ElectroSheep Posted July 13, 2014 Report Posted July 13, 2014 You can add sidewalks, some metal plate floors that can have some industrial purpose. And also having a blend between clean and dirty concrete could be cool geogzm 1 Quote
ZZZ Posted July 13, 2014 Report Posted July 13, 2014 Minor changes. I'm not going to add more detail, this is BSP and BSP is meant for low poly. Quote
Spherix Posted July 13, 2014 Report Posted July 13, 2014 (edited) I'm always getting side-tracked of whatever I do.. https://www.youtube.com/watch?v=pebKd9q0LSk Edited July 13, 2014 by Spherix 2d-chris, gotcha and Vilham 3 Quote
geogzm Posted July 13, 2014 Report Posted July 13, 2014 Low poly stuff's always interesting, seeing what people can do with a limit Quote
Skacky Posted July 13, 2014 Report Posted July 13, 2014 Another batch. This thing is chugging so many brushes there's no way it'll be as big as my Honey map, but it should provide some good fun nonetheless. RaVaGe, Seldoon182, WD and 5 others 8 Quote
ZZZ Posted July 13, 2014 Report Posted July 13, 2014 But this is 2014 ... The problem is that the engine self occludes things and portal based rendering really restrains how open a map can be. Quote
2d-chris Posted July 13, 2014 Report Posted July 13, 2014 Yup, but there are other options you know, other games, other engines ... it sounded like you'd prefer to add more details but you can't, but there's nothing stopping you from moving on and doing that The maps still have room for improvement in other areas though, brushwork detail and scale is not what makes a "prettier" map Quote
Sprony Posted July 13, 2014 Report Posted July 13, 2014 Another batch. This thing is chugging so many brushes there's no way it'll be as big as my Honey map, but it should provide some good fun nonetheless. **PURE AWESOMENESS** If you need testers... Quote
Idolon Posted July 17, 2014 Report Posted July 17, 2014 Almost ready for the 3D sky! yaaaaay mkandersson, catfood, Skacky and 2 others 5 Quote
FMPONE Posted July 17, 2014 Report Posted July 17, 2014 Almost ready for the 3D sky! yaaaaay This is starting to shape up, good job! In the way of crit: I would try to add more detail to the areas so that there aren't so many "flat" brushes, try to add props to the wall panels, try to add blends to the displacements (even the floor surfaces inside the shacks, etc) Idolon and penE 2 Quote
Spherix Posted July 24, 2014 Report Posted July 24, 2014 (edited) Arrived at work tomorrow, got notified of CS:GO update... Fixed a crash on round end/restart or player spawn if a player was parented to another entity that was cleaned up. This bug was preventing me from releasing my func_vehicle version for CS:GO as it would crash the server if a player was still in control of a car on unusual round endings.. Now I have to work for 8 more hours until I can try this out. So happy / so anxious . Edited July 24, 2014 by Spherix Quote
aaaaasdasdasdasdasda Posted July 24, 2014 Report Posted July 24, 2014 (edited) Made this map in response to someone saying that there was a lack of good arms race maps. Was a good test for detailing! Edited July 24, 2014 by ruarai General Vivi, catfood, TheOnlyDoubleF and 5 others 8 Quote
Castle Posted July 24, 2014 Report Posted July 24, 2014 (edited) Check this out, Voxel level design work in Unity. This is my first time working in unity too. With that said, I feel as though voxels may soon be edging out standard terrain and model development pipelines at this rate. edit: This is for Subnautica Edited July 24, 2014 by Castle Jord, TheOnlyDoubleF, FMPONE and 6 others 9 Quote
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