-
Posts
86 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Articles
Pages
Everything posted by Setin
-
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
-
============== 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
-
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.
-
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
-
I'm finally on the board! I am now a Designer at Escalation studios.
-
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.
-
More images! Mostly working on detailing and optimization now. As always, any feedback is appreciated.
-
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.
-
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
-
Been awhile since I updated this. Been kinda busy but have nearly finished the whole blockout, should be ready for playtesting soon.
-
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
-
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).
-
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.
-
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.
-
I wasn't timing them but they felt around .5 - 1.5, seconds long. There were a lot of different types.
-
I was there. The whole audience laughed when he said he was turning off the stream. We watched what felt like 20 minutes of demo playthrough. It really looked like they were trying to bring back the more frantic combat from the original Doom. He was running around a lot and constantly using melee finishers. There were some moments where they were trying to bring in a more survival horror feel as well which I think is good, a balance of both would work best imo. Btw, the demons getting ripped in half or getting their skulls crushed was just as awesome as it sounds. Also, chainsaw <3. Also apparently it's going to be using id Tech 6, IIRC.
-
Does the map need to be compatible with all game modes like most of the default ones are?
-
That last shot could use some changes in height. That building looks very uniform and unappealing. If you added something to break the even height on the roof it would help a lot.
-
Ya I was talking about that. When I used the map publisher it wouldn't let me upload a picture that wasn't a direct screenshot to use for the thumbnail image. I've seen other workshop maps with text on their thumbnail image, so there must be a way. I've even tried just opening the screenshot in photoshop/paint, and just saving it with a new name as a .jpg (without changing the image at all) and it won't even accept that. So I don't know how to upload a custom image there.
-
Looking good. I would imagine a normal map could give you those indented lines. How would I do that? Would I need to unwrap the glass first? Or would it be possible to blend 2 glass textures to make that effect? You would need to unwrap it and place a texture and normal map on it.
-
Looking good. I would imagine a normal map could give you those indented lines.
-
Just added my 3rd part to the series! Also, if anyone knows how to change the thumbnail image on the steam workshop, I'd like to change mine to ones with a text overlay on them but it keeps telling me to check parse image or something. They are still .jpgs, and they are even smaller in size so I don't know why it won't accept them.
-
I think that's a different MOD on Kotaku hehe, http://kotaku.com/new-portal-2-mod-adds-time-travel-1567628112 <--- not me Unless there's another time travel portal 2 thing on Kotaku I missed lol.
-
Hey all! I've just released the second part of my Portals Through Time series and decided I should post here. The third and final part should be done soon. Portals Through Time is a single-player series of puzzles built for Portal 2 and created in the Hammer engine over the course of 12 weeks. Players embody the main character, Chell, as she solves puzzles in test chambers created by the antagonist, GLaDOS. This series of chambers features the new mechanic of relative time travel. Players can go though a time machine entrance and exit out in another time and area of the chambers. The player starts in the present time period, where the chambers have fallen into decay and are overgrown with foliage. They must solve the test chamber by using mechanics still functioning in the past and bring them into the present. Download part 1 (Intro): http://steamcommunity.com/sharedfiles/filedetails/?id=248082406 Download part 2 (Red Sky): http://steamcommunity.com/sharedfiles/filedetails/?id=253002504 Download part 3 (Collision): http://steamcommunity.com/sharedfiles/filedetails/?id=258437462 Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=253008122 Portfolio: http://www.austinthouse.com/ Intro: Red Sky: Collision:
-
Just finished the first part of my Portals Through Time series and tossed it up on the workshop. Only issue was I couldn't figure out how to get my custom test signs in there. http://steamcommunity.com/sharedfiles/filedetails/?id=248082406
