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Terri

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  1. Like
    Terri reacted to 'RZL in Mapcore Discord Challenges   
    Hey, most of you probably already know but for those who don't we have been running Mapcore Discord Challenges for the past two months with the next challenge for the third month just starting.
    Come join us on Discord (https://discord.gg/SHZHCYf) and visit the channels #challenge-chat and #challenge-submissions for details.
    Here is the August 2019 challenge:
    Challenge name: Retro Ride
    Description: Demake one of the three given iconic cars from the movie screen as a low poly model
    Restrictions: Must be a 3D model, Max 500 triangles,  Max 128x128 texture limit
    Deadline: 2019-08-31  23:59  (GMT)

  2. Like
    Terri got a reaction from +Rusty+ in Blender   
    I have been using Blender 1/2 of my entire lifetime, so I am excited to see what is going on with investments and such.. I am a big fan of open source software, and for those who do sculpting you should check out the branch being worked on by Pablo Dobarro https://mobile.twitter.com/pablodp606/status/1145336342521556992 . I've testing it out the last few days and it is great.
    *Edit: As of 19 hours ago Pablo is now working for Blender.
    Also EEVEE is fucking awesome.

  3. Like
    Terri reacted to esspho in Blender   
    I've played around with 2.8 for about an hour now and switched back to the 2.7x input scheme. I wonder if many others do the same out of convenience.
  4. Like
    Terri reacted to untor in Swamp   
    I heard that in the swamps people often disappear. I will be excited if you disappear in my swamp.

    A lot of work and a lot of things I want to do, before the first public playtest.


     
  5. Sad
    Terri reacted to Interfearance in Blender   
    @NikiOo I pretty much did the opposite and completely understand what people are complaining about all the time. If you start on the convoluted program you don't really know what you are missing in terms of accessibility. Also, the addons for blender can be useful but most of them are niche gimmicks or absolutely necessary to perform a task. My fav had to be the one where you can use perspective reference photos to create geometry for renders by tracing over the picture. I am still confused who the target audience is. Its a 3D modeling program, not nuke. Then there is the cabinet generator which is probably the reason there are so many crappy inaccurate interior renders that you see in the real estate business. There is literally an addon just to have usable retopo tools. Right now I am looking at an addon that claims to aid blender's rudimentary reference plane tools. The list of tools that try to compensate for blender's lack of functionality goes on to UV wrapping, sculpting, rigging, etc, etc. I am not trying to shit on blender. The plugins ain't that tight tho, and if they weren't free it would be like paying for something that should come stock installed. I'm gonna give blender another chance for basic 3D modeling and see how it goes.
  6. Like
    Terri reacted to jd40 in Incline   
    Update: No longer working on this map as of september. I may continue working on it some time after the contest.
     
     
    My contest map will be set on a hill with a cable car station.
    Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition.

     
    The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
     
  7. Like
    Terri got a reaction from Squad in Blender   
    I have been using Blender 1/2 of my entire lifetime, so I am excited to see what is going on with investments and such.. I am a big fan of open source software, and for those who do sculpting you should check out the branch being worked on by Pablo Dobarro https://mobile.twitter.com/pablodp606/status/1145336342521556992 . I've testing it out the last few days and it is great.
    *Edit: As of 19 hours ago Pablo is now working for Blender.
    Also EEVEE is fucking awesome.

  8. Like
    Terri got a reaction from Zarsky in Blender   
    I have been using Blender 1/2 of my entire lifetime, so I am excited to see what is going on with investments and such.. I am a big fan of open source software, and for those who do sculpting you should check out the branch being worked on by Pablo Dobarro https://mobile.twitter.com/pablodp606/status/1145336342521556992 . I've testing it out the last few days and it is great.
    *Edit: As of 19 hours ago Pablo is now working for Blender.
    Also EEVEE is fucking awesome.

  9. Like
    Terri got a reaction from leplubodeslapin in Blender   
    I have been using Blender 1/2 of my entire lifetime, so I am excited to see what is going on with investments and such.. I am a big fan of open source software, and for those who do sculpting you should check out the branch being worked on by Pablo Dobarro https://mobile.twitter.com/pablodp606/status/1145336342521556992 . I've testing it out the last few days and it is great.
    *Edit: As of 19 hours ago Pablo is now working for Blender.
    Also EEVEE is fucking awesome.

  10. Like
    Terri got a reaction from esspho in Blender   
    I have been using Blender 1/2 of my entire lifetime, so I am excited to see what is going on with investments and such.. I am a big fan of open source software, and for those who do sculpting you should check out the branch being worked on by Pablo Dobarro https://mobile.twitter.com/pablodp606/status/1145336342521556992 . I've testing it out the last few days and it is great.
    *Edit: As of 19 hours ago Pablo is now working for Blender.
    Also EEVEE is fucking awesome.

  11. Like
    Terri reacted to leplubodeslapin in Blender   
    Hummm ... I believe Blender got its 2.80 update (still in beta but plenty of people are using it) → People realize it's at least as good as maya/max for what they do but it also has plenty of tools within the same software that can replace other softwares (sculpting, baking, rendering, physics simulation ...) → They give it a try and it's just much better than paid softwares ?
    Plus it has an incredible real-time render view (eevee).
    Maybe guys you should give it a try  ?
     
     
    To me, it's 1000% deserved.
    (I'm no expert, I'm not an 3D artist)
  12. Like
    Terri reacted to jd40 in WIP in WIP, post your level screenshots!   
    My wingman map that's going on hold for the exotic contest. Had a modular set and everything 🙂
  13. Like
    Terri got a reaction from Interfearance in TAR won't produce a dds.   
    Please send me the VMF and I can take a look to determine if its a bug or something else.
    Terri#1024 on discord.
  14. Like
    Terri reacted to spa in Rampart   
    Rampart takes place in the Pacific in an abandoned bunker installation from WW2.
    I
    have a rough untested layout and some mockup props. I mainly try to make the two bombsites thematically stand out: One is a derelict research lab where super soldier experimentation took place (a large vat with a skeleton soldier) and the other is a haubitzer canon.
    I also try to work in alot of circular and organic shapes to get away from the typical straight lines that a grid based workflow can lead to.

    Another quirk on the level that i would love some feedback on is the breakable door/gate on the B site. I know these things can be controversial but i want to give it a try and if it doesn't work out i might try something else.

    One of my main motivations for this map is to create as many new materials as possible with substance and really make it look gritty, aged and worn out.
    I hope I have time to complete this one, but i think its pretty scaleable in terms of the amount of polish required.
    Feedback and comments are welcome!
    Workshop Version
  15. Like
    Terri reacted to Rump3L in WIP in WIP, post your level screenshots!   
    Free time chillout sessions, wip wingman 





  16. Awesome
    Terri reacted to Squinky in Fairway   
    T-rexer and I are teaming up again!
    We've had an idea for a golf course set in the Australian Outback - think lively red desert sand, punctuated by rich, green fairway! A line of gum trees border the greens with rich leaves that sprout along salmon bark peeling into tinged yellow. A green lake invites kookaburras to sing their daytime song while jam wattles surround a brick and mortar clubhouse, looming over the landscape. It's this very clubhouse that's in danger, and its up to you as a Counter-Terrorist to save it!
    WIP overview (workshop link in second post)
    Inspiration:
     
  17. Awesome
    Terri reacted to TanookiSuit3 in [TF2] [WIP] Precipice Event   
    Precipice is a single-stage Payload map with an emphasis on vertical combat contrasted with quick CQC spaces. Precipice takes place in an abandoned mill built at the edge of a chasm. Blu is tasked with the objective of pushing a cauldron containing a mysterious and evil potion which Red must defend from reaching its final destination: A well of evil souls waiting to be unleashed.

    Perhaps the mill isn’t here by coincidence after all...

    Precipice is a pretty old map me and my buddy The Horse Strangler have worked on. I’ve wanted to get back to this map after we put so much work into it. Precipice was always a Halloween themed map, and we figured we’d try and get this out at a reasonable spot before October.

    We’ve done a lot of testing on the map prior, but it’s gotten a lot of attention lately, especially coming back to it with fresh, wiser eyes.

    We’re currently on iteration V3. The map is in a pretty good state to release as is, but we want to hammer down some solid playtest feedback on it before we do.

    Here are some screenshots of the map:
    The map can be downloaded here.
  18. Like
    Terri reacted to ItzOmega in [UE4] Western Recall   
    Custom gloves blockout:

     
    Flying bot low poly:

     
    Female enemy blockout:

     
    Basic blockout from the church:

     
  19. Like
    Terri reacted to mr.P in WIP in WIP, post your level screenshots!   
    screen grab of a re-purposed old map, finally something for danger zone, will hopefully become another odd one out -- nothing casual, very vertical, shotguns and smg + power jumps and hopefully featuring all the latest valve shenanigans for csgo hammer! :D~

  20. Awesome
    Terri reacted to El Moroes in Random Photo Thread   
    Hey, perhaps you'll like this...I went to a great roman show here in Nîmes (Fr) and I came back with pictures. 📸
    You'll find them here : 

    Enjoy ! 🤟 
  21. Like
    Terri reacted to AlexM in WIP in WIP, post your level screenshots!   
    I haven't been actively doing 3d work in almost 10 years and I've missed it a ton.
    I decided to enter a contest my city is holding to design a park installation that acts as a shelter for rain as Vancouver has a very large rainfall. As part of this I also bought a license to Houdini to make my submission so I was learning Houdini at the same time while I made this. I might have taken on more than I can chew but I vowed to have something complete by the submission date because I hate not finishing projects. I made it but I wasn't able to make a diagram explaining how to take it apart and put it back together again (think ikea instructions).
    Rendered in Unreal engine.
    Here's my submission with my design goals description.


  22. Like
    Terri got a reaction from DeadKnife in MapCore CS:GO Playtesting 5.0   
    Connection Info
    CS:GO Server IP: 185.62.204.12:27035
    Location: Central Europe
    Slots: 20 players
    Discord Server Invite: https://discord.gg/nQWzYhX
     
    Playtesting Information
    Playtesting is held every Tuesday, Thursday and Sunday, at 19:00 BST (20:00 CEST), with a maximum of 2 maps per session.
    Make sure to join the Steam Group and Discord Server for regular updates and information on CS:GO playtesting!
     
    Submitting
    Before submitting please check to see if one of the two slots are available on the day you wish to playtest by checking on the current schedule spreadsheet, and make sure to allow at least 24 hours until the date before submitting: https://goo.gl/a5n1M1
    Submissions can be sent through the google form: http://goo.gl/forms/qK15A03oAI
    Note: If you would like to resubmit for playtesting we generally request you wait at least two weeks before resubmitting
  23. Like
    Terri reacted to Minos in Overwatch   
    I like to think that Overwatch maps are abstract virtual spaces (though I do my best to imagine they are a real place to make them feel as believable as I can). If we would just make "realistic" maps (sacrificing gameplay so the roads can go where it "makes sense") these maps would have the worst gameplay ever   Gameplay comes first, the map art is just a "skin" on top to make you feel like you are in a real place, but it's obviously not a real place, it's all smoke and mirrors and lots of little techniques to convey spatial awareness and navigation. It's all an illusion, so we can cram as many ideas as possible in a small place. For example, "in reality" the farm in Junkertown would be miles away from the city itself. But who would like to play that? Here's some food for thought:
    Some of your feedback is very valid though and we will keep it in mind 
     
    Editing:
    Btw, I completely forgot to post this here, but I gave a talk on Digital Dragons last year about how we blockout our maps and the power of keeping things simple, by using Junkertown as an example
     
     
  24. Sad
    Terri reacted to fewseb in Overwatch   
    Listen, im not arguing that every building needs to be up to the structural code of the local area, or that realism trumps gameplay, to me however, an area should as the very least be possible.
    Nobody looks at a counter-strike map, sees all the conveniently placed crates and thinks "yeah thats realistic", however in most modern counter-strike maps, while the crates are improbable, they are still possible. You take de_inferno for example, in older versions, none of the cover would be possible. You have player-height perfectly square wooden crates int he middle of an enclosed town with no feasible way of those crates getting there.
    CSS version of Inferno, same story, except now the crates match a bit more thematically and now there's random broken down cars in the middle of stone footpaths, even the APC in the CT spawn area couldnt have feasibility gotten there because of enclosed the buildings are behind it.
    Now you look at the latest version of Inferno in csgo, no broken down cars on footpaths, that meant also removing car from the spot called car because no car could actually get there. That apc in CT spawn now has an actual road that it drove on to get there. The man-sized wooden crates in A-site? They can be loaded onto a forklift, that forklift is able to get there from a wooden gate in the pit area, which is also used to explain how the hay cart got to the balcony boost. B-site, same story forklift can carry all the crates there, that forklift gets there from the road the apc came on.
    Are any of those giant stacks of crates realistic? No of course not, in what part of the world would you ever see those giant crates, they'd be a massive inconvenience but they could exist. Would anyone stack those giant crates on top of each other out in the open? No of course not, but its still possible in the context of the map. Whiles its not probable, its still possible.
     
    Here are three examples of what could be done to make a map more plausible, all of these replace what I believe are fairly useless death pits, of which the only one I believe has an affect on gameplay would be the Route 66 death pit because of the health pack, but im sure there are other ways it could be done and im not sure it really ever added to the fun factor of the map.
    Also please excuse my photoshop paint skills.

     
  25. Wat
    Terri reacted to Interfearance in Overwatch   
    @fewseb I like it when they merge new and old; for christs sake you can play as a monkey, realisticity is not on Blizzard's radar. However, what I dislike is when they go too far to one side of the mix of generations like the helicopter pad in the final shot. Also Blizzard is super uncreative when it comes to having excuses for things to be where they are, reusing roads sandwiched closely by buildings over and over again for payload. In terms of actual map design Blizzard is  very call-of-duty esque, leveraging the tried and tested formula over and over, never pushing the envelope in fear of community push back:
     
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