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FRAG

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Posts posted by FRAG

  1. All those actions are attributed to their bad sport position, although yes it is a shame you had to experience that, those asshats will have those actions on record for their account, I won't be surprised if they are now stuck in the bad sport servers, where the entire population is filled with dicks like that.

     

    Are you just playing by yourself at the moment Jack or was it just a "I have a spare 30 minutes, I'll jump online"

  2. From what I used in Unity 4&5 there was no brushwork, its done via 3D model assets, so you can create basic shapes but they are models, although it kind of works the same, I just never got the flexibility I had when working with brushes, most importantly was resizing on a grid, everything is done via position, rotation & scale values, which works for a set model, but not for greyboxing effectively.

  3. I'm quite lucky in the sense that I won a Unity 5 pro license last year, and have been testing the beta for some time and yeah it's a nice engine to work with, but for me it comes down to preference, I prefer UE4 for it's editor layout, it's blueprint system, C++ programming and a few other little quirks that make it unique.

     

    I received an email today though saying I could go ahead and download the full Unity 5 pro version, but the thing 404s each time that I do it, which means there is interest, and so there should be!

     

    Unity 5 is a nice tool-set and many small time or hobby devs will feel at home with it, especially if they've been using the free version for all these years, I think it's great they can now offer a free version that offers full engine capabilities, it's like I pointed out in the steam hardware thread, you now have two companies that offer the latest tech for free, this can only further advance and benefit the digital community.

  4. I was always under the impression that Oculus was pretty open with other VR devs when it came to their tech, obviously not the bleeding edge stuff but the foundations at least.

    This is also the 3rd year of mainstream VR development so I'm expecting Oculus and Valve to be going head to head in Q3/Q4.

    But then again, we need valve to actually show us something, we need something concrete, I've used an Oculus DK2 & was lucky enough to try out Sony's Morpheus headset last year and both were really coming into there own as solid VR products.

    But, there is a developer preview for the spring so we will know what's going down fairly soon and I'm hoping in the back of my head they turn up to Develop in Brighton (July) with this new VR headset, just so I can get a look first hand.

    Either way, it's an exciting time for VR development and now we have 3 major contenders going against each other and that can only mean better products for the consumer!

  5. That's fair enough then :)

     

    I really do like WW, I remember you posting about it on the WOLD forums a while ago and being impressed, I just can't see myself picking up Max (especially as it's been years since I was a student) and trying to use it though.

     

    I'll be watching out for any content made with WW in the future, and who knows, maybe one day I could give it a go.

     

    All the best :D

  6.  

    Pay to Play isn't really an issue. The majority of students and hobbyists can get Max for free directly from Autodesk Education Center. The hurdles I generally face are lack of education. The internet likes to regurgitate untrue facts forever. I still see people say that you can't use Max for Source levels or that there is no SMD exporters for Max 2015, etc. Apparently, the skill to use Google is only learned by people older than 30.

     

     

    And with that last part, you lost me, sorry but now you're sounding off untrue facts.

     

    It's great you've done this and yeah you really believe in your toolset because you have a passion for 3DS Max, but we all use the Hammer editor, it's what we have learnt to use for years to craft our worlds, if someone has prior knowledge of Max then I'm sure they will be interested in WW as it does look really useful, but you will find that is not the majority, I should know, I've been floating around for 13 years myself and all I ever saw was XSI or blender being the go to tools for hobbyists as they didn't cost anything above maybe a pint to a mate to get it all working for you.

     

    Keep up good the work on WW.

  7. I watched a video about Besiege two days ago, I love the assets, the style looks really nicely done and gives off a certain table top feel.

     

    When I have the $, It's definitely a game I'd like to try out

  8. As I'm limited to what I can do on this laptop while in hospital, I decided to give the Sledge editor a go and just make a quick map in HL1, nothing special, just testing out the ease of use etc.

     

    gEEj1fo.jpg

     

    8GZEJGc.jpg

     

    If anyone is interested in using the Sledge editor, I created a blog post about it too.

     

    http://fragleveldesign.tumblr.com/post/111975900312/first-came-the-hammer-then-came-the-sledge

  9. Hey everyone, thought I'd create a thread here for my UT4 CTF map which I've called Atmos.
     
    The idea of Atmos came from playing maps like Phobos, Face and Deimos, I loved the idea of battling it out on arenas floating in space, It's not only visually amazing but can create some interesting gameplay mechanics such as gravity shifting.
    Now Atmos is designed as a homage to the maps I mentioned, by creating a new map with unique features of it's own but also borrowing ideas and concepts.
     
    Map at a glance [sUBJECT TO ITERATION]
     
    Name: CTF/TDM-Atmos
    Themes: Industrial, atmospheric
    Requirements: Must stay true to the inspirations of Phobos, Face & Deimos while offering a fresh visual style but in keeping with Unreal.
    Purpose: Create an orbiting launch platform? maybe a based station? which has a high level of quality across all aspects: gameplay, visuals & sound.
     
     
    Here is a very basic top-down layout of the map from it's inception (I have no drawing skills really so enjoy this paint-esque image and some shoddy sketching)
     
    6qz9bGiR
     
    The idea is that the teams start on opposing sides diagonally from each other, there is no direct route per say but there are quicker ways around the map that involve a form of risk taking, let's start with the octagonal platforms.
     
    shot1.jpg
     
    All 4 octagonal platforms have the 3 routes as shown in the above image. 
     
    We have the route that takes us to the upper platform, which will consist of scarce cover but allow for some brutal battles.
     
    We have the route that takes us to the lower platform, this section will have twists and turns as you make your way through the belly of the orbiting platform.
     
    And then we have the middle route, I call this the choke route.
     
    The idea of the choke route is to allow the player to take high risks to reap high rewards, this choke route can allow a player to get directly to the opposing teams flag (and in T-DM it could cause some mighty fine havoc!) The route will be a little cramped but not too cramped to ruin the speed at which players move, it will have an opening or two though so be careful of those rockets and rifle shots!
     
    There are also 2 jump pads located on opposing platforms, these also give a player quick access to the choke routes, but being the cruel man that I am, there's a price to pay for using them too.
     
    IMG_20140729_221914.jpg
     
    Using these pads will launch the player out of the arenas gravity field, this in turn slows the player down in the air and allows them to become a moving target (bit like the duck game at a carnival but with more gore)
    I've yet to test slow down speeds and would appreciate input on this from everyone (of course, this is all subject to change if it really isn't working out, you know it how it goes by now :P )
     

    During a discussion on the UT forums about Atmos I was shown the following concept art found on Tumblr.
     
    attachment.php?attachmentid=7350&d=14095
     
    This was what I needed, a direction, something to base my architecture on, a seed.
     
    After a few more iterations,  I just wasn't getting any feedback in any way on the UT forums so I feel by bringing this to mapcore I can get some answers, so here is Atmos as it stands in BSP form.
     
    Overview Shot
    37.jpg
     
    Shot from outer walkway
    33.jpg
     
    Underneath main red building
    34.jpg
     
    Connecting building from red flag to blue tower
    35.jpg
     
    Top of main blue building through top center connecting hut
    36.jpg
     
    Connecting walkway from main blue building to main red building
    38.jpg
     
    Shot from red tower in main red building overlooking choke
    39.jpg
     
    Shot from blue flag position
    40.jpg
     
    Shot from outer walkway
    41.jpg
     
    I've left a link below to the current pak file for Atmos, give it a go if you can and give me feedback, rip this thing to pieces, have I lost sight? Am I missing a piece that is staring me in the face?
     
    Thank you for looking at this thread, I look forward to chatting with you all!
     
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