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kpanic
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typical, I was going to rationalize my spawn placements but decided instead to take the pc approach and simply try your suggestion, but I digress... glad to hear you've come around to current design. I had hoped to have one site that both teams reach about the same time (site b +/- a few seconds) and the other site with the advantage going to CT's so they could setup a bit of defense in anticipation that T's would plant there. I'm toying with the idea of adding a ventilation shaft to get to A from the tunnel but I want it to be one way so that CT's can't crawl up there from the exit (kinda like prodigy's vents that you can drop down through) logistically I'm not sure I can muster up the design to make that work but I'm going to see what I can work up. I'm going to take you up on that Seldoon182. but being that this project got shelved for 9 months the timing is a little better now. I just added you to my steam list.
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here's an updated layout. that's sound advice Dark, I'll definitely give that a shot and see how playtests go with swapped spawn placements. thx for the suggestion. Here's an elevation layout as well.
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just started working on this again, kinda put it down for several months... here's a little video of the layout changes and some paths. I want to make a push to get this finished in the next couple months but knowing me that will turn into another year... http://www.youtube.com/watch?v=
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you have a good bit to go still. It was longer than I expected.
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this mod simply put, is brilliant! a must play.
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I love the lighting on that first shot along with that brushwork. Looking real nice. Those beams could almost pass for models
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I don't know what an airhouse is but I want one. Thanks for the refs, those are great.
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good call, i'll make come changes to layout. any suggestions? good eye. This was originally going to be a LHC level but I'm decided to save that that for my next project. But I was still able to use lots of ref pics from here. noted, ty. The facility is going to built into a mountain so I want to have a good bit of vegetation / overgrowth in the surrounding areas around the level which would look good with the rusty and dingy look.
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Seldoon182, Thanks, I might take you up on that, I'll let you know.
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JeanPaul, that was really cool of you to put that all together; thank you. I now have to think about which way i want to go about this; do I stick with my original design method using the displacements, subdivided? Or do I change it, and go with the supports using strictly the torus and arch tools as you so demonstrated? I think your supports given the right texture could really be appealing, but I think it will look a good bit more complex and busy than what I was originally going for, which is a clean, and streamlined look. Check out these ref photos. either way, i've learned a good bit about how to do supports in torus tunnels. Thx, if I don't use that method in this map I certainly will at some point. edit: I didn't mean for all this to turn into a thread jack so I created a dedicated thread for my map. subscribe if you're interested. viewtopic.php?f=57&t=14244
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but I'm subdividing; what does wall width have to do with it when all i'm going to use are the inside faces from the displacement? and it's 14 sided because I needed a flat piece for the upper most face (see attachement) so that's why it's 7..er 14 sided. I removed the bottom half as I didn;t need it. Make sense now?
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i know right? you were expecting one i'm sure... but the paths are the same and that's the only overview I have atm. The infamous torus tunnel is where the underground passage is now. here's a quick screenshot from above just for you.
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I haven't used unreal ed so I wouldn't know, but i can say it's certainly counter intuitive in hammer. nah, I don't give a shit. This stuff is just for hobby sake, it's not like this is for a mod or job. http://levelup.us/bucket/cdxx_tunnel_180.rar
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ha, yeah no doubt. I need to get on that soon. I disabled them all as I didn't have time to get the shadow control right for the tunnel. I've added it to my list of things to do. thx.
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I started this map back in June and haven't had the most time to work on it, but I've been able to put an hour here and there when I can; regardless, I like the way it's coming along. Currently I'm building it for css as a defuse map but plan on also releasing a modified version that will be hostage map as well. The theme was originally set as a post ww2 bombed out city but that has since changed to a modern day launch facility for a rocket or missile (still working on it). The most notable aspect I had going into the prehammer design was that I wanted the layout to have significant height difference throughout the level. So you'll see lots of stairs / ramps placed throughout the map. here's a shot of the layout. This was an early layout but nothing too major has changed since. The sniper nest as since been nixed and the underground passage is now a tunnel instead of a dug out mess. here's a link to my photobucket album for the level so I don't have to post all the pics, feel free to check it out. http://s553.photobucket.com/albums/jj37 ... ?start=all here's a few shots from my latest compile. constructive crits are always welcome. cheers