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LATTEH reacted to Squad in [Wingman] Turnpike
My entry for the Wingman contest. Still a bit rough in some places, but it's time to wrap it up for now.
Workshop link
Credits to @Yanzl for the majority of custom props and materials (and for some last-minute assistance in tweaking vmt's for nighttime setting) and to @Skybex and @Rick_D for a few other props and materials.
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LATTEH got a reaction from VIOLATION in totally random texture thread
Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.
There is more, I just dont want to spam with a ton of images
Also wanted to thank the other level designers and environment artists that made the levels awesome!
edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)
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LATTEH got a reaction from blackdog in totally random texture thread
Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.
There is more, I just dont want to spam with a ton of images
Also wanted to thank the other level designers and environment artists that made the levels awesome!
edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)
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LATTEH got a reaction from Vaya in totally random texture thread
Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.
There is more, I just dont want to spam with a ton of images
Also wanted to thank the other level designers and environment artists that made the levels awesome!
edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)
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LATTEH got a reaction from Vancrom in totally random texture thread
Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.
There is more, I just dont want to spam with a ton of images
Also wanted to thank the other level designers and environment artists that made the levels awesome!
edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)
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LATTEH reacted to Vaya in [DOI] Brest and Brest Expansion/Remake
After a hiatus we have returned to finish off our Day of infamy map Brest.
http://steamcommunity.com/sharedfiles/filedetails/?id=792967534
My initial plan was to 'finish' the map with one update that would fix all the existing issues and add more gameplay modes - the initial contest release only supported the 3 point 'liberation mode (meaning that brest wasn't interesting to a large percentage of players that only played this mode.) This has turned out to be a little further away than I was expecting though so it's been broken down into a few reasonable sized updates.
Last nights update (which we've been referring to as the Brest lift :))
Added support for Stronghold mode. Stronghold has been implemented in its most skeletal form so I can gather feedback from its player base. What I found from last nights playtest is that I need to increase the number of capture points and add more point types (DOI added 'destructible' entities as capture points late last year ) Added support for Firefight mode Added support for Intel mode Opened up a number of new paths through the map- one bit of feedback we got from NWI at the judging stage was that the map felt linear. I've tried to rectify this by adding new routes through areas of the map that may of been considered 'dead zones' before- rather than just been glorified corridors these areas have purpose and new gameplay options As the options for players have increased, I've included more cover in key areas to hopefully draw the action to key points on the map. this additional cover should also add more dynamics to fights and stop so many 'in the open' 1vs1s.
Next Update - Brest reduction surgery (Eta 1-2 weeks)
Terri has noticed we've been quite...generous with a number of texture files so we're going to reduce these where possible. Goal is to get the map more lean while not losing any visual fidelity. Squad has given us a number of pointers in terms of scale and other visual updates we can make. Planning on applying as many of these as possible without dying in the process. Gameplay update for the stronghold mode based on the feedback from playtests. Clipping Pass. Really looking forward to this one! match skybox fog/lighting closer to main map. this has been pointed out to me a couple times today.. Apply any additional feedback where applicable. Keep it coming guys.
Any questions or additional feedback let me know. I plan of updating this thread up until I feel it's ready for Work Release
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LATTEH reacted to Stiffy360 in CP_Oranges (TF2)
Welcome to a completely remastered version of the super popular cp_orange_x3!
This is a, from the ground up, remake of the map featuring completely overhauled visuals as well as optimizations and gameplay tweaks.
You can find the map on the workshop here
http://steamcommunity.com/sharedfiles/filedetails/?id=454119288
And if you're too lazy to click links, here are some pictures!
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LATTEH reacted to Roald in WIP in WIP, post your level screenshots!
I feld like I had to make maps that have a logic and realistic theme but thinking more about CS:GO and the objectives like blowing up foodcrates and a statues and so ever I am more like **** it. So I decided to make something I like making myself (maybe I should have done that from the start), which is abit of a surreal enviorment. It will be a lost Castle in the forrest being taken over by nature. I thought of the mapname de_acquisition but idk if that's a fitting name really, but not important for now!
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LATTEH got a reaction from Sersch in totally random texture thread
Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.
There is more, I just dont want to spam with a ton of images
Also wanted to thank the other level designers and environment artists that made the levels awesome!
edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)
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LATTEH got a reaction from Serialmapper in totally random texture thread
Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.
There is more, I just dont want to spam with a ton of images
Also wanted to thank the other level designers and environment artists that made the levels awesome!
edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)
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LATTEH got a reaction from Vaya in Get Out directed by Jordan Peele
by the title of the thread it made me wonder who this Jordan Peele is and why did he want to out direct me?
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LATTEH got a reaction from Radu in totally random texture thread
Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.
There is more, I just dont want to spam with a ton of images
Also wanted to thank the other level designers and environment artists that made the levels awesome!
edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)
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LATTEH got a reaction from FMPONE in Get Out directed by Jordan Peele
by the title of the thread it made me wonder who this Jordan Peele is and why did he want to out direct me?
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LATTEH got a reaction from maxlevelboi in [CSGO]Hammer editor how to fix this leak.
Your skybox brushes are func_detail. Select them then right click then select move to world.
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LATTEH reacted to Thewhaleman in WIP in WIP, post your level screenshots!
From brushes to models! This 3d stuff is neato.
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LATTEH reacted to bauer_design_solutio in Video: The Abstract Deconstruction of de_dust2 - Bauer Design Solutions
Alright, time for part 2 and this time I thought makes sense to run through a lengthy example of a classic map everyone should know.
In case you missed part 1: https://www.youtube.com/watch?v=o4YbGGv1n00
or my channel introduction: https://www.youtube.com/watch?v=Vlyz9XIYPdo&t
Please share, like and subscribe. It takes a lot of time to create such videos and any support is highly appreciated.
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LATTEH reacted to Steppenwolf in totally random texture thread
Was just messing around with some patterns and curves, ended up with a cool panel type thing.
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LATTEH got a reaction from Deathy in totally random texture thread
Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.
There is more, I just dont want to spam with a ton of images
Also wanted to thank the other level designers and environment artists that made the levels awesome!
edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)
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LATTEH reacted to Steppenwolf in totally random texture thread
Awesome Jenn0! The new curve editor is super nice. Will be super useful for ornamental things and things like trim textures.
Some crap i was working on last night. Need to polish them turds a bit more before i make marmoset beauty shits shots.
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LATTEH got a reaction from K in totally random texture thread
Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.
There is more, I just dont want to spam with a ton of images
Also wanted to thank the other level designers and environment artists that made the levels awesome!
edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)
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LATTEH reacted to Jenn0_Bing in totally random texture thread
Finally got some more personal work to show off after a bit of a dry spell The Allegorithmic guys invited me to give the new Substance Designer 6 a test drive, so I made a new substance using the new nodes. Mostly the curve node which allows you to precisely control gradients.
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LATTEH got a reaction from text_fish in The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube
Tighten up the graphics? On level 3?
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LATTEH reacted to bauer_design_solutio in Video: High Level Layout Composition - Bauer Design Solutions
Let me quickly introduce myself and the concept behind Bauer Design Solutions. I'm a AAA game dev since 2007, originated from the mod community and wrote a few articles. Now however I want to change things up and share my experience and learning in video. I strongly believe in a healthy exchange of knowledge and opinions, especially in our field.
The first video in the series is about High Level Composition of primarily multiplayer levels. It sums up the beginning of my older article "Ben's small bible of realistic multiplayer level design" plus some additional thoughts and of course in a more entertaining format.
Video: High Level Layout Composition - Bauer Design Solutions
Please share, like and subscribe. It takes a lot of time to create such videos and any support is highly appreciated.
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LATTEH got a reaction from RaVaGe in totally random texture thread
Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.
There is more, I just dont want to spam with a ton of images
Also wanted to thank the other level designers and environment artists that made the levels awesome!
edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)
