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Posts by Interfearance

  • Dome Modeling Pains

    • Interfearance
    • May 4, 2019 at 2:40 AM

    Good enough for my first Max model. It feels a lot clunkier than Maya, but I guess the modifiers are cool. This will do for the gray box.

  • Dome Modeling Pains

    • Interfearance
    • May 4, 2019 at 1:09 AM

    The beast takes shape... FFD box is ridiculously helpful, along with taper. Fun fact: A whole logarithm was created by the architects just to model the curve of the real structure!

  • Dome Modeling Pains

    • Interfearance
    • May 3, 2019 at 11:04 PM

    @Minos This is actually really fucking smart. I'm tryna be too faithful and you made me realize that, because this still looks good and you just whipped it up. Also the steps were quite nice because I am bad at modeling even easy stuff like this as you can see. Thank you for the help!

    @MikeGon Thank you for these tips. This will definitely help for the final model! Also the interior will be playable, and will in fact be the sole area of gameplay. I originally wanted to make a map with each dome being a site, but realized that they are each a whole map size (plus the middle "canopy" section). It wouldn't work. I am actually good for the footprint of the building, but I am a nitpick and I want to make its shell shape 80-90% accurate. I tried going to Singapore's building dept. website but I had no luck. So far my best reference is the parabolic diagram I posted earlier that I got from their Design Awards submission. Also, interestingly, there are **690** glass shapes used for the whole structure. It has a window washing solution in which "elevators" ride between the support arches. If I really wanna be accurate it will be hard, because the grid shell structure increases in density where it tapers, allowing for the arches to support it at more points. Minos's solution is excellent for the graybox, given that I replicate the footprint (height is too large to need to account for anyway).

  • Dome Modeling Pains

    • Interfearance
    • May 2, 2019 at 11:15 PM

    @neptune Thanks for the reply! Problem is I can't seem to get my hands on any blueprints. I went insofar as trying to contact the developers, but there was no response, as the reps listed on the website most likely have changed firms/jobs in the 5ish years since the job has completed. I have two perspective images, and only one is orthogonal, and neither are proportional to the IRL dome. However, if you have any tips for working with aligning rotated geometry on the grid in hammer (stairs, arches, etc.) , it would still help me allot!

    Ok I had to dig deep. I'm finding new stuff

  • Dome Modeling Pains

    • Interfearance
    • May 2, 2019 at 9:57 PM

    [Blocked Image: https://upload.wikimedia.org/wikipedia/commons/3/35/Aerial_view_of_Cloud_Forest_and_Flower_Dome,_Gardens_by_the_Bay,_Singapore_-_20120503.jpg]

    I can probably manage to model the support spines (white) of the domes, but I am clueless as to how I can make these in Maya (or Max) and make the square windows on top of that. Does anyone have suggestions? I am much more used to hard surface modeling and never did anything organic without splines (converting them is horrendous, not an option). Also can anyone share their methods for making staircase flush with floors when they are rotated? Thanks!

  • Counter-Strike: Global Offensive

    • Interfearance
    • May 2, 2019 at 4:21 PM

    I think we need more maps like Agency if they are going to keep the hostage maps in mm. It is competitive, fun, has modern graphics, and is optimized. On the flip side, office is full of dead space and littered with angles outside, not fun to beginners (and even some like me who know it inside out), and looks like it was ported without any change from source. To make it a contender, they would have to rethink the art (it is pretty much all glum office space), remove the snipers nests, remove the dead space like near snowman, and reduce the number of angles to make them controllable. I feel like it has no potential to be fun to me because the layout is so stale, but these changes might help.

    In terms of defusal I'm glad that Cobblestone was removed because there was no way to hide your actions effectively as a T without overusing utility.

    Im also happy to see Cache go because it is another stale layout. You can run to A from T without a single change in elevation. Not just some, but literally every chokepoint is an "L" shape in essence.

    Zoo is a strong layout, but I believe the aquarium art could use some work to make areas more distinct, and the area around the monkey enclosure could make the areas where you can and can't go more obvious.

    Ruby is also interesting as well as a beautiful map so it will be cool to see how it plays in comp.

    Removing antiquated maps with stale layouts and replacing them with new ideas is the way to go!

  • WIP in WIP, post your level screenshots!

    • Interfearance
    • May 1, 2019 at 12:59 AM

    @text_fish Admitting you wrote a comment about someone's work because you didn't like the way they criticize other people is bad enough, but not even closely looking at the screenshot and saying the detail is botched is worse. Never saw a barn with 2 steel doors, took me less than half a second to realize it was a bathroom. The art of dealing with feedback is not straining shit, it is finding what to implement, consider, and discard. I agree about the pointing out errors and not suggesting an implementation, but intent and content of feedback both matter.

  • WIP in WIP, post your level screenshots!

    • Interfearance
    • April 29, 2019 at 1:50 AM

    @blackdog I say "everyone" lightly.

  • WIP in WIP, post your level screenshots!

    • Interfearance
    • April 28, 2019 at 10:40 PM

    Much adue over rebar. Can everyone calm tf down. Maybe you should suggest what he can replace it with instead of regurgitating the same points of criticism and adding invalid ones out of spite.

  • WIP in WIP, post your level screenshots!

    • Interfearance
    • April 28, 2019 at 8:15 PM

    Classic Terrorist fare evasion:

  • de_tracks

    • Interfearance
    • April 28, 2019 at 6:46 PM

    @Roald I think we both love trains and non standard layouts!

  • [CS:GO] Crossfire Remake

    • Interfearance
    • April 27, 2019 at 2:44 PM

    @fewseb I mean many maps from 3 years ago had this kinda heterogeneous grunge art style, apart from many half life maps. Also concrete doesn't rust from the corners and is rarely brown underneath so it looks off whatever the goal is. Lastly the light fixture and door are still perfectly new. Noisy isn't all about competitive gameplay, it can detract from gameplay experience by making everything seem claustrophobic, especially when it is uniformly noisy like this.

    Doom doesn't overdo it too much, and compensates by room size (and its obv not a competitive game). Also note that doom didn't have good textures but had an atmosphere:

    Spoiler [Blocked Image: https://oldgamesdownload.com/wp-content/uploads/Doom-1-3.jpg]

    Also here is real concrete wearing:

    Spoiler

    [Blocked Image: https://img1.cgtrader.com/items/1846624/dfee57def8/large/concrete-wall-old-concrete-17-3d-model-low-poly-max-fbx-mat.jpg]

    [Blocked Image: https://previews.123rf.com/images/pancaketom/pancaketom1702/pancaketom170200062/72478160-old-concrete-wall-with-light-and-dark-gray-paint-and-stains.jpg][Blocked Image: https://t1.pixers.pics/img-c676e9e9/canvas-prints-texture-of-the-old-concrete-wall.jpg?H4sIAAAAAAAAA42P206FMBBFfweSwkyvFD7gvJ5PIKUtR5RL01Ylfr1FjW8mZh7mkr3XZMPrnszswfo9-wjb4tzqYV7WsqUh-rR8-AoJ16IeynWtELEejjcfbTxC1QhBGsoVUVQRyYro3RTnZuJL9ZRzSANA4m1YzoIrzSawWwKGtAPkILVz3kjeO4N6DOuR96PheDJsw_4geNX_kRoogpwcndSkHYpJj4zhKbH5JXxhBaVEdPRC_wTsEEl3Bctx2aqS9CjqXD2HRw1__PyeobjgdgdVsiiQEqi4TuPtrrhUUlIxOq6s1zh1TpvZ6L4XShmFlnvLLPXYli-f4gbBOoYBAAA=]


    I mean Neptune definitely established an interesting vibe, and it is evidently working outside because it doesn't feel like a clusterfuck. It also makes sense for those areas to be more torn up due to weather damage if you want to get all technical.

  • [UE4] Western Recall

    • Interfearance
    • April 26, 2019 at 9:26 PM

    If you are trying to replicate the real design process of a studio you should probably draw a flow map first, and then a more realistic map. Dirty bomb has a excellent comprehensive game design pdf that has such flow charts in the mapping section. Its not a guide for noobs, rather a documentation of their design process. Also, you might want to integrate more tech into the western architecture I see on your mood boards. A really good existing map with western/industrial theme is Buried from BO2 zombies, if you ever need extra reference. Its one of the most atmospheric maps I've played:

    Spoiler [Blocked Image: https://pm1.narvii.com/6835/135f51c26d466f62f4843f949cefcc8f4e3be712v2_hq.jpg][Blocked Image: https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQp6niR7riQSdLOG_KFLw51ZaEFd-1bZ5lk4CKDYyIdsYN9gEXrhg]

  • [CS:GO] Crossfire Remake

    • Interfearance
    • April 26, 2019 at 5:48 PM

    Sorry to nag, but there is still a crazy amount of noise in the room. Maybe refer to the original map to see how clean things were. Rn I feel there is a huge clashing of textures and colors and ages occuring. Also the original seemed to benefit from uniformity:[Blocked Image: https://files.gamebanana.com/img/ss/maps/58d4377184ef9.jpg]

  • [CSGO] de_ruby

    • Interfearance
    • April 26, 2019 at 2:27 PM

    I was wondering if you still have the original drawings of the concept for this map? That would be sick to see even though its been years.

  • WIP in WIP, post your level screenshots!

    • Interfearance
    • April 26, 2019 at 2:07 PM

    @Logic the geometry looks really good, and seems Egyptian to me.

  • WIP in WIP, post your level screenshots!

    • Interfearance
    • April 25, 2019 at 6:16 PM

    Its gonna have 4 lanes, no middle, and two back to back bombsites (obv not connected directly). The idea was originally some sort of desert research lab, but then I saw a greenhouse project with plastic geodesic domes that had biomes, so I went with a mashup of the two ideas. One biome will be the jungle and the other will be the savannah (a and b). I am scared that the theme is too much like Biome, although the dome structure, indoor areas and stuff are different. Wut u guy sthink


  • [CS:GO] de_tunnel

    • Interfearance
    • April 25, 2019 at 4:39 PM

    @blackdog Yeah his Wednesday streams were awesome to get an experienced opinion. I wish he made a new map instead of remaking Cache again. Its so flat and boring. This unfinished map is much more interesting to me than the nth iteration of a nostalgic classic that people won't let go of. Then again, if it must stay in the game, maybe he can breathe a little new life into it.

  • [CS:GO] de_uno

    • Interfearance
    • April 25, 2019 at 4:29 PM

    I think it would make sense for the CT's to help the villagers, because the villagers will have T models otherwise, confusing people who read the story. Unless of course you are making a villager militia model set. This sounds cool but is really hard, especially since model dimensions can change the gameplay. If you changed this slight detail I think the story would still be good: "Counter-Terrorist forces must engage the clandestine group responsible for the vanishing of sacred artifacts from the heart of the jungle." Also, why would villagers be using bombs to destroy their own artifacts?

  • What are you playing now?

    • Interfearance
    • April 23, 2019 at 4:48 PM

    Half Life 1. And on hard. Its hard. Also sorry for offending die hard hl fans, at least I'm playing it on a old laptop, the way it was meant to be played!

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