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mr.P

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mr.P last won the day on January 21

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About mr.P

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  • Job
    Fat Cat
  • Location
    In-game

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  1. All interiors are made with the modular Nuke assets, this is how it looks with/without: This is one of the refs I've used, In contrast to the organic exterior the interior is made up of vertical and horizontal lines with splashes of color
  2. Been playing around with some forests in Unreal, did this during a afternoon a few weeks back, The vista is missing a secondary layer of high mountains, probably snow capped, Same world with different fog settings, not super happy with it, nor am I disappointed it will look better as a deciduous forest instead of conifer, Thought I'd post something since it's probably been a year or so since I did WIP
  3. heading to the US for now, taking some time with the family etc., hopefully back on track with something later next year
  4. after almost 15 years, over a third of my life...I'm no longer working at Avalanche Studios, ggs
  5. started feeling the textures, been a while since I tried doing anything of this size...feels like a challenge...
  6. Step one would be to familiarize with the Source 2 engine, other than that I'd say you are facing the same struggles as any game dev...however modding is in general easier since you don't have to make stuff from scratch, I know exactly what I want to make and how to make it...I'm just waiting around...can't waaaaait!
  7. the layout has changed a few times, not making any mega changes now though, not sure what you mean with over sized...the map takes place on a aircraft carrier, they are pretty massive, the map itself is slightly smaller than dust2 with similar view distances, its not a corridor map if thats what you mean...
  8. another wip from the starboard side, minor adjustments trying to blend the ground and rock together, the size of some of the palm trees suggest they were seeds 3-4 years ago, add additional 1-2 years for my fictional event at Suez Canal, I'm going to base the hull decay on 6 years fictional wear and tear
  9. today was the first day in months that I had time to work on my submission, I've started to add som details to the outside area, also did some optimization this area was previously around ~180FPS (now ~280FPS) in addition I've also tested all the new player skins, to see if readability was compromised - it wasn't,
  10. This map is available to download here https://steamcommunity.com/sharedfiles/filedetails/?id=1833955880 Been having some issues with textures etc, but hopefully it should work now, ironically I forgot to change the visibility to friends only which drew a larger crowd than I wanted (I usually upload my wip's and keep it as hidden/friends only for a few days so its buried in the noise) ...thankfully the steamworkshop bots saw that the submission was trending and downvoted it, crazy to see how fast they are!! haha Where did you get that model cuz damn that thing slaps. You might want to break something else big like the bridge or its radars, cuz it looks a little too pristine. @JackT There is a playable version available now, still very wip, but it's at least something... @Interfearance The model originates from another unreleased/unfinished project, I hope that the completed version will look a little bit less pristine, @Ynel Thanks, you can try it out now if you want @JorisCeoen Ah yeah, you are right, never played that game so had to google it @Vanx Thanks, will see how much the carrier affects the performance, I don't think it will be any problems, its rather few polys and very simple geometry (all static)
  11. Some Sunday wips... Drop from CT spawn T spawn Side entrance Hangars top down
  12. A somewhat accurate representation of the current layout, How it plays, attackers: How it plays, defenders: General timings to objectives/rotations falls within the current standards
  13. aww thanks, that makes me happy, I was planning to keep the majority of development private until we are closer to the contest deadline, but I will keep posting wip's
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