WIP in WIP, post your level screenshots!
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@Bevielis These were my only references,...and will be a hostage rescue map

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Quote from jebus_c
On 2016-12-26 at 8:09 PM, jebus_c said: that was cool but the difficulty slumps a bit here and there if the segment started with giving the mega it'd keep the pacing even through the segment and put pressure on the player on repeat attempts
yeah I have kind of noticed the same. There is another fight later in the level that has much better pacing. There are a couple spots at the moment where I feel like I need to normalize the spikes in challenge and keep a more steady flow of situations.
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Quote from Corvus
Reminds me a lot of Battlefield 3's Armored Kill dlc map called Alborz Mountain, except prettier
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Quote from tr0nic
Just now, tr0nic said: Reminds me a lot of one of bf3 Armored kill dlc map called Alborz Mountain, except prettier
( bf3 maps were awesome )Yeah, it was inspired a lot by that map actually.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Working on my cartoon rts scene, inspired by ageonline
(two shots day and night)You can also cut the trees

See that here
Feel Free to give me a lots of comments and feedbackExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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It's looking pretty rad, but you need more tree variation and pointy tops.
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To add onto Radu's suggestion, you could use more ground foliage like patches of grass, bushes, rocks
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Very early and rough WIP to test urban night setup/lighting
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Looking awesome!! A night map with lovely vissibility, goodjob! I think u should reduce the beam of the lampposts
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Quote from Castle
17 hours ago, Castle said: https://steemit.com/gaming/@thecas…8-ready-to-play
Here is my feedback:
Spoiler So I played it on vanilla and recorded a demo, then I got a BSOD (unrelated to the map) at about 2/3 of the map. It was pretty fun all throughout apart from that. The ambush at the 6 buttons/elevators thingy was fun and unexpected. The secrets are well done, the monsters are well used. Good use of the jumping/crouching mechanic. I would've made it more clear that you can use jumping/crouching right at the start of the map, but I guess that's what the green armor secret is here for.
My main gripe is that there is waaaay too little ammo to work with, more than once I had zero ammo and a bunch of high HP monsters in front of me. I guess that has to do with not using brutal doom more than anything. I'll play on brutal doom, finish it and record a proper demo next time.
I got stuck after I got the blue key and opened the "main" blue door that leads to a big combat area with pinkies, imps and an archvile. The blue door opened, when I saw pinkies I backed a bit, and the big metal bars that were supposed to block my way back (I assume) closed right in front of me. In any case I had zero ammo left when I opened that door, there is no way I could've won that fight.
On the balcony with some imps and cacos that is accessible after you pick up the blue key, you can jump inside the arena with a bunch of pinkies and a hell knight. I'm not sure if that's intended but I got stuck here as well with no ammo.
Right after the starting area, I jumped into the lava looking for a secret. There were no teleporters in the lava and I died. Also I much prefer when the lava is solid rather than "watery".
I'm not a huge fan of having to kill monsters to open a door, but that's just me. I got stuck in the room with the SSG because I didn't have enough ammo to kill the revenant. I had to go to the blue armor secret to get 4 rockets to be able to kill him and proceed.
EDIT: replayed it in brutal doom and ammo was indeed only a problem in vanilla. Here's the demo http://www.cjoint.com/c/GAfldPuxNPM
The fight after the blue door was pretty difficult but fun, I think most of the damage was from these damn respawning imps. I had little ammo to deal with the hitscanners but that's ok. The puzzle area was great and had a nice "oh shit" moment when I realized there was a bunch of invisible archvile and lots of dead bodies around. I'm not exactly sure why there are UAC crates around, doesn't really fit the theme. The skybox doesn't fit either.
Apart from some ammo issues and a little more polish I'd say it's a pretty solid map.
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Ever wanted to learn about space and shoot people at the same time? Soon™ your dreams might come true.In all seriousness, finally pushed past my unmotivational phase and starting doing some work. However custom assets are still a struggle for me, I need to spend way more time in 3dsmax. But those are the drawbacks of making my first map full with custom assets :).
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Did you experiment with Maya too? I find it much closer to Hammer than 3ds Max

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Quote from Minos
5 hours ago, Minos said: Did you experiment with Maya too? I find it much closer to Hammer than 3ds Max

No, I recently switched from Blender to 3dsmax (because of Wall Worm). I quickly checked out Maya on some Youtube tutorials, but what you exactly find closer to Hammer to it?
I've read somewhere that 3dsmax is good for easy stuff, but hard for doing advanced stuff. And Maya is easy for advanced stuff, but hard for easy stuff (if that makes sense).
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Quote from JSadones
1 minute ago, JSadones said: No, I recently switched from Blender to 3dsmax (because of Wall Worm). I quickly checked out Maya on some Youtube tutorials, but what you exactly find closer to Hammer to it?
I've read somewhere that 3dsmax is good for easy stuff, but hard for doing advanced stuff. And Maya is easy for advanced stuff, but hard for easy stuff (if that makes sense).
It's a matter of taste but I find it quite the opposite.
The grid system in Maya works much better than Max's, and unlike Max you don't need to add modifiers to edit your meshes. I just find Maya more straightforward to model than Max in general. Give it a try for a day or two and see if you like it!
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Quote from Squad
On 31.12.2016 at 4:02 PM, Squad said: I think this is the first time I post something in this topic

The scene itself is nothing too special, quite some newferno/infernew stuff in it.
The humvee, the wheat field. Smells like Ali CT spawn
Quote from MinosOn 6.1.2017 at 1:27 AM, Minos said: It's a matter of taste but I find it quite the opposite.
The grid system in Maya works much better than Max's, and unlike Max you don't need to add modifiers to edit your meshes. I just find Maya more straightforward to model than Max in general. Give it a try for a day or two and see if you like it!
So you say if i want to learn modeling i should rather go for Maya? Still can't decide which program to learn

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