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Setin

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Setin last won the day on September 21 2023

Setin had the most liked content!

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  • Steam
    https://steamcommunity.com/id/Setin/

Profile Information

  • Real Name
    Austin House
  • Employer
    Bethesda
  • Job
    Designer
  • Location
    Dallas, Tx

Profile Fields

  • Website
    https://www.austinthouse.com/

Recent Profile Visitors

3,012 profile views
  1. Been itching to make a short map for Half-Life recently. Took around 7 weeks. You wake up in an old warehouse area in the forest, but find that combine have returned. Time to go! https://www.moddb.com/games/half-life-2-episode-two/addons/prelude1 prelude.zip
  2. ============== Update 12/3/18 ============== - Removed cover from a couple of the inner corners - Rotated the tree near T spawn to move a branch out of the way - Removed a bush that made it hard to see CTs - Adjusted lighting - Fixed the custom cfg (should now have armor, rounds should work properly, warmup should end immediately) - Added more detail to the interior room - Fixed the rain
  3. I was thinking that too about the interior. The other side of the room looks fine imo but this part is too blocky. Need to break it up with something.
  4. Hey all! Been awhile since I've been active here. Wanted to show off this quick 2v2 map I made. ~20-24 hrs work. Any critiques or suggestions welcome! Basically wanted to design a cool 2v2 map where you could use more game sense and isn't just straight up, bland aim practice. https://steamcommunity.com/sharedfiles/filedetails/?id=1577380857
  5. I'm finally on the board! I am now a Designer at Escalation studios.
  6. Just released it today. Have a couple of minor issues, still want to do some more work on detail and balance. Hopefully after it is played now I can get some more feedback. Currently it supports Push, Firefight, Skirmish, and Occupy. I mainly designed it for Push but the other game modes work well on it too.
  7. More images! Mostly working on detailing and optimization now. As always, any feedback is appreciated.
  8. No more dev textures! Working on detail and balance still. Haven't received any feedback yet =(. Trying to get a dedicated server up and going but having some difficulties.
  9. Been working a lot on this. Got it ready for testing now, just published it on the workshop. Any feedback is appreciated! http://steamcommunity.com/sharedfiles/filedetails/?id=310864619
  10. Been awhile since I updated this. Been kinda busy but have nearly finished the whole blockout, should be ready for playtesting soon.
  11. I haven't thought of that. Do you mean that they need more flat land to grow and can't grow on a hillside? It fits the civ vehicles pretty cozy. I could open it up more, but I would imagine it wasn't made for those giant Humvees =P
  12. Been working hard to finish the full blockout. Not used to making maps this large =P. Anyways, currently capture point A and B are blocked out, as well as the Sec spawn area and most of the inner map area. Cap A is a 2 story shop and Cap B is a car shop (can only capture on 2nd floor).
  13. I opened up the river side area more because I felt it was too enclosed off and didn't feel like the flanking path it should be. I also finished making the border next to the street. Currently, it feels like the Capture point and most of the fighting occur to close to the spawn zones, so I will probably make the area larger.
  14. Well I'm jumping into this competition pretty late, but better late than never right? Town set on a small river/oasis. First day of work: Currently just have point A working (going for push map) and have spawns for Sec/Ins. Point A is the center building with the light gray roof in last pic. Second to last pic is the interior.
  15. Setin

    Doom (4)

    I wasn't timing them but they felt around .5 - 1.5, seconds long. There were a lot of different types.
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