MadMonkey119
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MadMonkey119 reacted to TheGuma in WIP in WIP, post your level screenshots!
(Sorry for large pictures!)
Everyone loves WIP's. There;
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MadMonkey119 reacted to Enhex in Generic 3D Level Editor v0.2
Hi guys,
For the last several months I've been working on a generic level editor which I plan to use for future game projects.
It's inspired by Hammer(geometry creation) and Unity(GUI Layout) and designed to be even better in some aspects.
The two main goals are to make something that can be used for any game, and to have simple geometry tools to make user created content feasible.
Longer pitch available here.
Video: (feel free to skim it, it's making a level and playing it)
So I'm wondering what you guys think?
Maybe you could suggest things you always wanted to have or something? Workflow, features, etc.
For example I know of some cases which scripting can be useful to generate parts of the level (before it's saved so the generated stuff are part of the level file), which is something I haven't seen with the editors I got to use.
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MadMonkey119 reacted to Nexusdog in WIP in WIP, post your level screenshots!
Just seen on Twitter, this was me. https://twitter.com/potch/status/537330272954359810?s=15
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MadMonkey119 reacted to catfood in [CS:GO] Shipped
Hello mapcore, shipped is a new map I'm working on, normally I would playtest the map a bit more before posting on mapcore or share the map in general. But thought it might be interesting to try something new to get feedback early on and show more of the stages the map goes through.
I heard some say the map feels big and although there needs to be more player guiding/smaller paths the timings are the same as in most cs:go maps.
Anyway here's the download: http://steamcommunity.com/sharedfiles/filedetails/?id=345171392&searchtext=
And some screenshots of the floating block:
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MadMonkey119 reacted to Parkcityfan in [CS:GO] Shipped
I have some thoughts after flying around the map a bit.
I know its Block out stage in all, but almost every single part of the map (except for the bomb sites) feels the same to me. The paths on the edge of the boat are almost identical.
The lack of a definite mid is not something that by itself is bad, but in this map I feel like it creates a serious disjoint between the bomb sites. To rotate from B to A and vice versa is horrible. You have to go through the side paths, which can be easily camped and watched by a terrorist. Because of the placement of the bomb sites, and the length of the paths, it is almost impossible to rotate through CT spawn. I know you are trying to avoid just going the Nuke route with adding vents, but an alternate route needs to be added. (maybe a set of stairs that extends from the back of B to a place near CT spawn).
I like how you juggled with sights in the B bomb site a lot. My only request is that the T Wall that separates the two small routes would be bangable. A seems rushed, like it needs more work (duh, its a block out).
I wrote a lot, but I think that most of this more or less is because of the block out (hopefully). Remember this is just from flying around, so I am maybe not the best source.
Thanks.
P.S. This map is a combination of Nuke and Import. I like both maps a lot, so I have high hopes for this map.
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MadMonkey119 reacted to mr.P in WIP in WIP, post your level screenshots!
havent posted anything in a while, been slacking,
decided to redo one of the sites in my latest level, moved it from one of the hangars to upper deck, players will be able to see the commander bridge through the glass...felt more epic, also switched out the blackbird for a nighthawk - made in bsp
also been struggling to get the scaling of the inside to feel like a aircraft carrier, got some more texture tweaks to do then hopefully the spec will work its magic,
got some more work to do before the fun stuff begins...
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MadMonkey119 reacted to vstmn in WIP in WIP, post your level screenshots!
Made in hammer using L3DT and DispGen. Takes up whole grid in hammer.
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MadMonkey119 reacted to Campaignjunkie in WIP in WIP, post your level screenshots!
Working on a small Porco Rosso flight sim game designed for VR... it's about looking around, so it had to be an open cockpit game, so... Porco Rosso. It's called "Nostrum." Currently a finalist in the Oculus VR jam, cross your knuckles for me!
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MadMonkey119 reacted to PogoP in WIP in WIP, post your level screenshots!
Cheers for the feedback man. Pretty much all those points are on my list of things to do, I was just setting up the scene with a few simple pieces first to get to grips with Cryengine. I plan on adding a stairwell area, and modelling the interior of one of the apartments.
Here's a WIP from the weekend. Just been messing with the ambience. Still have a lot of work to do on the floor/ceiling, and of course props and stuff, but I want to start blocking out the stairwell/room area next. I'm also planning on doing some audio work for this scene too; I want to practice some non-3d stuff too!
