RaVaGe Posted February 16, 2014 Report Posted February 16, 2014 :hurg2: :hurg2: :hurg2: FMPONE, iwxanthi, LATTEH and 8 others 11 Quote
Pericolos0 Posted February 16, 2014 Report Posted February 16, 2014 Part of a map I'm working on. fantastic! Quote
kikette Posted February 16, 2014 Report Posted February 16, 2014 Very impressive work Tartaros ! Quote
Vilham Posted February 17, 2014 Report Posted February 17, 2014 Don't know if anyone used to use it but VBCT was updated a while ago to work again, so you can easily compile cs:go maps with it now. Quote
mr.P Posted February 18, 2014 Report Posted February 18, 2014 latest wip (veeeery wip), its a early misty morning and the local radar station is under attack, custom content by myself, resource: cgtextures big thanks to will2k for assisting me with the textures ...playtest proved it fun, now it just needs to get dressed and lit the fcuk up also, anyone know if its possible to add custom player and weapon skins to a level? dkm, OrnateBaboon, will2k and 1 other 4 Quote
Squad Posted February 18, 2014 Report Posted February 18, 2014 Cool setting also, anyone know if its possible to add custom player and weapon skins to a level? This is just a guess, but if you'd define a custom player model in the .kv file and make sure everything is pakratted, it might work? Also, there is a grey SAS model, it's just not used in official content: Quote
mr.P Posted February 21, 2014 Report Posted February 21, 2014 Cool setting also, anyone know if its possible to add custom player and weapon skins to a level? This is just a guess, but if you'd define a custom player model in the .kv file and make sure everything is pakratted, it might work? Also, there is a grey SAS model, it's just not used in official content: thanks, there is hope... one more wip of my crossmix level of prodigy-facility and good ol' gasworks, doesn't show much but: got some props and lights going, added the possibility to walk on all the roofs and a sniper platform half the way up the antenna (made the map approximately 100000% more fun) changed and added a few routs after last playtest release within a few weeks, Quote
Pampers Posted February 23, 2014 Report Posted February 23, 2014 I need to make a proper gameplay plan soon leplubodeslapin, Vilham, catfood and 4 others 7 Quote
Vilham Posted February 23, 2014 Report Posted February 23, 2014 hahahahaha, that dive. Amazing. Quote
mr.P Posted February 23, 2014 Report Posted February 23, 2014 got some time over this weekend, adding a few wip from my latest level, left to do: fixes, fixes, fixes CT spawn catwalk from ct spawn to vent catwalk T side T side yard, access to catwalk, garage, boost or side near T spawn Tside Asite vent garage not final compile... will2k, D3ads, ⌐■_■ and 9 others 12 Quote
Pampers Posted February 24, 2014 Report Posted February 24, 2014 that looks very cool, but the pathways are very thin and capped off with even smaller doorframes, leaving players with very little options if they get spotted blackdog 1 Quote
FMPONE Posted February 24, 2014 Report Posted February 24, 2014 got some time over this weekend, adding a few wip from my latest level, left to do: fixes, fixes, fixes CT spawn catwalk from ct spawn to vent catwalk T side T side yard, access to catwalk, garage, boost or side near T spawn Tside Asite vent garage not final compile... That looks genuinely awesome! Quote
Veeblur Posted February 24, 2014 Report Posted February 24, 2014 got some time over this weekend, adding a few wip from my latest level, left to do: fixes, fixes, fixes CT spawn catwalk from ct spawn to vent Tside garage not final compile... Looking good! Would suggest adding more small lights on the exterior to lead the player (judging by screenshots only). The path to B-site in the first shot looks very dark along the catwalk. garage - keeping with the dramatic lighting, you could throw some flood/spots along the ceiling to cast nice shadows from the beams onto the upper walls or maybe the floor. The stairway in the foreground looks super dark. And maybe drop a stain/props near the bronco wheels? Tires on clean concrete tend to look like they are floating (minor, but they always pop out at me). Maybe throw some really tall antennae on the roof to oppose the metal work shooting into the sky. Something to balance your screenshots and give the sky depth. Can't wait to see more! Quote
Chrillen Posted February 24, 2014 Report Posted February 24, 2014 That looks insane mr.P. Very original. Now excuse me while I save those screenshots into my reference folder. Quote
will2k Posted February 24, 2014 Report Posted February 24, 2014 got some time over this weekend, adding a few wip from my latest level, left to do: fixes, fixes, fixes not final compile... Great work Reminds me of the dam level in Return to Castle Wolfenstein. This could also work as a finale level for L4D2 if you ever decide to recycle Quote
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