launch the game with -insecure
type buildcubemaps in console.
fuckn done ![]()
launch the game with -insecure
type buildcubemaps in console.
fuckn done ![]()
Team:
@Terri - Assets, Environment Art and Level design
@Vaya Level Design and scripting
@Lizard - Environment art and Level Design
This map started life as part of the Day of Infamy MapCore/GameBanana 2016 Contest. We took the original design, looked at NWI's feedback and tried our best to act accordingly. What resulted was a much expanded layout that added multiple new routes for both teams- opening up new options and turning 'deadzones' around the map into critical gameplay areas. The docks was expanded and visually improved to a point it changes the feel of the whole map, hopefully for the better. As DOI is still being developed we took advantage of all the cool changes as they came - world GGX shaders, Parallax textures...it all seemed to come at the perfect time to be implemented into the new build.
Thanks to everyone that helped get this map shipped, you're all awesome people ![]()
Workshop - http://steamcommunity.com/sharedfiles/fi…s/?id=956527533
Okay a little more awake
We'll do our best to keep this thread up to date with progress. We love feedback so feel free to send any to us here, on steam or on discord. ![]()
We're having a mapcore playtest today soon
I'll post more about my plans here once I'm fully awake
I would suggest giving the lighting a good pass. look at how it's set up on official levels and replicate. Is this a 'final' compile too?
Quote20 hours ago, 'RZL said: It's been a hard choice but I've decided that I win the contest. Unlucky to all other participants
I think you need to review your stairs ![]()
This screen. Its like a game finding all the weirdly used props ![]()
The map seems to be progressing nicely but be careful how you build your scenes ![]()
Gattaca and Moon. Two stellar films. More like these please?
Looks great! Can't wait to test it ![]()
would you be willing to pass the project to someone else here to finish it off? it seems like a massive waste to just scrap ![]()
Quote from grapen1 minute ago, grapen said: Yeah I can recollect the arguments of the two camps from the last contest, though in the end I believe you said it best, that giving exposure to the most promising maps is what is really important. At least I think you said something to that extent, please correct me if I'm wrong.
If I were to bet, the winners of this contest will likely be teams of two or more who already have a layout and/or art ready to ship. Might be a dark horse out there, like @jakuza who I believe started from scratch last time? So basically more or less like last time. Not that I think that's bad, just backwards for reasons already stated. But I'll be following this with great interest, and stand ready to eat my words should I have to.
jakuza had been playtesting royal (or streets as it was known then) for months before the contest hit. the layout didn't really take a good shape until later on though.
Quote from grapen1 hour ago, grapen said: Unfortunate. Got very excited at first since the last released version is far from complete in the sense it's been worded. But I'll leave it at that, c'est la vie.
I'm in the same boat. I thought I would be okay as the artpass on the map was 'temp' but these things happen
That'll be another nope then ![]()
http://steamcommunity.com/sharedfiles/fi…s/?id=580106862
Hi Guys. Can you confirm if the above would be valid considering we were planning fully retheming and re-arting the map (sans reusing a couple of assets) and uploading as a new entry? It's the equivalent of re-greyboxing the map and building it back up in a different style.
Thanks
bastion I'm legit throwing 100s of PC things away just now at work - keyboards included. let me know if I can do anything
stop using hammers to operate your PC
take the GPU out and try booting