I've missed the quality of work from this community. Awesome work guys ![]()
Posts by PS_Mouse
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Hi guys

I've started work on a map inspired by the fact that the NS2 engine doesn't have water - a dried out sequel to my NS1 map ns_hydrosity.
Drydosity will be a visit to the now dried out & disused water processing facility from ns_hydrosity. Where hydrosity had dark grey clouds, constant rain and running water, drydosity will have scorching, harsh sunlight, dry winds and a general look of abandonment & desolation.
First, the layout:
AS = Alien Start
MS = Marine Start
TP# = Tech Point #
RP# = Resource Point #
[Blocked Image: http://imageshack.us/a/img694/120/ns2drydositylayout3.jpg]
Now, some reference pictures, to give you guys an idea of what I'm aiming for visually:
I mentioned before that there will be harsh sunlight beating down on the facility. The walls down the one edge of the map will look something like this:
[Blocked Image: http://imageshack.us/a/img100/9765/vistaj.jpg]
AS, which will also be getting a decent amount of sunlight, will be round and look somewhat similar to this pic (but with neither the water nor the random nude):
[Blocked Image: http://imageshack.us/a/img12/8158/atriumr.jpg]
TP2 in the center of the map will be an interesting one to design & balance.
The each of the three grey areas below the tech point itself will have a hydroelectric generator taking up a decent portion of the floorspace:
[Blocked Image: http://imageshack.us/a/img18/7289/generators.jpg]
The portion of the express route above TP2 will capture the outflow from the hydroelectric generators and look vaguely like this:
[Blocked Image: http://imageshack.us/a/img221/8492/japanesesewers10.jpg]
Although I don't have the vents in, when they do appear they'll look something like the pic below - crawlspaces beneath non-existent rooms:
[Blocked Image: http://imageshack.us/a/img221/9875/supports2.jpg]
An image dump of what I've done so far:
These first three shots are taken from the area around RP2. This side of the map will be all windows & skylight.
[Blocked Image: http://imageshack.us/a/img208/425/ns2drydosity00012.jpg]
[Blocked Image: http://imageshack.us/a/img255/9025/ns2drydosity00011.jpg]
[Blocked Image: http://imageshack.us/a/img402/6373/ns2drydosity00010.jpg]
These two shots are taken from either end of the waterway just above TP2.
[Blocked Image: http://imageshack.us/a/img528/8136/ns2drydosity00009.jpg]
[Blocked Image: http://imageshack.us/a/img341/2973/ns2drydosity00008.jpg]
Alien Start:
[Blocked Image: http://imageshack.us/a/img39/5113/ns2drydosity00019.jpg]
A crawlspace vent that goes between the upper portion of the waterway/express route in the middle of the map and the area between AS & TP1.
[Blocked Image: http://imageshack.us/a/img29/7536/ns2drydosity00016.jpg]
[Blocked Image: http://imageshack.us/a/img826/7462/ns2drydosity00017.jpg]
[Blocked Image: http://imageshack.us/a/img405/1972/ns2drydosity00018.jpg]
The area between AS & TP1, where the crawlspace comes out:
[Blocked Image: http://imageshack.us/a/img207/28/ns2drydosity00020.jpg]
[Blocked Image: http://imageshack.us/a/img707/6733/ns2drydosity00021.jpg]
(you can see the crawlspace exit in the background of this pic on the left)
[Blocked Image: http://imageshack.us/a/img837/2364/ns2drydosity00022.jpg]
If you guys have any thoughts on where I can go with this aesthetic, let me know. As much as it does kind of work, I'm getting a bit irritated by how monochrome the level is looking so far.
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I'd just ( at the start of the year ) made QA Lead on one of our smaller projects at the studio.
Thanks Furyo, I have a university course to finish (Bachelor of Interactive Entertainment, Majoring in Game Design) which will keep me occupied (and in Brisbane) until the end of the year.
After that I'll stick my head up and see what's out there as far as full-time QA or Design jobs go.
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I got made redundant

Take me off the list (for now) I guess.
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Oh god, that's genius.

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yup its the routeburn. Most of the pics are from the Rees Valley and surrounding area. A few are from a few day roadtrip we did to the south coast and back.
Btw, all the photos were taken with a Fujifilm FinePix E500.
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Hey all (haven't been in here for ages).
-Stratesiz- pic thread reminded me I never got around to posting pics from my new zealand holiday in here (I don't think.. oops if I already have).
So, here they are:
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ01.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ02.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ03.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ04.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ05.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ06.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ07.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ08.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ09.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ10.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ11.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ12.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ13.jpg]
[Blocked Image: http://i273.photobucket.com/albums/jj239/PS_Mouse/NZ14.jpg]
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I'm really curious about how they did the blood splatter effect.
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The stairs are far too narrow, it'd look better if the stairs were twice as wide; so that the railings are between the blocks.
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Quote from insta
I checked out the website of the first video posted. They had a section for "success stories", and the only one from the Game Design course was a QA guy at THQ. Quote : He said, “This is a terrific opportunity. The only place I see myself going at THQ is up.”
Well he certainly can't go any further down

I'm a QA guy at THQ

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Was that technique used in The Darkness?
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Those combine barricades look completely out of place and I think you need a bit more blue in your light_env.
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Is that garden floating? Perhaps add some more visible supports under it.
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Quote from Bic-B@ll
Hrm, using the colour filter stuff. Now there's a thought.
dont you get smart with me boy, i just cant recall the entity off my name but you can play with hues and contrast and shit ingame.lol, it's not like I can remember what it's called. It is actually an interesting idea though.
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Quote from robert.briscoe
Been working on an idea for a CS map for a while and its looking like it's finally coming together now! I really wanted to give myself a challenge on this and shit what a challenge it is to get dense, lush forest running smooth in Source but I think I've cracked it! Still early WIP but I think its presentable enough to start showing stuff.

I would love to get my hands on the .vmf for this.
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As far as I'm aware, this is nothing particularly new or special.