Greeb Posted March 8, 2021 Report Posted March 8, 2021 On 2/15/2021 at 10:25 PM, ThunderKeil said: Finally got around to testing this out a bit, looks nice ( from some angles ) This looks amazing!!! I am working on a map inspired by the idea of a cathedral with adjacent cloisters and a pipe organ bombsite... Seeing what you have accomplished here has given me a reality check in terms of seeing how beautiful something can be. I got a long ways to go!!! ThunderKeil 1 Quote
sn0wsh00 Posted March 16, 2021 Report Posted March 16, 2021 (edited) Not a screenshot, but I did recently create a Monty Hall problem simulator mainly using logic entities. In my version, the cars and goats have been replaced with cash and fire: And here's a couple of videos of me running 100 simulations: The process of creating this simulator is a bit long and you can read about it here. However, the AddOutput command was very useful preventing the map igniting the same button the player picked during the first round (i.e. preventing something like this from happening). You can test this simulator out yourself on my map am_muntions_cache. It's a secret area, but it's pretty easy to noclip to. Edited March 16, 2021 by sn0wsh00 links leplubodeslapin and KennedyB 2 Quote
spa Posted March 22, 2021 Report Posted March 22, 2021 Didn't know if I should necro my old thread for this one, but I have made some updates since it was part of the faceit hub rotation. Still throwing in some visual updates here and there. More screens at the workshop thread Corvus, Freaky_Banana, JeanPaul and 16 others 15 4 Quote
sn0wsh00 Posted March 23, 2021 Report Posted March 23, 2021 (edited) For those of you who have played Payday 2, here's something inspired by the Diamond Heist puzzle that I created in CS:GO: This puzzle was created using func_door, logic_case and math_counter entities and can be found on my map am_jungle_pit. You can find a general explanation on how I did this here. Edited March 23, 2021 by sn0wsh00 wording Squad and func_illusionary 1 1 Quote
The_Virus Posted March 25, 2021 Report Posted March 25, 2021 (edited) Edited March 25, 2021 by The_Virus Gawshaark 1 Quote
sn0wsh00 Posted March 29, 2021 Report Posted March 29, 2021 (edited) Some custom skybox terrain I created using World Machine and Twister: Spoiler This custom terrain can be found on my map am_frozen_fortress. You can read more about how I generated this here. Edited March 29, 2021 by sn0wsh00 links esspho, Serialmapper and Freaky_Banana 3 Quote
JorisCeoen Posted March 31, 2021 Report Posted March 31, 2021 On 3/29/2021 at 11:23 PM, sn0wsh00 said: Some custom skybox terrain I created using World Machine and Twister Pretty nice results! However, if anyone has 3DS Max 2017+ you can achieve these effects very easily by simply using some Data Channel map settings (along with displacement modifier). Just letting people know in case you want a 'free' way of doing it Quote
ThunderKeil Posted April 1, 2021 Report Posted April 1, 2021 blackdog, slavikov4, melc311 and 11 others 13 1 Quote
Dabu Posted April 14, 2021 Report Posted April 14, 2021 I'm working on some level stuffs for my game project in the Source engine Quote
sn0wsh00 Posted April 17, 2021 Report Posted April 17, 2021 (edited) After working on a bunch of FY and AIM maps, I finally decided to start working on a hostage rescue map. Here are some screenshots, I guess: The more important thing I want to share, though, is this layout: This map is another attempt at balancing the hostage rescue mode to give CTs a better chance at winning. First, you'll see that the two hostages are placed far apart, similar to how bombsites are located on defuse map. Also, because T weapons are stronger than CT weapons, I gave CTs more attacking routes into each hostage chamber than Ts. The biggest change I made, though, was that I made the map dynamic. The area highlighted in blue are inaccessible at the start of each round and are blocked off by three doors (marked red in the layout). When a hostage is picked up, the two doors nearest the hostage chambers will immediately open, while the door at T spawn will open 10 seconds later (to discourage Ts from camping at T spawn). After a CT picks up a hostage, the round becomes a race to the rescue zones at the back at the map, with the CTs having major advantage (similar to how Ts have a major advantage once a bomb is planted in defuse mode). However, because the CT carrying the hostage moves really slowly (200 units/s), the Ts still have a chance to intercept the CTs near the rescue zone. But the Ts will have to decide quickly where to go, because there are three rescue zones the CTs can choose from. I got this dynamic hostage rescue map idea from @El_Exodus, who proposed something like this back in 2016. And this why I named this map... Exodium. You can take an look at what I've made so far here: https://steamcommunity.com/sharedfiles/filedetails/?id=2459039008 Edited April 17, 2021 by sn0wsh00 link, wording El_Exodus and slavikov4 2 Quote
Serialmapper Posted April 23, 2021 Report Posted April 23, 2021 playing a bit with the cry engine 5.6 sandbox Rump3L, Radu, will2k and 2 others 5 Quote
Radu Posted April 25, 2021 Report Posted April 25, 2021 Rump3L, El Moroes, blackdog and 10 others 12 1 Quote
blackdog Posted April 25, 2021 Report Posted April 25, 2021 Shiny new stuff @Radu, or I missed you were working on a map set in Italy? (I assume because the police sign) Quote
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