-
Posts
94 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Pages
Everything posted by gav
-
Can't wait to see more. Looking great
-
Looks Awesome . love those cable cars
-
Looking like a sweet map on the way
-
Gee thanks guys for the great feedback. ATM i am on the west coast of Tasmania which is 20 years behind the rest of the world. Just managed a bit of wifi so when I get home I will be able to get onto some tweaks.
-
This looks fucking amazing . It appears that you are visiting a whole new level with that workmanship. (Pardon the pun) .
-
Hey Stract that looks pretty nice.
-
Hey Guys I have submitted a form for a playtest . 22 Sept . I think that is Friday Night * I would struggle to to be able to play at any of the times in the near future due to my time zone . so I am asking the good people of Mapcore to accept my apologies for my being absent . SORRY MY BAD. I have had a goldfish moment . Please schedule for next available time .
-
Cheers buddy, on that compile the ambient strength was 190 . On the latest update its 400 and has brightened up areas. Thanks for the feedback , some things definitely need other people's input. I run the game on 1.6 gamma on a 144 hz screen with the colors less saturated than some. but a map should cater for all setups to work as a playable level. The sewer does become challenging TBH , too much light it becomes unrealistic and too dark its not CS friendly. UPDATED https://steamcommunity.com/sharedfiles/filedetails/?id=1124986957&searchtext=
-
This map is looking like it will be AWESOME !!!
-
Dishonored : Death of the outsider // Curator and ghost town
gav replied to kikette's topic in Level Design
Seems to capture the atmosphere very well -
SDK was broken - seems to be fixed now
-
Not enough sand . Just right on the orange and O so great custom stuff. OFF TAP MAP
-
Thanks for your feedback Philipp - I will take it on board
-
Hi all , I think everyone has probably been a victim of the workshop voting system, maybe On the 9.3.17 i got 15 negative votes all within a handfull of hours . I know everyone has an opinion and I am not one for stifiling freedom of speech but all 15 at once Anyway moving on, I have managed to get an improvent in FPS with some visibility work around (engine) so I am happy with that
-
Good luck with finishing on time - The detail you are producing is very nice
-
Thanks for your suggestions Not having any friends with modeling skills I have had a few moments where I have had to even kid myself of what would work in the story. There is not even 1 gum tree in the map. I went with SAS to try and get close to what would've been true but maybe IDF would have worked better for visibility. As T models go I was never feeling any fit. I was pretty much 50 / 50 on leet or phoenix and chose leet for some visibility reasons . The denim jeans could also be a better fit to the area. The truck in T Spawn has 3 seats in front so if i made space in the back could that be more believable ? Or an idle sound or exhaust effect maybe. My main focus is optimization at the moment so i am probably going down the prop culling road more than adding if i can avoid it.
-
Clips noted havent really done much with nav mesh other than place names , but also noted .
-
NO Playtest yet but that may be possible now. WIP HERE My time zone is a way off so I do not know how I can be be part of it
