Yeah, thats sabbath, national. Had it stuck in my head last night while I was working on that movie.
Posts by jilted
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Well, I have been DYING to show this off and I think these shots are far enough along where I can show them off just a little bit.
I would like to thank Squirrelly for his amazing texture set for the castle, it really is going to blow you away.
I have started my first texture work, you will see some of that on the garden fence.
This is extremely WIP, so please dont make too many judgements from this poor quality movie. Shadows are just run on medium, so there are a lot of errors.
I WILL NOT be using this skybox in the final version of the map, it is from armored fury.
anyways, enjoy. i will try to get some high quality screenshots for an upcoming news release
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Have a good time squirrelly.
Hope you spend the time looking for tan lines on the beach.
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My first complete map for cs/hl1
[Blocked Image: http://synthesisgraphics.com/spraycs/images/prowg/de_prowg0000.jpg]
[Blocked Image: http://synthesisgraphics.com/spraycs/images/prowg/de_prowg0004.jpg]
had really poor spawnpoints, action was much too close...
took me a week to find all my leaks during first compile (big block ftw)
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The overhead shot is a little wierd, player perspective wont ever be that high so I definatly didnt spend a lot of energy in that area. Mostly just rendered that shot to give a layout. Entrances on the (in the render) bottom through a gatehouse, right through the courtyard entrance, left up a small ladder (there is a cliffface I want to add grappling hooks to on that side), and through a hole in the wall on the top.
I scaled my building up from the real thing, needed more room to move and really wanted to use that scale to make the building feel more imposing from a players perspective.
Basically my concept was to bring a FPS feel to the battlefield game. I have designed custom weapons loadouts and hope to have a gamemode to add a little action as well.
Overall been a really fun project. Will post some textured shots once they have been made public.
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Definatly needs some depth to that exterior. Those flat walls make flat shadows, really need to see the relief in those buildings.
Good start though.
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/me waves
Its been a LONG time since I have been on mapcore, glad to see so much amazing work.
This is a project I am working on for a BF2 mod, Point of Existence.
Buildings are under 8,000 polys each and all have interiors.
Project is a bit further along than these screenshots, but cant show the textured work yet. Squirrelly is creating the texture set for this model.
http://www.synthesisgraphics.com/images/keep1.jpg
http://www.synthesisgraphics.com/images/keep2.jpg