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Everything posted by KungFuSquirrel
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JP: Thanks! Glad to see your love of curves outweighs your distaste of flat levels I tried the train halfway in the garage a while back and deleted it for some reason... I think it's the right call; it'd help the ground cover without having to slap in more of those angled metal plates from Hydro, and might also help engineers on the roof place more valuable turrets to defend the point (I'm also considering popping open one of the upper windows to allow direct roof --> sniper ledge access and vice versa) Mazy: Thanks for joining the game! I need to adjust that open container and the pole; that'll be in the next version. I'm also already working on some reductions to the roundhouse interiors, like the big giant 180 staircase near the back entrance. Hopefully some more action will fill in there on the next playtest. I'll keep cranking on updates this week; hopefully I can have an update next weekend!
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Come play now-ish! 173.234.253.21:28015 Edit: done for now, next sessions will probably be next weekend with a new update
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3Dnj: Those rails have annoyed the hell out of me; I had meant to func_illusionary them but those don't work when rotated in instances (they maintain their original rotation). I forgot about the ol' func_brush, though, and I'm going to try that to make them nonsolid. Will check that next compile. Ravage, that's an idea I've considered before to get some more elevation. I wasn't sure if I was going to try it or not, but given that I randomly woke up at 4:30 this morning and had some spare time, I decided to take a crack at it. I think it might work! I'll run around it a bit next compile and see if it makes the cut for the next update. I'm planning on running another playtest today at 1pm CST (-6 GMT) on the same server before I get too far on the next version. I'll post here as well as Twitter/FBfor those of you who have me there when that gets rolling.
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Got my friends in the Studio Rumble to hook it up, tf2.studiorumble.com / 173.234.253.21:28015 - I'm jumping on now, if anyone wants to join. Edit: Done for now, thanks to the guys who joined. I'll do a less impromptu session later.
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Hey guys, Some of you have seen me working on this off and on for a while, and I've finally gotten off my ass and put together the first playable alpha: http://www.button-ma...undhouse_a1.zip I'm hoping to get some games together this weekend, but feel free to also play it on your own - just send me any notes you have! Also, if anyone wants to host a game, let me know - I know we have a CS:GO server, but I can't remember if anyone runs a TF2 one as well. Here's what the current build looks like: Roundhouse is a bit of an interesting beast, and admittedly more of a technical geometry experiment than anything else (though I certainly intend for it to play well). The entire level is created out of axially-constructed instances that have been chopped (yes, the dreaded carve tool, put to good use!) along the edges. This allows me to build a nice, clean, on-the-grid level while still having a clean "curve" with no floating point errors. Here's how it works: Admittedly, the level is more detailed than it should be for being only just playable now, but part of the trial-and-error process of getting these instanced wedges to work properly required taking things a bit further to get a sense of how It is also a very flat layout, mostly by nature of it being a roundhouse (sorry, JeanPaul! you'll like my next one if I get around to it), but I've been working on getting some elevation into the interiors and spawn areas so it's not too flat. Some known issues right now: The back door clips up through the roof. I'm an idiot and forgot I copied a non-animated door for that one. Oops. The area behind the short side of the roundhouse is too empty, and that dump truck won't cut it. I'm playing around with a few options for more structure, but I'll have to be careful around the secondary spawn exit. For some strange reason, you can build on part of the low roof, but not all of it. Some segments work, and some don't. Probably some weirdness with the rotated slope vs. the collision check in the engineer placement code. One possible option is adding some little flat ledges a la the little planks that roofers put out, and limiting roof-building to those locations. Another is not letting engineers jump up there. There's some ugly displacement blends on the ground. The gravel/concrete blend is incredible valuable for hiding the texture seams and repetition rotated around the center of the layout, but I've taken it as far as the proof of concept and no further. I'm not happy with the big stairwell extending out behind the back entrance. Feels like it takes up too much X/Y space and makes an awkward extension from the building. If you have any ideas how to streamline this, let me know! Enjoy! I'm looking forward to finishing this one off. Edit: I should also add that I picked up this technique during my time at Gearbox from the illustrious Joe Swinbank - after making some neat circular stuff in UE3, I decided it'd be fun to see if the same concept worked in Source. It does!
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Hey kikette, killer stuff! since you've posted so many textures here, I'll ask the same thing I asked the guys in the WIP level thread - would you be up to starting a dedicated thread for your texture work? I'd love to highlight it on the Twitter feed, but it's a little easier to point to a specific thread than random posts in a big WIP thread. Totally up to you, though. Love the textures!
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You should have seen when I built a version of that tram bridge room and the circular doorway in Hammer. Hoo boy. Floating point precision absolutely murdered me. I love seeing some of these areas from the early concept art, especially the lava falls. Fantastic work, sir, and congrats on release!
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Jonathan Lindblom - Environment Artist (image heavy)
KungFuSquirrel replied to tot tot's topic in Portfolios
Welcome, sir! Still love those trees. I almost forgot about the Comm base, too - that was a fun one. -
Ah, an Acid Sea fan, I see. That was a fun environment. I love how Narrows and Origin turned out, myself. Thanks, guys!
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Thanks guys. Checking out some local leads now, and we'll see if I can find something quick. Here's a few portfolios of some other guys affected, really great talent: http://randyforsyth.blogspot.com/ - 3D Character Artist, did almost every character in Starhawk. http://chrismsmith1975.blogspot.com/ - 3D Hard Surface/Vehicle Artist - modeled and textured all the vehicles in Starhawk http://ryangitter.carbonmade.com/ - Concept/Production artist
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Hey guys, finally have a chance to show a bit of my work for Starhawk! I worked on a few campaign missions, but most of my work was on the multiplayer component - I designed all seventeen competitive multiplayer levels for Starhawk. That's ten we shipped at retail and seven in free map packs we released this summer. Since there's so many things to show, I'll just give you one shot per level. Starhawk Retail All ten of these maps shipped with the game at launch and supported 4 modes - CTF, Zones (a territory control mode), TDM, and Dogfight. Conduit: Orbital: Basin: Narrows: Cove: Outlands: Apogee: Lost Canyon: Hollow: Fracture: Starhawk Map Packs These maps were released in the 1.03 and 1.04 patch updates this summer. Origin and Collider introduced a new theme, the swamps of the planet Cypress. Relay, Glade, and Junction were small maps for smaller games and made with the new Deathmatch mode in 1.04 (though they also support CTF, Zones, and TDM). Flotilla and Breaker are flight-only and exclusive to Dogfight and Gatekeeper modes. Origin: Collider: Relay: Glade: Junction: Flotilla: Breaker: For more information about these maps, you can check my portfolio: Retail Maps: http://www.button-ma...ontent.php?c=90 DLC Maps: http://www.button-ma...ontent.php?c=91
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Alas, no dice for me in this case. Back on the job market after a fantastic 3 years. Best studio I've ever worked at, seriously.
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(imma gonna re-post this since it got buried on the last page) JP, that's a fantastic looking base platform. Love it.
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Hey guys, if it's not too much trouble I'd like to unofficially request that if you have more than 2-3 shots to show of your level, or continued updates, that you roll a new topic focused on your work - that'll give us way more opportunity to showcase your work on the Twitter feed and maybe the Facebook page here and there by directly linking a thread instead of trying to link to pages or individual posts in this behemoth. There's some killer stuff the last few pages that I'd really like to highlight, but it's getting pretty dense and harder to isolate. Help me help you!
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BSP-Style level construction tool for Unity
KungFuSquirrel replied to sixbyseven's topic in Level Design
I haven't had a chance to dig into this yet, but you mention using Hammer as a reference - have you spent much time with Radiant? It's a good bit less polished than its peers in Hammer and UnrealEd, but the speed factor is virtually unmatched for raw construction, mostly by removing the need to switch between different tools and modes as often. Might be some valuable reference there. That said, great work! I think people are too quick to dismiss BSP-style construction these days; there's so much value to rapid in-editor building. -
That window is a thing of beauty. Love it.
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Done and done!
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This is a lot like the direction I imagined an Eclipse/Veil re-make/sequel going if I had done it. Said it in e-mail already, but nice work! Looking forward to running around in it
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Yeah, the lack of iron sights (other than sniper scopes) made me so happy playing the last couple nights. (also, Al & HP, had a blast playing with you guys the other night!) I'll second the interface complaints, but I'm still enjoying the hell out of it. I can see myself sticking with it for a while.
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This x1000 - randomly generated secrets? Hot damn, man.
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This looks fantastic - love what you're doing with it so far.
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to that, I say: http://youtu.be/sB7S6VrfuIU#t=19s (also holy crap)
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ITT: Post maps/scenes that never saw the light of the day.
KungFuSquirrel replied to Minos's topic in Level Design
I love that second shot of that narrow corridor - it just screams Natural Selection to me. Nice work! -
Much much more than I did, and don't forget generalvivi! What little remains of my work in that game was from 2006! The stuff done later in the game's final form got pretty awesome - the farm level with the super secret nazi lair underneath and stuff like that was sorely missing from the game in the era I worked on it.
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Hey, I built parts of that!
