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About KungFuSquirrel
- Birthday 06/28/1983
Profile Information
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Real Name
Andrew Weldon
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Employer
Bungie
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Job
Designer
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Location
Bellevue, WA
Profile Fields
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Website
http://www.button-masher.net
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Radu reacted to a post in a topic: koth_roundhouse
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That's some sky, bex. /sunglasses
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If anyone wants to try the PS4 alpha, I've got a big ol' pile of North American codes + a handful of european codes. Drop me a PM! Servers are live through Sunday.
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Sprony reacted to a post in a topic: Aww yisss. My mapcore shit came.
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Skjalg reacted to a post in a topic: Aww yisss. My mapcore shit came.
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Thrik reacted to a post in a topic: Aww yisss. My mapcore shit came.
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My shirt should be arriving soon! Thrik, you really should call the mug the "Murg" on the site. Do it!
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Pinned this - here's to many more joining the club!
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KungFuSquirrel reacted to a post in a topic: Playstation 4
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Squad reacted to a post in a topic: Counter-Strike: Global Offensive
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FMPONE reacted to a post in a topic: Counter-Strike: Global Offensive
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Congrats, everyone! Do we have a list of the MapCore skins that have made it in? Looks like Pulse is back in this set?
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Sprony reacted to a post in a topic: Wolfenstein Returns?
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instead of "de_import" you should just call it "export" har har har. (eager to see where you take this!)
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KungFuSquirrel reacted to a post in a topic: Mapcore update - Real names can be added
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[CS:GO] de_himeji_castle - Final Release (Defusal Map)
KungFuSquirrel replied to JorisCeoen's topic in Level Design
Welcome! I moved this over to "Work Release" as it's a full release and not in-progress. -
That looks MUCH better, nicely done! You should get a clean thread up with fresh shots in the Work Release forum so I can tweet the hell out of it
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KungFuSquirrel reacted to a post in a topic: [CS:GO] De_marquis
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Groundhog Day + Source Code + Starship Troopers = sign me up.
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KungFuSquirrel reacted to a post in a topic: ProBuilder 2.2 (Full source, extrude, edges, yay!) finally done!
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I dabbled with a bunch of Quake 1 maps - before I knew how to adjust the Worldcraft grid from 64, I made this map of "Hell" that was a big blocky metal mess with a 1-unit thick lava plane (since, you know, if you sized lower than the grid size it'd snap to 1). You'd fall through the lava into a huge open floor full of Zombies with no cover. It was amazing. My first playable map was a Half-Life DM map called "The Maze" in 1999. I made it for a LAN party; it's a silly map where you run around the bottom but then go up ramps on the side to try and jump the gluon gun at the ceiling. In hindsight I actually kind of almost started to know what I was doing, which is neat. My first released map was "Planet Half-Life HQ," a map I made for the PHL HL1 DM map challenge back in 2000/01. I didn't finish in time for the competition deadline, but that contest gave me the motivation I needed to finally FINISH a map instead of just messing around for months. The momentum from that led me to release a whole bunch of other HL1 DM maps that summer, leading to discovering a mod called Natural Selection that fall, and the rest is history.
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I've been plodding through the campaign while some of the dust settles on MP, and I have to say I'm really impressed. Yeah, sure, it's a bombastic military shooter but it's a really good one - this might be the finest one since Modern Warfare. The South China Sea mission is one of the greatest FPS levels I've played in recent memory. Congrats to everyone here who had a hand in this; I'm going to put a lot of time into this game.
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Speaking strictly PC, I'll take Diablo 2 over Diablo 3 any day. Buuuuuuut.... My wife and I just finished our couch co-op sessions of D3 on the 360 the other night, and holy shit that feels like the definitive version of Diablo III. So, so good. We had a blast, and will probably tear through it another time or two before we end up co-oping through D3+Reaper of Souls on PS4. High fives all around!
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How are you creating the terrain? Is this all noise generation, or are you using the polygon editor to seed the initial shapes? For the Canyon-themed levels on Starhawk, I had issues with steep slopes getting completely wiped out. I manually added a little lip around the edges where the erosion was wiping things out to sort of "collect" the flow and maintain the shapes below. You might also be able to do something similar using custom falloffs on polygon primitives.
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KungFuSquirrel reacted to a post in a topic: Gravity
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hooooollllyyyy shit that was fantastic. Even worth seeing in 3D (though IMAX 3D is actually not terrible). Watch it!