarify my point about the TDM is not much about teamwork, players are used to play DM and is fine, my point was about the flow, as all good DM maps let you flow in circular paths (so you're never stopping). Well done with the changes, it looks more structured already. sn0wsh00 1 Quote
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