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Posts by soultron

  • Wall Worm Wants YOU and your pretty maps

    • soultron
    • January 21, 2015 at 4:06 PM

    I might give this a go. I'm more comfortable with Max from prototyping layouts and placeholder models during my dayjob already, so this seems like a great excuse. I do agree that the timeline does seem a bit daunting.

    I'm sure many people will say they could ship a map by the date you've suggested (might not look or run great though, depending on the person), but I personally worry about the necessary buffer time allotment for playtesting and iteration, custom asset creation (start to finish), and optimization.

  • CS:GO Workshop: Weapon Finishes

    • soultron
    • January 9, 2015 at 5:36 AM

    Big congrats to SA! His G18 made it into the new Chroma case!

    Here's my current WIP. Trying to go for more of a WipEout style (might do a plain and then a "sponsored" livery version complete with fake company logos, like a race car livery) but it's looking very Asiimov right now.

    Very rough, just playing around with placement, colour palette, some basic graphics/decals for now.

    Quote

    [Blocked Image: http://i.imgur.com/U5k3Suq.png]

  • What I'm Working On

    • soultron
    • January 5, 2015 at 9:13 PM
    Quote from D3ads

    Thrik, there's another troll here!

    It's all I could add since I'm still at work and can't go in-game to check the layout. :'U

  • What I'm Working On

    • soultron
    • January 5, 2015 at 6:50 PM

    FMPONE is working on HL3, you heard it here first.

  • CS:GO Workshop: Weapon Finishes

    • soultron
    • January 3, 2015 at 11:21 AM

    ^^^          

    Very nice work, Mind! I love the fact that you modeled a carrying case for your M4 to sit in!

    I feel... silly posting my first skin, having to follow your post!

    I'm still getting used to 3D, as my main skill is level design, but this was my first go at finishing a full skin and going through the process of finalizing, submitting, and prepping my Workshop page for it. Learned a lot. Can't wait to go full-on with my next skin.


    M4A4 | Verde Technical


    Quote

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/3410755889…5723BC482CF686/][Blocked Image: http://cloud-4.steamusercontent.com/ugc/3410755889…6D1E5EC35D1055/][Blocked Image: http://cloud-4.steamusercontent.com/ugc/3410755889…2A2C40E5584C9D/]

  • [CS:GO] de_(snow??) - Mapping Journal

    • soultron
    • December 17, 2014 at 4:37 PM

    Nice to see that you've added some height and verticality to the map via staircases and catwalks. That will definitely break up long/straight stretches on the XY.

  • CS:GO Workshop: Weapon Finishes

    • soultron
    • December 17, 2014 at 4:20 PM

    Working on this one, still needs more detail work and I need to figure out how to get the full skin (think P90 Asiimov) without the stock bits like the magazine carrying over from the default skin.

    [Blocked Image: http://i.imgur.com/UNGIHfE.png]


    I also might need to mess with the Phong settings because it looks very glossy, especially in the butt/stock and the front grip. It should be more flat/matte, I feel.

    EDIT:

    OK, took me several tries but I finally figured out how to work the alpha channel to make sure the bits Valve wants to be 100% worn, starting even at Factory New condition, actually show up. I need to finish up the rest of the gun now. Some bits feel really empty and look bland compared to the rest of the gun, mainly the magazine and the cocking knob. Here's my current WIP from tonight.

    [Blocked Image: http://i.imgur.com/PWgV6G3.jpg]

  • cs_workout

    • soultron
    • July 30, 2014 at 10:06 PM

    First off, this looks great. I like the layout and (4?) lanes it looks to have. Cannot wait to play!

    On the barricades point, I agree with Puddy on this, but maybe not to the same degree.

    The barricades look like they could be jumpable and the area behind them playable space. Readability when a player is crouched near the barricades might also be low. (Invisible walls using jumpable-height barricades in CS is always something that's bothered me though.)

    Would it be possible to hang mesh gym partition screens or something from the roof to achieve the same effect? http://www.spaldingequipment.com/category.aspx?…ivider+Curtains I know this could potentially block the view of the bleachers, unfortunately. Just an idea.

  • [WIP] Half-Life 2: Dreaming

    • soultron
    • April 10, 2014 at 9:38 PM

    Love the last area shot. I hope we're able to use that walkway (upper level, "3A" graffiti nearby). I say that selfishly... one of my favourite concepts in SP experiences is seeing something from your current view, being able to go in/over there and then see the space you passed through from a different perspective.

  • [CS:GO] de_guard wip

    • soultron
    • January 22, 2014 at 4:08 AM

    Seems very, very large from the screens. You can add detailwork like pillars embedded into walls to break up long flat walls. Also, the floating interior balcony with the staircase looks like it needs pillars to support it, if you're going for a realistic approach to your architecture. That or supports/trusses that connect to the adjacent walls only, rather than going all the way down to the floor like a pillar would.

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