Jump to content

TermInator525

Members
  • Content Count

    140
  • Joined

  • Last visited


Reputation Activity

  1. Like
    TermInator525 got a reaction from mr.P in WIP in WIP, post your level screenshots!   
    Updatetime. Most of the puzzles are still missing but thats my mistake. i like the design phase a bit more so i often set the "lame" stuff at the end. I know my work flow is flawed because every change I make in the end can result in mayor optical changes :-(
     
    Also these areas are not pollished in any way. its the sheer size of this map ... Well less then 3 weeks to go...
     
     
     
     
     









  2. Like
    TermInator525 reacted to kanine01 in The random model thread!   
    finished i think
  3. Like
    TermInator525 reacted to Hipshot in WIP in WIP, post your level screenshots!   
    My issue with Unreal has always been the core movement and I know they won't change that. Vanilla Q3 had a shitty art direction when it came out, UT was so much cooler. But unless they skip that shady dodge and double jump system I will always think Quake is superior in gameplay, even if modes like Assault are really really fun and I wish Q3 had a similar mode!
     
     




  4. Like
    TermInator525 got a reaction from Castle in WIP in WIP, post your level screenshots!   
    Updatetime. Most of the puzzles are still missing but thats my mistake. i like the design phase a bit more so i often set the "lame" stuff at the end. I know my work flow is flawed because every change I make in the end can result in mayor optical changes :-(
     
    Also these areas are not pollished in any way. its the sheer size of this map ... Well less then 3 weeks to go...
     
     
     
     
     









  5. Like
    TermInator525 got a reaction from TheOnlyDoubleF in WIP in WIP, post your level screenshots!   
    Updatetime. Most of the puzzles are still missing but thats my mistake. i like the design phase a bit more so i often set the "lame" stuff at the end. I know my work flow is flawed because every change I make in the end can result in mayor optical changes :-(
     
    Also these areas are not pollished in any way. its the sheer size of this map ... Well less then 3 weeks to go...
     
     
     
     
     









  6. Like
    TermInator525 got a reaction from TheOnlyDoubleF in WIP in WIP, post your level screenshots!   
    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.
     

  7. Like
    TermInator525 got a reaction from FMPONE in WIP in WIP, post your level screenshots!   
    Updatetime. Most of the puzzles are still missing but thats my mistake. i like the design phase a bit more so i often set the "lame" stuff at the end. I know my work flow is flawed because every change I make in the end can result in mayor optical changes :-(
     
    Also these areas are not pollished in any way. its the sheer size of this map ... Well less then 3 weeks to go...
     
     
     
     
     









  8. Like
    TermInator525 got a reaction from 2d-chris in The random model thread!   
    Made for the Mappingcontest over at interlopers.
     

     

  9. Like
    TermInator525 got a reaction from Dejavo in WIP in WIP, post your level screenshots!   
    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.
     

  10. Like
    TermInator525 got a reaction from Sprony in WIP in WIP, post your level screenshots!   
    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.
     

  11. Like
    TermInator525 got a reaction from vstmn in WIP in WIP, post your level screenshots!   
    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.
     

  12. Like
    TermInator525 reacted to Castle in WIP in WIP, post your level screenshots!   
    Getting a rough art pass in place on my UT4 level layout. The goal is to make something akin to a portal test chamber but detailed enough to take advantage of the engine.
     




  13. Like
    TermInator525 got a reaction from SotaPoika in WIP in WIP, post your level screenshots!   
    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.
     

  14. Like
    TermInator525 got a reaction from FMPONE in WIP in WIP, post your level screenshots!   
    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.
     

  15. Like
    TermInator525 got a reaction from Minos in WIP in WIP, post your level screenshots!   
    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.
     

  16. Like
    TermInator525 got a reaction from Vilham in WIP in WIP, post your level screenshots!   
    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.
     

  17. Like
    TermInator525 got a reaction from 2d-chris in WIP in WIP, post your level screenshots!   
    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.
     

  18. Like
    TermInator525 reacted to Hipshot in Indiegame - Hammerwatch beta/demo   
    It's interesting, we keep getting contacted by Japanese companies that wants to translate and move this into the Japanese market, which is seems like fun, probably something we should look into.
    Should be looking more into a office too, hard to work from home now, getting less and less done every day as it feels.
     
    Here's some keys, please share amongst your fellow core brothers/sisters/whatever. Some people probably like this game better than others, it's not Diablo, so don't expect something like that, it's repetitive, hard and much more fun in coop.
     
    LDY9L-PZ0EC-0VJ78
    A8GNI-BYD27-9BHGJ
    YDXLP-ZK9KL-07Y6G
    PNFYT-GXRIA-N0B3R
    4H49A-XFK79-KPP5D
    FVIH0-FP8EF-GNYA4
    V5MBQ-CPXFY-77GLW
    0GAPP-V7FDX-AL0JP
    9FPML-TM6FI-YNE7F
    6L26B-HIG7D-MQ743
    I7AW6-5B9VQ-VLVM6
    QWAY4-XFVJ0-258MB
    ACEXX-3LIJB-XFTEI
    F8E5K-RCGBP-5T0Y9
    NHG2R-YVR0X-6N7EF
    5X0FZ-H8M7P-C3WJI
    8GHBT-07B2J-ACHFD
    643R8-PJ5QH-WQL5F
  19. Like
    TermInator525 reacted to ElectroSheep in De_ruins   
    Okay serious shit !! I have now all the map done and I just need to retake a bit some old place to make them better and a lot of framerate work to do + clipping and shit and bam !

    Hope this will be good. I have also an idea of new path between A and Mid, I want to test it soon

    Screenshots :







  20. Like
    TermInator525 got a reaction from General Vivi in [CS:GO] ar_drainage / awp_dustfloor   
    Hi there,

    i want to show you two projects. One made yesterday the other thing were just laying around for a longer time (at least a few months). Both available in the Steam Workshop:


    Dustfloor (name and layout by "Matrix")

    made for an older speedmapping competition and my old personal cs:go playground. Thats said I don't like the layout or the gameplay and i don't have time to finish things. Soo better than nothing:



    Download and more Screenshots:

    http://steamcommunit...s/?id=141719933



    Drainage

    also made for a very small (only two persons) speedmapping contest. It took me 4hrs to finish the map and another 45min to compile and upload he whole thing. Its still unfinished but I think its the best i could do within the given time. HDR, Soundscapes, Decals are missing. Gameplaywise i would change some spots but the rules are that we both are not allowed to change the maps until next week.



    Download and more Screenshots:


    http://steamcommunit...s/?id=146388906
  21. Like
    TermInator525 reacted to robert.briscoe in ITT: Post maps/scenes that never saw the light of the day.   
    Something I never got around to finishing for the Polycount Escape thing:




    Was a fun, short experiment to get more practise at a hand-painted art-style
  22. Like
    TermInator525 reacted to ElectroSheep in Cs_siege_go   
    So as we are playtesting our next version, I want to talk about the changelog with you now (but no link yet, I'm recompiling the map tonight because of some glitches)

    - Now the map have 40 slots.
    - Lighting is a bit brighter.
    - The map support the new cs gamemode with 8 different spawnpoints for hostages.
    - CTs are spawning here now, reducing the time needed to be at the choke point :



    - They can turn right to the main path or left to the sewers, this part is tricky because it needs you to make a strange move at the end of the round, we hope the radar willl be clear enough so people will know about the sewer. We changed the pi a bit to help people jumping in the mud :



    - CT spawn is now the only rescue point as the sewers area is now more frinedly for CTs, this place is normal now :



    - T are spawning in the warehouse so, like CTs, they are in the chokepoint sooner. Also some hostages can spawn in the warehouse, making the whole office area useless but this make the gameplay more dynamic :



    - We deleted a large art of the sewers, including the corridor / stairs that was in the office because this path was really useless and make people lost :




    - We changed the ladder access by a staircase because before the new cs mode, hostage didn't take the ladder, it's still there anyway :



    - We added a new access between sewers and the main path with a vent :






    We hope you will like it
  23. Like
    TermInator525 reacted to ElectroSheep in De_ruins   
    Hey guys !!!

    So after posting a bit in the wip section, time to make a topic for this map. It's a defuse map setted in aztec ruins. Wanted it to be my entry for the CEVO mapping contest but there is only 6 days left and I need to make 50% of the map until this XD.

    I'm still worried about the lighting. Texture are a bit brighter than screenshots from WIP thread and lighting is in daylight. But don't know if this is final lighting. (also I don't know either if the final name will be ruins , so generic)

    I'm also not fully happy for my A site, I want some parts of the map to be full of guerilleros wooden infrastructures, but I don't find a lot of good ideas / references. A is not guerilleros enough" ^^.

    Here are the screenshot from finished areas :











    Then a bit of wip areas here :



  24. Like
    TermInator525 got a reaction from FMPONE in DE_GWALIOR   
    beautiful!
  25. Like
    TermInator525 reacted to FMPONE in DE_GWALIOR   
    Hey all!

    So, Kikette and I have been very busy on a new CS:GO map named Gwalior. We managed to somehow make a map in one month. Kikette has done a tremendous amount of work on the art side, and I've been working hard with the mapping so that we can enter Gwalior into the upcoming CEVO competitive mapping contest. The good news is the map is all done, and playable, and I think it's some of our best work to date. The bad news is, I can't release it until after I've first submitted it to CSBANANA for the contest.

    As a result, the map will be playable on the 16th of April.

    Here's a glimpse of what's to come:










    I hope you like what you see, and support us on the workshop once we make our big debut! Thanks
×
×
  • Create New...