#hammer editor mods
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ngeruma · 1 year ago
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"EYE" | Perpetual Testing | Portal 2 Community Maps & Mods
By KazerLight
What a wonderfully casual morning! ….Until, it wasn’t.
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More Test Chambers
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ethosaur · 4 months ago
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Hammer.exe
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anquietas-sys · 8 months ago
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My commissions are back open!
All my texturing commission options are $6 or less.
I offer 3D renders from $3 for a basic render, to $15 for a short rendered animation.
I also offer Modelling commissions at $16-$20
Additionally, I offer misc commission options for GMod Hammer mapping, and Resonite Protoflux programming.
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hb-but-portal · 8 months ago
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i have mixed feelings about hammer editor, but damn this portal 2 map is gonna be good.
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sherrifdoggo · 1 year ago
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choice screenshots from the map i've been working on for the past two (?) months
set in chicago at the tail end of prohibition and the middle of the depression, the map's going to be very open, grimy and filled with mob violence.
the main idea of the map is for players to try to roleplay taking over the city by taking control of all the rackets in the city (like the Speakeasy pictured above). the secondary idea was to have a very interactable enviroment for players to explore freely and discover all the little secrets i'll be hiding around the city.
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maps-by-miguel · 2 years ago
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A couple interiors in counter strike source.
(map zm_ants_v1)
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js21o3 · 2 years ago
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Frosty Crabs Still Bite - My entry for LambdaBuilds Tundra, LambdaGeneration's fourth level design competition.
This level can be played as part of the LambdaBuilds mod over at ModDB: https://www.moddb.com/mods/lambdabuilds/news/lambdabuilds-tundra-winners-and-release
You can also watch the demo video I made right here:
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mothlover25 · 1 year ago
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Day 21 of drawing for an hour a day!! (except I didn't)
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ventxekart · 2 years ago
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Nah, this is cool.
i spent an hour making this
send help
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mixedmarxsblogofwisdom · 2 years ago
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I FINALLY MADE THOSE HAMMER SCREENSHOTS THAT I POSTED ABOUT LIKE 7 OR 8 HOURS AGO.
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ngeruma · 1 month ago
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"Backwards" | Perpetual Testing | Portal 2 Community Maps & Mods
By evelyncarnate
Witness my epic battle to comprehend Portal funneling and basic geometry!
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More Test Chambers
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kaija-rayne-author · 23 days ago
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Review of Dragon Age Veilguard 6.1 in series.
39 hours in, 37 hours playtime.
Obligatory disclaimer, you can skip to the cut if you've read it.
Something came to my attention. I need to make it crystal clear that I utterly love the diversity in DAV. It's fantastic. I'm also a heavily left leaning, non-binary, queer as fuck reviewer, editor, and author.
I'm on media blackout while I play this, so I'm only getting second-hand info on how awful it is right now in the DA Fandom. Please be safe and take care of yourselves. Arguing with incels and white supremacists is completely pointless. They sea lion worse than an actual sea lion. Your mental health is important.
Though, every single time the anti-queer brigade comes out for a new DA game, I sit there thinking 'have you bozos ever played any DA game, like, ever?' My guess is nope.
Spoilers for Dragon Age Veilguard
Part 5.2 here.
I've played for a while today. I'm stuck in bed due to the embolism, and goddess do I need the escape from reality right now.
Met Inky again. The scars I gave her in CC didn't show up. Saw Solas again. Still doesn't look like himself.
I still really hate how everyone talks about him. Like he's evil for trying to keep the Evanuris from breaking free. And fix the world of the mess he made. Y'know, the veil that, according to the Lore, should be full of holes and strangling the magic and life out of THEDAS. But oooo, no, he's such a bad dude. And they all know the point of his ritual by now.
Guess the devs just wanted to hammer home the everyone hates Solas angle?
Sucks to be Sollavellan playing this game, let me tell you. It’s disappointing, irritating, or infuriating by turns if you actually understand Solas.
Have decided Neve is a bitch I don't want anything to do with. Wasn’t sure at first, but she’s arrogant, suspicious, and just unpleasant. No thanks.
Also, whoever wrote some of these conversations with characters you might end up in a Romance with needs to read some bloody Romance. Sheesh. I think it should almost be a requirement if you're going to write Romantic material that you should be a regular if not even an avid reader of it. It's known as the hardest genre to write for a reason.
Davrin is curt and dismissive, though his bond is higher than some. Amazing voice, a bit blocky for my taste but he's a tank so it works.
Emmrich is a darling. I love Taash, and game version of Lucanis is pretty cool. Haven't really settled on one, since there's no such thing as polyam in Dragon Age despite only 30% of the dating population being monogamous. Cowards.
I'd say I'll be glad when a polyam mod comes out, but unless this game gets better, I highly doubt I'll be playing it again. It’s probably taking me longer than it really needs to because I'm doing puzzles and searching for everything simply because I highly doubt I'll play it again. If I even end up finishing it.
FWIW? I've played DAO twice, DA2 once, and DAI 4x. Soooooo.
They made the memorial gardens in Nevarra so beautiful. I've always enjoyed cemeteries. They're usually so peaceful.
I don't even have all areas on the maps opened up yet, so there's probably a decent amount left.
It could be because I'm playing it pretty fast, but it's weird seeing the percentages of Steam players getting the achievements drop lower and lower. I think only 25% actually got the 'finished getting a team together' achievement. I've never been sure if that means people have quit or not.
Part 7 is here.
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conkreetmonkey · 2 months ago
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Spent last night modding Project Zomboid to hell and back, hoping I could make some cool videos for YouTube, only to spawn in and realize that, hey, I'm really bad at modding this game and immediately could see that two major ones the run was to hinge upon weren't working (what sucks is it just HAD to be a great spawn, with a shed containing saws, wrenches, glue and hammers in the yard).
Now I'm thinking that maybe instead I do some Fallout 4, since that game is far easier to mod, but its linear and very well-known story throws a wrench into my idea for it to be a narrative thing... might just rp as an OC and build high-effort settlements? I've always wanted to make settlement build videos, because that's my favorite part of the game, but I've never had the motivation to see a project through to completion, and was also never willing to get character customization mods working because they intimidate me, which I'd consider essential to RPing as an OC. Most settlement mods just require F4SE and nothing else, and you can just download them with a mod manager and be done with it. Comparatively, mods like looksmenu are quite finnicky to install.
I've also been recording an ass-ton of House Flipper 2 footage to maybe make into videos some day, and also also have a ready-to-upload episode of me and SpaghettiCat's Fossil Fighters letsplay stowed away because I never finished the thumbnail... really, just a lot of procrastination and abandoned projects all around. Still, I do hope to truly get the channel up and running after I regain access to my photo and video editors.
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toolusingmammalgirl · 2 years ago
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Meta-Magic Design, or, "'Restart The Game' Is A Complete Sentence"
@patricia-taxxon's new video essay on Celeste modding has a great bit about mods as fanfiction of a game's mechanics, and it's interesting to use that lens on thirty years of variably-canonical Magic: The Gathering design. (As with her video, this will necessarily have a lot of game jargon but the broad strokes should hopefully be clear.)
Level One: Standard-legal expansions, the most accessible and promoted sets, which generally follow an ongoing storyline and introduce/reuse named mechanics. (Standard is one of the game's most-played competitive formats, made up of the last ~two years of main sets.) They have their set of characters who may show up in new incarnations, turned evil, turned good, etc. but are mostly constrained by who's currently alive and relevant.
In addition to the named mechanics, there are plenty of established design tropes at both the card and set levels: Cancel With Upside. a 2/1 for B that can't block, or ETBs tapped, and has some way to recur itself. Common tapped dual lands with marginal upside. An instant for 1B that kills most creatures in the game but with enough relevant exceptions for interesting counterplay. A cycle of two-color uncommons that clearly signpost draft archetypes. At the set level, R&D has frameworks for the quantity and efficiency of removal, the range of creature sizes, the mix of payoffs and enablers and counterplay for the set's mechanics.
These frameworks can be nudged depending on the feel the set's going for: Innistrad's creatures were a bit squishier to better set up Morbid, multicolor-themed sets will (usually) have better mana-fixing, etc. Sometimes R&D just fucks up, like making a set way too aggressive or way too grindy, but usually these deviations have some cleverness behind them.
Level Two: Supplemental sets, like Modern Horizons and Commander products. They have greater leeway to make weirder, wordier cards, bringing back and remixing old mechanics, and featuring long-dead or obscure characters, all in service of targeting a more enfranchised audience. Standard-legal sets will have their fair share of cards that look alright but truly shine if you're aware of the game's high-level strategy and rules implications, but these sets can have cards that only make sense if you do, or push those rules to the limit. Standard-legal sets have flirted with this zone, like the polarizing meta-jokes of Time Spiral block - hell, Modern Horizons was internally pitched as Time Spiral 2. This is the zone of cards with no mana cost - not zero, but nonexistent - and design puns like combining the Splice mechanic with the established motif of Splicers-who-make-golems. These sets will also bring back both underused and notoriously-broken mechanics and themes, aiming to readjust the power level up or down as needed. These sets have admittedly produced some spectacularly broken cards, but it is pretty neat to see a banned card that literally says "You can't spend mana to cast this spell."
---THE THRESHOLD OF TOURNAMENT LEGALITY---
Level Three: Non-tournament-legal cards printed by Wizards of the Coast. Most of these are in the Un- sets, with a wacky tone poking fun at the game's self-serious lore, and designs ranging from "intuitive to say plainly, but do not work in the game's rules grammar" to "Slaying Mantis enters the battlefield by being thrown from a distance of at least three feet." There are also the more deadpan Playtest Cards, which are closer to the casual way card text is written out before editors hammer it into the game's rules language. They reference past design experiments and ideas from the Great Designer Search competitions alongside things that would make the rules manager stab you if you proposed them seriously. (Though, much as Un- sets have often been a testing ground for Level Two designs, one playtest card has already been reprinted under a new name in a standard-legal set.) These are free to be fully disregard the fourth wall and play in bizarre territory, and all levels of the game are richer for it.
Level Four: Fanmade cards that Wizards employees legally cannot look at or acknowledge, except for very specific circumstances like Great Designer Searches or the You Make The Card events. These are free to seriously imitate any of the above levels, reference media Wizards never could or would, be straight-up jokes rather than game pieces, or just riff on the Custommagic subreddit's abiding love of Colossal Dreadmaw. A few brave souls make whole custom sets meant to be drafted, which demands a rigorous level of design and playtesting but also frees them from the cards having to be playable (or non-broken) in broader formats. Maybe the perfect payoff card the set needs would break Modern in half; that's not their problem. Although this level is almost completely walled off from the conversation among the first three, plenty of Great Designer Search finalists (and winners!) came up in this realm and bring its sensibilities with them.
On one hand there are the game's textual rules, named mechanics, design tropes, and established tone; on the other, the set of brain-melting rules interactions, the mechanics that flopped, play patterns considered brutally unfun, and Noggin Whack. The game would calcify if R&D stayed safely within the first realm, and although they have been rightfully criticized for some of their ventures outside it, there's a lot to learn from the wilderness.
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sherrifdoggo · 10 months ago
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Am I Dead?
Short Answer: No
Long Answer: Physically, no. But in terms of productivity? Perhaps.
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Here's a small screenshot of some minor additions I've made to the map.
Been juggling around a bunch of projects recently as well as just playing Fallout: New Vegas for a week for no other reason than I wanted to. That's just how I roll, I don't want to work so I don't. Then I play New Vegas or something.
I'm putting aside some other things to work on the map some more in the next few days, so rest assured that shit will happen. Maybe.
Maybe don't rest so assured I might get bored and wander off again.
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maps-by-miguel · 2 years ago
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I'm finishing a new zombie mod map, I've started the project under the name "zm_ants" because I wanted to give it more verticality and a feeling of it being an environment where the hiding spots are connected like a ecosystem (however I feel that Ive not managed to get there yet with this one, but Im quite happy about the results).
Estou terminando um novo mapa para zombie mod, eu comecei esse projeto com o nome "zm_ants" ("zm formigas") porque eu queria dar uma maior verticalidade para o mapa e fazer com que os esconderijos fossem conectados como um ecossistema, embora que esse objetivo não foi cumprido totalmente, mas fiquei contente com os resultados e o visual.
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