Jump to content

PS_Mouse

Members
  • Posts

    211
  • Joined

  • Last visited

Profile Information

  • Job
    Student
  • Location
    Brisbane, Australia

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I've missed the quality of work from this community. Awesome work guys
  2. Hi guys I've started work on a map inspired by the fact that the NS2 engine doesn't have water - a dried out sequel to my NS1 map ns_hydrosity. Drydosity will be a visit to the now dried out & disused water processing facility from ns_hydrosity. Where hydrosity had dark grey clouds, constant rain and running water, drydosity will have scorching, harsh sunlight, dry winds and a general look of abandonment & desolation. First, the layout: AS = Alien Start MS = Marine Start TP# = Tech Point # RP# = Resource Point # Now, some reference pictures, to give you guys an idea of what I'm aiming for visually: I mentioned before that there will be harsh sunlight beating down on the facility. The walls down the one edge of the map will look something like this: AS, which will also be getting a decent amount of sunlight, will be round and look somewhat similar to this pic (but with neither the water nor the random nude): TP2 in the center of the map will be an interesting one to design & balance. The each of the three grey areas below the tech point itself will have a hydroelectric generator taking up a decent portion of the floorspace: The portion of the express route above TP2 will capture the outflow from the hydroelectric generators and look vaguely like this: Although I don't have the vents in, when they do appear they'll look something like the pic below - crawlspaces beneath non-existent rooms: An image dump of what I've done so far: These first three shots are taken from the area around RP2. This side of the map will be all windows & skylight. These two shots are taken from either end of the waterway just above TP2. Alien Start: A crawlspace vent that goes between the upper portion of the waterway/express route in the middle of the map and the area between AS & TP1. The area between AS & TP1, where the crawlspace comes out: (you can see the crawlspace exit in the background of this pic on the left) If you guys have any thoughts on where I can go with this aesthetic, let me know. As much as it does kind of work, I'm getting a bit irritated by how monochrome the level is looking so far.
  3. I'd just ( at the start of the year ) made QA Lead on one of our smaller projects at the studio. Thanks Furyo, I have a university course to finish (Bachelor of Interactive Entertainment, Majoring in Game Design) which will keep me occupied (and in Brisbane) until the end of the year. After that I'll stick my head up and see what's out there as far as full-time QA or Design jobs go.
  4. I got made redundant Take me off the list (for now) I guess.
  5. Oh god, that's genius.
  6. yup its the routeburn. Most of the pics are from the Rees Valley and surrounding area. A few are from a few day roadtrip we did to the south coast and back. Btw, all the photos were taken with a Fujifilm FinePix E500.
  7. PS_Mouse

    NZ pics

    Hey all (haven't been in here for ages). -Stratesiz- pic thread reminded me I never got around to posting pics from my new zealand holiday in here (I don't think.. oops if I already have). So, here they are:
  8. Thank christ; I've never been fond of that word.
  9. I'm really curious about how they did the blood splatter effect.
  10. The stairs are far too narrow, it'd look better if the stairs were twice as wide; so that the railings are between the blocks.
  11. Out of curiosity, what could you do to the mipmaps to fix that?
  12. I'm a QA guy at THQ
  13. Was that technique used in The Darkness?
  14. Those combine barricades look completely out of place and I think you need a bit more blue in your light_env.
  15. If you don't release the source for this map or tell us how you went about making it, I may very well cry like a little girl.
×
×
  • Create New...