nice concept I would look at expanding the fishing mechanic to be a bit more involved and a bit more minigame like. Maybe some varying puzzles that it randomly picks. Almost like a mario party game.
WIP in WIP, post your level screenshots!
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Thanks! I've been thinking a bit about that too. Currently my plan is that once the player catches a really big or rare fish you would get a mini-game, so it's also a challenge the harder catches get even more rewarding. I still want the player to be able to 'hoard' fish quickly, but if that turns out to be boring I guess I have to add a mini-game for every fish.
I will definitely add some puzzle games, but where - I'm not sure yet!

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Part of a map I'm working on.
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For a second, before watching the video, I thought this was Duke Nukem forever

Impressive work there; the 1960-1980s era of Portal 2 is one of my favorite parts of the game and I'll be definitely looking forward to play this level when it's finished.
Good luck

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Very impressive work Tartaros !
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Don't know if anyone used to use it but VBCT was updated a while ago to work again, so you can easily compile cs:go maps with it now.
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latest wip (veeeery wip),
its a early misty morning and the local radar station is under attack,
custom content by myself, resource: cgtextures
big thanks to will2k for assisting me with the textures
...playtest proved it fun, now it just needs to get dressed and lit the fcuk up
also, anyone know if its possible to add custom player and weapon skins to a level?
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Cool setting
Quote from mr.Palso, anyone know if its possible to add custom player and weapon skins to a level?
This is just a guess, but if you'd define a custom player model in the .kv file and make sure everything is pakratted, it might work?
Also, there is a grey SAS model, it's just not used in official content:
[Blocked Image: http://users.telenet.be/gus/Grey%20SAS%20model.jpg]
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Quote from SquadDisplay More
Cool setting

This is just a guess, but if you'd define a custom player model in the .kv file and make sure everything is pakratted, it might work?
Also, there is a grey SAS model, it's just not used in official content:
[Blocked Image: http://users.telenet.be/gus/Grey%20SAS%20model.jpg]
thanks, there is hope...
one more wip of my crossmix level of prodigy-facility and good ol' gasworks, doesn't show much but:
got some props and lights going,
added the possibility to walk on all the roofs and a sniper platform half the way up the antenna (made the map approximately 100000% more fun)
changed and added a few routs after last playtest
release within a few weeks,
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I need to make a proper gameplay plan soon
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hahahahaha, that dive. Amazing.
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got some time over this weekend, adding a few wip from my latest level,
left to do: fixes, fixes, fixes
CT spawn
[Blocked Image: http://i.imgur.com/64UV63j.jpg]
catwalk from ct spawn to vent
[Blocked Image: http://i.imgur.com/i3gpQXs.jpg]
catwalk T side
[Blocked Image: http://i.imgur.com/3XC9aAS.jpg]
T side yard, access to catwalk, garage, boost or side
[Blocked Image: http://i.imgur.com/Xz1gGEM.jpg]
near T spawn
[Blocked Image: http://i.imgur.com/7JL392f.jpg]
Tside
[Blocked Image: http://i.imgur.com/TBaAyat.jpg]
Asite
[Blocked Image: http://i.imgur.com/Oo2Jcar.jpg]
vent
[Blocked Image: http://i.imgur.com/5tNoYh2.jpg]
garage
[Blocked Image: http://i.imgur.com/EVkXPeI.jpg]
not final compile...
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that looks very cool, but the pathways are very thin and capped off with even smaller doorframes, leaving players with very little options if they get spotted
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Quote from mr.PDisplay More
got some time over this weekend, adding a few wip from my latest level,
left to do: fixes, fixes, fixes
CT spawn
[Blocked Image: http://i.imgur.com/64UV63j.jpg]
catwalk from ct spawn to vent
[Blocked Image: http://i.imgur.com/i3gpQXs.jpg]
catwalk T side
[Blocked Image: http://i.imgur.com/3XC9aAS.jpg]
T side yard, access to catwalk, garage, boost or side
[Blocked Image: http://i.imgur.com/Xz1gGEM.jpg]
near T spawn
[Blocked Image: http://i.imgur.com/7JL392f.jpg]
Tside
[Blocked Image: http://i.imgur.com/TBaAyat.jpg]
Asite
[Blocked Image: http://i.imgur.com/Oo2Jcar.jpg]
vent
[Blocked Image: http://i.imgur.com/5tNoYh2.jpg]
garage
[Blocked Image: http://i.imgur.com/EVkXPeI.jpg]
not final compile...
That looks genuinely awesome!
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Quote from mr.PDisplay More
got some time over this weekend, adding a few wip from my latest level,
left to do: fixes, fixes, fixes
CT spawn
[Blocked Image: http://i.imgur.com/64UV63j.jpg]
catwalk from ct spawn to vent
[Blocked Image: http://i.imgur.com/i3gpQXs.jpg]
Tside
[Blocked Image: http://i.imgur.com/TBaAyat.jpg]
garage
[Blocked Image: http://i.imgur.com/EVkXPeI.jpg]
not final compile...
Looking good!
Would suggest adding more small lights on the exterior to lead the player (judging by screenshots only). The path to B-site in the first shot looks very dark along the catwalk.
garage - keeping with the dramatic lighting, you could throw some flood/spots along the ceiling to cast nice shadows from the beams onto the upper walls or maybe the floor. The stairway in the foreground looks super dark. And maybe drop a stain/props near the bronco wheels? Tires on clean concrete tend to look like they are floating (minor, but they always pop out at me).
Maybe throw some really tall antennae on the roof to oppose the metal work shooting into the sky. Something to balance your screenshots and give the sky depth.
Can't wait to see more!
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That looks insane mr.P. Very original. Now excuse me while I save those screenshots into my reference folder.
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Quote from mr.PDisplay More
got some time over this weekend, adding a few wip from my latest level,
left to do: fixes, fixes, fixes
[Blocked Image: http://i.imgur.com/i3gpQXs.jpg]
not final compile...
Great work

Reminds me of the dam level in Return to Castle Wolfenstein.
This could also work as a finale level for L4D2 if you ever decide to recycle

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thanks all,
veeblur, just been copy pasting light in some areas to check visibility, will spend some more time on those sexy shadows once the level is close to final, save the best for last
been discussing (with myself) whether or not the outside should be lit more, since it's supposed to be a bunker-like complex I'd wanted the outside to be as subtle as possible, the options are; keep it current - harder for snipers, fake lights to ease visibility or/and add some flood lights - this would make the base feel more majestic...still haven't decided, we'll see by the end of the week

however in its current state player silhouettes are an easy read
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Quote from mr.PDisplay More
thanks all,
veeblur, just been copy pasting light in some areas to check visibility, will spend some more time on those sexy shadows once the level is close to final, save the best for last
been discussing (with myself) whether or not the outside should be lit more, since it's supposed to be a bunker-like complex I'd wanted the outside to be as subtle as possible, the options are; keep it current - harder for snipers, fake lights to ease visibility or/and add some flood lights - this would make the base feel more majestic...still haven't decided, we'll see by the end of the week

however in its current state player silhouettes are an easy read
Sounds good - just wanted to make sure it was on your radar. It pains me to see players jack up the brightness on nice looking maps to counter dark spaces (Seaside for example), but that also depends on the audience you are trying to reach I suppose. Either way, I really like the direction you are taking with the lighting so far.

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