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mr.P

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Everything posted by mr.P

  1. Some more wips from my Insurgency: Sandstorm level
  2. After my recent sojourn I'm back in a more familiar milieu as I'm joining some old friends and colleagues at Embark Studios for new procedural adventures! Will update the job listings with relevant positions, I know we looking for more awesome devs to join the studio! ggs
  3. Thanks for the feedback, The hiding angle behind the light should have been fixed in a previous update, I'll go ahead and fill in the peeks through the bombs and see what I can do about the over bright wall... I've kept the two layer of stacks for the barrels, but perhaps I need to swap them on either side to break up how repetitive they become, I agree what you are saying about the big containers, they do feel a little out of place, here are some of the reference images I've been using for the interior: Will see if I can find any more fitting props,
  4. Thanks, agree with a lot ...especially timings needs to be improved upon, think I'm going to remove the outside part, it didnt turn out how I anticipated,
  5. If I knew it would be this upsetting I would have made 2-3 more maps - thought Graveyard was a pretty modest submission, although completely different, Every since the introduction of Flying Scoutsman I've been wanting to piggyback of those mechanics, I really want to test a defuse map in low gravity, would it be competitive? Who knows. Would it be fun? Who knows. Been a few super cool outside-the-box concepts that didn't make it all the way, like that space station and underwater map, I've really enjoyed the theme and premise of this competition, hopefully it wont be the last! Would be cool to have a dz contest
  6. thanks, will have these issues fixed
  7. Added a few more screens and updated op with new download link The A-site, exterior The B-site, interior
  8. Updated the layout, the overview image does not show traversable covers
  9. Almost ready, until then some more wips...
  10. 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
  11. 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
  12. heading to the US for now, taking some time with the family etc., hopefully back on track with something later next year
  13. after almost 15 years, over a third of my life...I'm no longer working at Avalanche Studios, ggs
  14. started feeling the textures, been a while since I tried doing anything of this size...feels like a challenge...
  15. 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!
  16. 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...
  17. 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
  18. 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,
  19. 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)
  20. Some Sunday wips... Drop from CT spawn T spawn Side entrance Hangars top down
  21. 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
  22. 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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