https://drive.google.com/open?id=0BzPwe…c2I0Wmw3cW9odlE
Another dropbox update. trying to make the T-entrance more visually inviting.
https://drive.google.com/open?id=0BzPwe…c2I0Wmw3cW9odlE
Another dropbox update. trying to make the T-entrance more visually inviting.
Does anyone know if the game tries to match people on level @Minos - maybe?
I'm wondering if it was the same as queuing with a nova2 + a global elite (fnuggi :P) at the same time in CSGO
I watched the first 20 mins of holy mountian. I switched it off when he was blowing up frogs dressed as mayans.
Quote3 hours ago, 'RZL said: I don't know exactly what it is, but something feels off about this map. It feels kinda bleak, maybe it's the sunlight?
its quite a gloomy skybox
go for night theme+orange lighting
It's the frenquency truncation/artificating that gets me. I'd like to be able to tweak different sound levels in game too- certain players etc.
A batch of screenshots from last night. Testing different colour options so some stuff is a little mismatched at the moment. I think a little muted works better than super bright?
http://steamcommunity.com/sharedfiles/fi…s/?id=580106862
Workshop link updated again- I'm going to try have a playtest tonight and I've made the massively retarded move of submitting it for a reddit playtest ![]()
http://steamcommunity.com/sharedfiles/fi…s/?id=580106862
update posted a couple of days ago. I've now applied a bunch of feedback from this version (mainly vis and clipping issues) and will be compplaytesting a slightly newer version this week. I'd appreciate more feedback before then though
focus is on layout still but thoughts on detailing would be cool
In terms of pretentiousness it was pretty far off the grid - makes quiff boy look reasonable and down to earth
watched most of El topo last night. Shouldn't of tried that sober ![]()
I think level design is too much of a iterative process for 'how to' tutoring.
It's a bit like being taught how to play a song rather than being taught an instrument so you can write your own song.
The only hard rules when it comes to leveldesign are tied to the logic of the game you're building for and what the engine's compiler accepts.
Mapcore can guide you if you get stuck- give subjective feedback on your design choices and objective feedback on stuff like optimisation.
bombsite B on nuke is turning into a beautiful mess of overdesign.
Simplify textures and unify the theme more. I can provide examples tonight if that helps.
Quote from RedHawk9 hours ago, RedHawk said: Not even for that one single half-dome?
That one dome is probably 20% of your brush limit and destroying any chances of optimisation on your map. I don't know why valve have the carvetool as an option still- does anyone (of professional level) use it?
Regarding the map- you should build a layout before you think about how you'll implement the theme. The theme should accent the layout- Not dictate it. Rome could be pretty cool though!
Quote from TheOnlyDoubleF14 hours ago, TheOnlyDoubleF said: I broke up with my girlfriend about 1 months and 2 weeks ago... It's really hard to turn the page.
I'm getting on a new diet: I have about 5 fat kilos to leave. I'll try to loose at least 3 of them by the end of the month while getting the muscles back. I did it before. I can do it. My problem is how I eat when I get back home afterwork so I have to slow down the food in the evening and get full vegetables meals and soup without carbohydrate.
I'm putting the Ultraflow brand on sale btw. I want to get out of this to get a fresh start with my new job. School will be over in 21 days
and there's only one month before I move as game designer at Eden Games! I'm so excited to get back to this studio (even though I'm tired of looking for a new appartment in Lyon). Entering the Mapcore Job Census :3
New city, new "game" field, new job, new body (#hope), new life style, new objectives... Damn July is gonna be pretty interesting ahah.
All sounds like good stuff. 'turning the page' will be easy once the new job starts ![]()