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  3. TarrySruman

Posts by TarrySruman

  • LEGO movie trailer

    • TarrySruman
    • June 19, 2013 at 10:59 PM

    The stop motion effect is awesome

  • WIP in WIP, post your level screenshots!

    • TarrySruman
    • June 9, 2013 at 6:52 PM

    The fan room and the last shot look great, but I think you should work on the area in the first two shot, especially the lighting. Those spot lights draw the eye to the areas they're lighting up, but there's nothing there, and whatever is in the middle is too dark to distinguish.

  • Xbox One

    • TarrySruman
    • June 7, 2013 at 8:17 AM

    Welp, looks like its back to Sony for me this generation

  • Post your gaming room

    • TarrySruman
    • June 7, 2013 at 2:59 AM
    Quote from Sentura

    Plus it's always nice to go outside and see that people are still alive in the world. In housing areas or in suburbs and rural areas in general there is a lot less traffic.

    Definitely this

  • What have you watched recently?

    • TarrySruman
    • June 7, 2013 at 2:56 AM

    I watched "Headhunters" on Netflix a couple nights ago. That was a damn fun movie

  • Leadwerks on Greenlight

    • TarrySruman
    • June 6, 2013 at 5:02 PM

    Hammer with kismet and easier importing of assets? Sign me up

  • General Hammer Editor Tips

    • TarrySruman
    • June 1, 2013 at 9:26 PM

    Shift-dragging certain entities (path_track and I think keyframe_rope as well) will create a copy of that entity and automatically set the "Next Keyframe" field to the new one.

    This is especially useful for creating payload tracks in TF2

  • [CS:GO] de_convention

    • TarrySruman
    • May 20, 2013 at 5:02 PM

    I find that if you change the setting to let them get the bomb they behave significantly less stupidly. Still bad but it seems that when they always defer the bomb to you they end up all going in one direction.

    Also that new layout looks significantly better. Having lots of cross-linking like you said makes the fights confusing and frustrating because enemies are coming from all directions and you're constantly flanked.

  • [CS:GO] de_convention

    • TarrySruman
    • May 19, 2013 at 9:53 PM

    Woah, that's a pretty convoluted-looking overview. Could be neat but right now it seems like there might be too many paths.

  • What are you playing now?

    • TarrySruman
    • May 18, 2013 at 4:05 AM

    The fewer shitty things the community adds, the better. But it's nigh-impossible to find a populated server without side chat these days.

  • What are you playing now?

    • TarrySruman
    • May 17, 2013 at 10:07 PM

    I'm slowly sliding back into DayZ. I don't want to but I don't think anything can stop it at this point.

  • UDK - Sci-fi Dungeon crawler prototype

    • TarrySruman
    • May 17, 2013 at 6:29 PM

    God damn

  • ITT: Post maps/scenes that never saw the light of the day.

    • TarrySruman
    • May 15, 2013 at 8:24 PM

    I love the idea of someones little spot in the middle of a big, drab industrial world. Great job

  • WIP in WIP, post your level screenshots!

    • TarrySruman
    • May 14, 2013 at 4:36 AM

    Planned and blocked this out this morning based on a vague idea I had. Not sure where I'm going with this. (Half-Life 2)

    [Blocked Image: http://i.imgur.com/P1X4SjB.jpg]

  • MapCore CS:GO Playtesting 2.0

    • TarrySruman
    • May 10, 2013 at 8:14 AM

    Venezia

    I really liked the main combat areas (mid, the routes between and before the bombsites) but I didn't like the bombsites themselves. They were pretty small and flat, and the actual planting zones were really tiny and oddly placed, especially at A. Also a minor complaint, but it seemed like the way the spawns were oriented made very few terrorists take the direct route to A, since you have to make an awkward u-turn to get there straight out of spawn. Overall fun though.

    Chinatown

    Really intense and a blast to play. Feels much more like a deathmatch than a defuse match, but I gather that you intended that. I think that the best change would be to give the terrorists a little more cover in the real big alley on the edge of the map, since it was kind of a sniper deathtrap whenever I went there. Didn't notice any glaring layout issues, so just keep on testing for balance and you've got a great map.

    Transit

    Wow 0/10 worst map what loser made this

  • [UDK] Artifact Research Lab

    • TarrySruman
    • May 9, 2013 at 7:20 AM

    That ceiling texture is really noisy and distracting. Try making something less busy and high-contrast so it doesn't draw the eye away from the rest of the scene.

    Really liking the wall texture though.

  • UDK 4 finished environments out of 5 (need feedback...)

    • TarrySruman
    • May 8, 2013 at 9:22 PM

    I don't mean to be a dick here, but all of these look like they're running on a mobile platform from three years ago. If you were actually making these for low-spec devices, good job, though they could all use some additional detail. If not, your assets are far too low-poly and your textures are way too low-resolution. It's mostly a problem in the first and fourth scenes. Look at the buildings in the fourth one, I'm sure you can do better.

  • De_ruins

    • TarrySruman
    • May 6, 2013 at 8:59 PM

    Last shot needs more foliage imo. Looks kinda plain compared to the rest of the map

  • Professional Enough?

    • TarrySruman
    • May 5, 2013 at 10:25 AM

    Pretty much what everyone else said. These would probably be good portfolio material if they accompanied the final map

    eg. "here's the level I made, and here's my planning documents, look at how professional I am"

  • Level designs created in Unity Game Engine using GameDraw

    • TarrySruman
    • May 5, 2013 at 10:18 AM
    Quote from knj

    drop the dubstep !

    I want to make the joke but I wont

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