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Posts by Bastion

  • Day of Infamy

    • Bastion
    • September 28, 2016 at 12:21 PM

    They updated the Beta branch last night.

    Three new weapons, binoculars (that you can use to make targets for artillery now), dismemberment and a few more things.


    Was one server running beta last night, people were testing out the new weapons on a new map, devs were there too. was a lot of fun to play with and talk to the devs.

  • WIP in WIP, post your level screenshots!

    • Bastion
    • September 27, 2016 at 7:48 PM

    Been a bit light on things to show again, still getting the final bit of the map's layout done. So have a image of a slightly improved area of the map.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597100085177218/28C33262E32EA79CDE26D3616735D6D708B43F2E/]

  • Marino (Offensive)

    • Bastion
    • September 25, 2016 at 3:43 PM

    Update #3

    First up, I lived up to my plans in my last update to fix some problems in the map, mainly that one piece of redundant space in the fortress from the final german spawn. There is now a path that leads down from the spawn.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590553332769/44BBBF12BAD75C573C70487536F9CA2C382D93C4/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590553333188/BD7F0980D7EDD3A9021EBD47EADAC75412F09477/]

    This path is only really useful for the final point, if you need to move to the mid point quickly, better to go and take the regular path.


    In other news, the exterior fortress wall has had some adjustments. In the end with the addition of the trenches and the location of the second point, a lot of it was useless and made a long route to a different section of the second point that would never be used, so I've made some changes, mainly that I've cut off the majority of the exterior fence from being accessible. I removed the wood planks used to cross the hole and the connector at the fortress was also removed so it only made a ramp from the ground into the fort. In order to make the roof of the second point still usable however, I placed a quick bridge to cross the gap. I decided to still keep that piece of the wall as it worked as a fairly good wall for the map boundaries, it's either that or a cliff face after all.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590553333435/BD30B7AB80656B2709EF1D2F5785035131FA1761/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590549899414/99A014D15DB27EA6B24B066B4B7EFA7B9E50273D/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590549899878/E02DB36573D3C3F76BCFFF3360D4152F925861A2/]

    In addition to working on the second point, I have made more changes to it. Mainly bringing the depot part to life. I have added some props, changed the textures and made some more changes to the layout, while there is also now the bridge to connect to the wall, there is also a ramp to get to the elevated land.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590549900155/B114D4138E6191F516AC9C25911C6DF70F2D8B8A/]

    Movement around this area will be much stronger now for players that want to relocate on defence, or move up to the fortress on attack. Will need some playtesting to see how well this works.

    Moving onto the new section of the map that I've recently started on. The path leading up to the mid point!

    I want a lot of this map to have a uphill climb, as you work your way up into the fortress, so with this there is another hill to climb up, steeper than the last. But the attackers have old tanks, a trench and a farmhouse for cover to help them advance, along with the foliage. They will still need to go up against a hail of gunfire from the depot's fortifications however. But they can use two entry points to give the enemy a good fight. Meaning that the defenders will need to defend two chokepoints in this case which are spread far apart on this line. Each of those will suit a specific soldier type, as the regular entrance will favour close quarter weaponry and the open entrance will favour long range weapons.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590553320735/EB6FB5677071C2FCE5D78C6088866E7B785D4DA6/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590553320344/B6D67005097C2206270065A95E42F69AE2E79241/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590553319952/AA75B09224F17485D3D551F1B6155029E935B7AF/]

    The farmhouse will also work as a forward spawn for both teams, during the start, this spawn will be held by the defenders until the first point is captured and once the mid point is captured, this will be the forward spawn for the attackers.

  • Marino (Offensive)

    • Bastion
    • September 24, 2016 at 4:30 PM

    Update #2

    Missed yesterday because a family member is moving away from home, so I was helping with that. Mainly giving up the majority of my workspace to let them store their stuff in preparation for the move and moving said items around for them. Anyway, onto the update!


    I have made some progress since then, mainly with the outside. I spent a lot of my time staring at the exterior thinking 'how can I even get this to work' as I was struggling with terrain, cover and where to place the main point.

    In the end I decided to use the exterior wall concept from earlier and had it cover the area surrounding the fortress. Helping to split up the playable area and also making sure that players cannot snipe from the fortress towers when players are dealing with the mid point.

    Here is a image of the wall

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590549287931/6B636E9833F9A976254E4B638EDB28A3F03D4772/]

    Couple things to notice is there are two ways in currently the one on the left is the mid capture point, being the exterior wall checkpoint. This has two towers with interiors, a tunnel and the small depot just inside (needs more props to look like one) the capture area will likely be on the enemy side with the sandbags and raised platform being the boundaries for the capture zone. Will also need to add some trees to the open area to make things a bit more convincing. (and also adding some stairs to get on the wall as currently you'd need to run all the way around from the fotress and that is simply not going to happen with players.

    Image!

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590549286270/E6475BF4C49B51DEE0A73A64C6961435274893D5/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590549286634/41387154A9960A9512E2DE588476ED8D47D308BD/]


    To the right you will see that tank, it has had a bad trip after breaking down some of the wall, but it's opened a new path for the assault into the fortress, after a brief run across open terrain, the attackers will land nicely in a trench that runs across the field, and even has a house there providing extra cover. Half-way into the trench is a breakoff point to that building, so players can be more mobile around the trenches, jumping in and running out between fights quickly.

    Must add trees across that stretch of open land, give attacks some protections at least.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590549285842/A80601B060C4C386EB3173F4F9F30763846265C5/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590549287289/8D5668152EDD9F371B610A0781124785D192C72B/]

    Up next are some changes in the fortress itself, I still need to open up some areas and work on them, but my main target is a piece of redundant terrain in the fortress.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590549287677/4A81739473EAABCB24865500E0E014DA84B6441A/]

    Currently, this is useless, no cover, it's not part of the cap zone and it goes nowhere. I currently have one idea and that is to make a path that connects this spot to the upper section of the fortress, so it would serve as a additional path from defender spawn into the action.


    Back to work!

  • Counter-Strike: Global Offensive

    • Bastion
    • September 24, 2016 at 4:09 PM
    Quote from Squad

    8 minutes ago, Squad said:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Litterally unplayable. Plz fix @FMPONE

    I quit CSGO until it's fixed. This game is too broken to play.

  • WIP in WIP, post your level screenshots!

    • Bastion
    • September 24, 2016 at 1:42 PM

    Not too much done yet to post on my thread. But some quick images

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590548772123/7ACEBCA716FB0850E9F94EB678854B968CB34708/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261596590548772750/B77BD65E0EE3D2A4A7AF53938E58262248C90645/]

  • Marino (Offensive)

    • Bastion
    • September 23, 2016 at 8:00 AM
    Quote from LizardPL

    8 hours ago, LizardPL said: Did your map randomly went fullbright? Had the same issue today lol.

    Nope, I've just disabled lighting in the compile settings for sake of a quick test.

  • Marino (Offensive)

    • Bastion
    • September 22, 2016 at 10:26 PM

    Update #1

    Well, it's already one week into the contest, and things are properly underway for me, Although I seemed to have had a bit of a false start on the exterior of the fortress.

    But what's been done?


    First up, the building inside the fortress walls now has a path on the interior, it has a ramp going downwards to a underground section of the map. I've been building the doorways with the arch props in mind, been quite handy for getting map proportions done correctly.

    [Blocked Image: http://i.imgur.com/1awHJxc.jpg]

    -

    In addition to this, I wanted the underground path to have a ladder going directly downwards, but the game lacks ladder props at the moment, so I decided to take a different route and create a spiral staircase further down, the entire underground has essentially been designed to give a lot of tight fights, a risky area but a good shotgun, machine gun or flamer can clear the path where they would be useless trying to run up to the fortress above ground.

    [Blocked Image: http://i.imgur.com/1VESeEZ.jpg]

    Spoiler

    [Blocked Image: http://i.imgur.com/zQ9i2Qm.jpg]

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

    Outside entrance to this underground to get into the fortress

    [Blocked Image: http://i.imgur.com/9uSoWDp.jpg]

    Finally I did not like the state of the outside, so I've been changing things up, first up I've messed with the terrain more, placing steep slopes around the fort walls, as well as a ramp leading up to get access to the fort walls from the outside (the tower on the fort walls has open windows to guard that area), so the attackers have three entry points to get into the fortress, all of which have a specific class needed to defend them. I'm not making more entry points as at most, I think that three entry points are enough for a single area.

    [Blocked Image: http://i.imgur.com/2ACxkcg.jpg]

    So current design idea.

    • Underground path - great for flamers, machine gunners, shotgunners and smg users. Poor for snipers, riflemen and captains
    • Outside paths - Fair for all soldier types but best with snipers, riflemen and captains (for artillery.)
  • Random Photo Thread

    • Bastion
    • September 22, 2016 at 9:40 PM

    Found one of my old coin boxes which I put together years ago for school, turns out I could draw Horrific monstrosities from the Amnesia series somewhat okay.

    [Blocked Image: https://pbs.twimg.com/media/Cs-1-6CXgAAhdPK.jpg:large]

    Bit faded over time, but it's held together okay.

  • Internships (Rare ltd.)

    • Bastion
    • September 22, 2016 at 5:54 PM

    I don't work at Rare (sadly), but I figured I'd post their internship positions out for those who are interested.

    https://www.rare.co.uk/careers/rare-internships-2017


    list of internships they have.

    Art internships

    • Character art
    • Environment art
    • Concept art
    • Animation

    Engineering internships

    • Game software engineering
    • Game tech software engineering

    Audio Internships

    • Audio technician
    • Musician

    Business

    • Project management

    They've also got a section for 'other internships' so there is a chance that you could get a internship that's not listed.

  • Marino (Offensive)

    • Bastion
    • September 21, 2016 at 5:42 PM

    So here is the dev blog for my entry!

    For this contest I have spent the past few days playing the game constantly (managed 24 hour playtime) as well as researching into the second world war, in the end I have eventually managed to settle on a smaller battle on the Italian campaign: The battle of San Marino. I've had to make a bit of a stretch on the battle to fit the map idea, as the country has a collection of fortresses that are a great fit for this game.


    The gamemode will focus on the assault mode, the Commonwealth/ US forces will start in the town and work their way up to the final point, which will be the fortress itself while the German forces work hard to defend the location.

    My intention with the layout will be to switch the combat style based on which point the players are at, starting out with close to mid range combat in the town, open area combat as they work their way up to the mid point, and then a mix of both as the players fight inside and around the fortress.

    So far I have made some progress, several false starts and a few concept tests. And the result of all of that has got me with the bare design of the fortress and some of the area surrounding it. Need to do more with props, cover and terrain.

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

    [Blocked Image: http://i.imgur.com/sYPcv7d.jpg]

    Also, some reference images I am working with.

    Spoiler [Blocked Image: https://upload.wikimedia.org/wikipedia/commons/a/ac/Fortress_of_Guaita_2013-09-19.jpg]

    [Blocked Image: http://i1.trekearth.com/photos/152742/rocca_guaita.jpg]

    Also using some 360 images, but the links on those are ridiculous

    And of course, I've taken some liberties on the layout of the areas the map is being built off of.

    Not much to show currently, but I'm working on it!

  • Paladins

    • Bastion
    • September 21, 2016 at 3:16 PM

    I wonder how Blizzard feels about the fact that the game is getting front page promotion on Steam..

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

  • Day of Infamy Mapping Contest WIP Thread

    • Bastion
    • September 21, 2016 at 2:18 PM
    Quote from Sprony

    19 minutes ago, Sprony said: I haven't played yet, so I don't know if it's in it, but I love to see a map based on this or the fight for Crete or the Finnish assault on the Russians.

    Would be great, although the game is currently lacking the Russian forces, will be great though if it gets added.

  • Day of Infamy Mapping Contest WIP Thread

    • Bastion
    • September 21, 2016 at 1:09 PM

    I got something cooking on the Italian campaign, looking forward to posting the thread on it soon.

  • Sniper Elite 4

    • Bastion
    • September 20, 2016 at 10:52 PM

    I love the Sniper elite series, still got V2 installed since I first got my hands on it.

    I'm looking forward to sniping on the Italian campaign

  • Day of Infamy Mapping Contest WIP Thread

    • Bastion
    • September 20, 2016 at 9:56 AM

    [Blocked Image: http://i.imgur.com/h0TFlQz.jpg]

    Can't get any other angles, game is a bitch about testing a fresh compile. Can't even spawn in the game yet.

  • Day of Infamy Mapping Contest Discussion

    • Bastion
    • September 19, 2016 at 6:01 PM

    I understand that we have to host the map files on gamebanana, but why can't have threads here to work as the development blog?

  • Day of Infamy

    • Bastion
    • September 16, 2016 at 8:20 AM

    Found a rogue nodraw brush on one of the frontline maps this morning.

    [Blocked Image: http://i.imgur.com/Eu6wwT7.jpg]

  • Day of Infamy

    • Bastion
    • September 15, 2016 at 7:37 PM

    Looks like we'll be reviving this thread huh?


    Getting the game started up for the first time has been a nightmare for me today. Downloaded fine but the game crashed steam on the startup installs and then crashed out my PC and forced me to reboot my system entirely.

    But I got a little bit of game in, for what it's worth, I'm having fun, audio for weapons is very punchy and characters yell out and speak which greatly makes the fights feel better. I want to play it some more, hopefully my PC does not have a heart attack in the future with this game.

  • What's going on with your life?

    • Bastion
    • September 13, 2016 at 9:01 PM

    Mixed week so far.

    On one hand I have done well enough on nexus mods with Scum of the Commonwealth to be upgraded to a recognised mod author status, and I've been doing stupid well with my part time education in business.

    But on the other hand, I've been in a creative dead zone and not got much work done with levels. And one of my old teachers became convicted paedophile yesterday, so there was that.

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