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Messages - Joris Ceoen

#76
WIP Levels / Re: dm_lobby
March 19, 2016, 04:57:35 AM
Holy damn this looks impressive as well! Great work man :)
#77
WIP Levels / Re: fy_delaunay_world
March 19, 2016, 04:52:47 AM
Darng this looks pretty amazing! Good work :D
#78
WIP Levels / Re: ze_aqualabs (WIP)
March 18, 2016, 09:56:07 PM
Quote from: the6thmonkey on March 18, 2016, 09:40:50 PM
Seems there are lots of models in there, arn't they not allowed?
If you are referring to the video, that's a video about ze_predator. My map can be found in the link. It has no models and consists of only brushwork, although it's not really 'playable' in the gameplay sense. You can enter the map but it's only to see the visual concept (for now).
#79
WIP Levels / Re: ze_aqualabs (WIP)
March 18, 2016, 05:56:58 PM
Quote from: warmeup on March 18, 2016, 05:04:49 PM
For which game is it?
Sorry, it's for CS:GO
#80
This is my entry for now, it's so heavily WIP that it's almost not a WIP but more a rough concept design for what it should be going towards to in the next contest: http://www.wallworm.net/index.php/topic,1575.0.html

Information will soon be added  :)
#81
WIP Levels / ze_aqualabs (WIP)
March 18, 2016, 04:56:42 PM
This is currently my entry for the first old school level design contest: https://www.dropbox.com/s/2jz65gqvs1et0ux/ze_aqualab_a2.rar?dl=0

----

> INFO <

ze_aqualabs is a Zombie Escape map and is currently under development for CS:GO. Zombie Escape is a mod where many online players fight a horde of player-controlled zombies to escape and survive an apocalypse scenario. It already features over hundreds of maps and has always been a free, popular mode since Counter-Strike 1.6

It features up to a max of 64 players on a server and the maps are always made with this scale in mind. Simple and usually short ZE maps consist of a few escape routes with the goal of reaching a vehicle or other means of transportation to get rid of the zombie, or a nuclear missile launch to wipe the horde once and for all. Either way, you get to escape and defend against zombies with little other means to care about.

More advanced maps consist of complex puzzles combined with incredible boss battles that have tons of weaponry and powers to fight against the human group. Some of the most impressive maps have multiple levels, bossfights and special items + characters to spice everything up. My absolute all-time favorite is ze_Predator by Luffaren:
https://www.youtube.com/watch?v=tuz52d_pHLM

I don't want to compare maps, as each ZE map is unique on its own, but I tend to borrow many elements that popular zombie escape maps have established in the past. I notably want to have zombies play a part in boss battles should I ever include some in my map.

> CONCEPT <
Needless to say, the current map as it is is nothing more than a concept for what it will be heading towards to in the future. I have only seen one map coming close to the same concept, but I didn't think it was very well executed in terms of visuals and gameplay (although the latter of those two was the better part of it).

With just brushes I could have brought this map further, but time is a difficult and precious thing to find, and I wouldn't believe it was until just a few months ago. Nothing to do about it, and no point whining, the concept of the map is to bring you an interesting world that mainly takes part under the sea, which is why it is called aqualabs. I want to display a factory that is working underwater on some crazy projects that ultimately go wrong, which is where it all starts and why I think Zombie Escape is the ideal mode to contribute the map to.

The next iteration of this map will feature first of all:


  • A playable status. Minimap and overlay included.
  • More escape routes.
  • Improved graphics (hardly any difficult at this point).
  • Sounds.
  • Special items and one boss battle.

The goal of making you feel as if you are underwater is very important for me. I will try everything possible to achieve this effect with some trickery stuff that will hopefully not end up being too expensive. Some of the latest shader improvements will help make this easier, so I will take advantage of that.

----

For now, you can simply dive into the map and kind of feel where it wants to go to. I do feel like I need to apologise, because it's not usually my doing to present something so principally unfinished, but I had simply not enough time with everything going on at this very moment. For the next contest I feel like it will provide my entry with more opportunities to show off.
#82
Quote from: warmeup on March 18, 2016, 01:57:36 PM
I really feel sorry to bail on this project.
I was intending to create a small scifi-ish themed map related to the black mesa universe.
TBH that geometry, I can't even see how it can end up being brush. Model, sure, but not brushes xD I think you should read more about the difference between Concave, Convex and planar. Source only accepts planar brush geometry.

I think that the next contest, which I think will allow models, will be easier to elaborate on your projects, but you should really understand the basic principles of brush geometry before you can start designing a level in 3DS Max. Not just max but Hammer as well, for that matter.
#83
Quote from: the6thmonkey on March 18, 2016, 05:40:22 AMI blame those masochists who voted for an early deadline.
Well, when I released my contest entry for the Famous Landmarks contest on GB there was a vote for when to extend the deadline, and because I was fairly confident of my entry I voted for the earliest deadline available. Competitive-wise I see the reason why some would do it. But then they better come up with something good because if not I don't see the point at all xD
#84
So 18th of March is the final date, does that mean I can still submit my entry at 11h59 PM (of the 18th)? If not, then I'm screwed. In any event, I will submit a dev version of what the map should have been in textured version and will aim for a better spot in the next contest.

I'm very curious to see what other people come up with!
#85
Old School Contests / Re: OLD SCHOOLERS #1
February 28, 2016, 03:06:36 PM
Wow, 9 people! I'm feeling the heat coming from behind ;D Time for me to take this seriously!
#86
Quote from: warmeup on February 28, 2016, 12:17:27 PM
Removed my vote. I can't work on this, I'm not up to the level yet.
Nooo, don't leave us  :'( I'm sure you could easily come up with something if you have 2-3 spare days, if not fewer!
#87
General Discussion / Re: Wall-Worm Importing .VTA Failure
February 26, 2016, 01:04:15 PM
Hey!

It's great to see more and more people using Wall Worm, which is why I want to thank you before going into my post. Welcome to the pack!

For your issue(s), I can't bring in too much experience on the field of morphing, but you should remember that although Wall Worm does import quite an extensive number of features for modeling, the process of decompiling and reimporting will likely always result in some kind of anomalies that can't always be prevented (but probably fixed, yes).

Only Shawn can bring you forward from here I'm afraid  :) He should be coming back soon.
#88
Old School Contests / Re: OLD SCHOOLERS #1
February 19, 2016, 06:26:17 AM
Quote from: Rush_Freak on February 19, 2016, 12:34:30 AM
I'm making an attempt at an arena/DM style map to see how it turns out.

Hoping I don't get more hung up on the design than the playability because this will be the first map I try that isn't just eyecandy. Though I think brushes only will work well with the angular artstyle I've got in my head.
Cool! Nice to have you on the contest :) It makes me motived to continue on my project when I see more people enter!
#89
I could cook a level in time, but it would be very basic and short. If more people want more time, I will very likely profit from it, so I'm not against it  :)
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