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Posts posted by Setin
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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- CuervoSp, Interfearance, Squad and 2 others
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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.
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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
- RA7, Serialmapper and SirK
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I'm finally on the board! I am now a Designer at Escalation studios.
- KoKo5oVaR, TheOnlyDoubleF, Mazy and 9 others
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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.
- LATTEH, 1488 and aaaaasdasdasdasdasda
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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
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On the pic 4 the palm trees on that height obviously wouldn't be able to grow. In order for palms to grow they need to have certain amount of space in between them.
I haven't thought of that. Do you mean that they need more flat land to grow and can't grow on a hillside?
Pic 5 - The garage is too thin for the jeep to get trough? Or is it just me?
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
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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.
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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.
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How fast were the melee animations? They can be all well and good visually, but hopefully they're quick half second affairs rather than full "couple of moment" struggles that fuck up flow and let the other enemies get plenty of hits in.
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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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.
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Does the map need to be compatible with all game modes like most of the default ones are?
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You can change it to the Workshop map publisher (not through the Workshop itself).
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.
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Update on my lamp. Thanks for the suggestion about the lamp cage, PogoP.
I slapped on some autodesk materials on it.
I am modelling this lamp off of a real world reference. Does anyone know how to make the glass look like my reference photo?
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.
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Update on my lamp. Thanks for the suggestion about the lamp cage, PogoP.
I slapped on some autodesk materials on it.
I am modelling this lamp off of a real world reference. Does anyone know how to make the glass look like my reference photo?
Looking good. I would imagine a normal map could give you those indented lines.
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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.
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Congratulations!
I saw this on Kotaku, you're making waves dude! Big deal IMO, going to check it out ASAP
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.
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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:
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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








Prelude - HL2: EP2
in Level Design
Posted · Edited 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