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Setin

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Posts posted by Setin

  1. ==============
    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

    aim_temple05_new.jpg

  2. 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

  3. 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). 

     

    post-30805-0-62380300-1408424471_thumb.jpost-30805-0-79839200-1408424476_thumb.jpost-30805-0-18364000-1408424481_thumb.jpost-30805-0-74625500-1408424486_thumb.jpost-30805-0-35593300-1408424491_thumb.jpost-30805-0-21835500-1408424495_thumb.j

  4. 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. 

     

    post-30805-0-46218000-1408199508_thumb.jpost-30805-0-33138000-1408199509_thumb.jpost-30805-0-25280400-1408199510_thumb.j

  5. 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. 

    post-30805-0-05314900-1408117254_thumb.jpost-30805-0-41736200-1408117259_thumb.jpost-30805-0-19119000-1408117265_thumb.jpost-30805-0-99721700-1408117268_thumb.jpost-30805-0-75581100-1408117273_thumb.jpost-30805-0-51334600-1408117278_thumb.jpost-30805-0-61219000-1408117279_thumb.jpost-30805-0-66504500-1408117282_thumb.j

  6. 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.

  7. 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.

  8. 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. 

  9.  

     

    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. 

  10. 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. 

  11. 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. 

  12. 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: 

     

    post-30805-0-48634500-1398455519_thumb.jpost-30805-0-40801600-1398455592_thumb.j post-30805-0-16847900-1398455746_thumb.j post-30805-0-27213900-1398455748_thumb.j post-30805-0-60925900-1398455815_thumb.j post-30805-0-96481400-1398455818_thumb.j

     

    Red Sky:

     

    post-30805-0-21833000-1398455421_thumb.j post-30805-0-47486600-1398455602_thumb.j post-30805-0-96613300-1398455728_thumb.j post-30805-0-48033700-1398455732_thumb.j post-30805-0-06304400-1398455860_thumb.j post-30805-0-93732000-1398455860_thumb.j

     

    Collision:

     

    post-30805-0-02327600-1399742193_thumb.jpost-30805-0-32104100-1399742188_thumb.jpost-30805-0-30895200-1399742190_thumb.jpost-30805-0-46616600-1399742185_thumb.jpost-30805-0-28258600-1399742180_thumb.jpost-30805-0-72984100-1399742176_thumb.j

     

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