Oh my...
~~
Thanks sirs.
Zee map is done. I just need to do a final compile.
Oh my...
~~
Thanks sirs.
Zee map is done. I just need to do a final compile.
I miss the Navy~
sigh...
I was there for three weeks and it's not one of the cheapest places to visit. About 80% of the tourists are Canadian which is due to the country's close and important business relationship with Cuba. It doesn't cost them much to go there.
It's a really cool place and I don't think the beauty of Havana with the crumbling historic buildings for example will last very long. Castro is getting old and as soon as he dies I fear it will turn into a shiny disneyland with a gzillion McDonald's restaurants destroying the unique environment.
[Blocked Image: http://stratty.thezazi.net/photos/Cuba1.jpg]
[Blocked Image: http://stratty.thezazi.net/photos/Cuba2.jpg]
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This sign can be found in front of the US embassy ![]()
[Blocked Image: http://stratty.thezazi.net/photos/Cuba18.jpg]
I wonder what they are drilling here~
Looks brilliant. Superb lighting. Every brush serves a purpose, very efficient mapping. A realistic and aesthetically delightful map. It's a tad difficult to say how the gameplay works though.
/me pets cracker
~~
It looks brilliant now~
It looks too generic and without any real purpose. Give the map a soul, a mind of it's own, a reason to exist, some character. Then try to add some visual depth by using more angles and less flat surfaces which includes walls and floors as well. You've used the angles in the wrong places now. There is really no point in making a room round, it just looks silly. Use the angles for additional shapes and creating a more interesting environment. Making corners just round isn't the solution.
The ceiling looks really repetitive, it feels as if you've placed one giant ceiling brush on top of the entire map and just added a texture. It needs alignment, refinement, definement~
Looking very cool sir. The chimney looks funneh~
Outdoor parts looks great, the indoor areas look rather plain and dull and have some rather unlogical pipe constructions like
Create some quality maps for different engines, join a mod team, learn texturing and modeling. Combine that with talent, the ability to adapt to different situations, teamwork skills and you'll get a job.
Most of the pros here have just done that.
It's about talent and experience. Education is of secondary value.
Congrats to Philip "Blazeeer" Klevestav, Pablo "Deckaux" Philipp, and Andrew "Insane" Jones.
/me pets blaz~
y00 can do bettar fettar~ ![]()
It does look very good playability wise.
Is that so?~
Looks pro. Excellent lighting. I'm not sure about the gameplay though. Looks a tad chaotic due to the number of objects that can be manipulated as fletch said.
Didn't she get pancaked some time ago?
It looks like a mess judging by the screenshots although it looks ok. It lacks consistency and a proper theme. It's also better to use a few screenshots that give a clear view of what the map is like instead of thirty something showing every little corner from different angles.
An image of a wall isn't exactly very interesting, for example:
http://www.snarkpit.com/pits/hugh/petro ... ol0051.jpg
http://www.snarkpit.com/pits/hugh/petro ... ol0052.jpg
http://www.snarkpit.com/pits/hugh/petro ... ol0043.jpg
They have a negative impact on the viewer.
In general the map feels like you've done some separate wild brushwork experiments and based your map around them, closed your map area with a brickwall and added a ton off buildings outside of it. It lacks purpose.
Try to make the map feel more logical and natural. Otherwise it looks pretty good but the gameplay feels a tad flat by looking at the images.
I have zero time to work on new maps at the moment ![]()
So far I've only created one brush in the new hammer.