Sentura Posted January 13, 2014 Report Posted January 13, 2014 My little Antarctic Station themed TF2 map is coming along pretty well. Loads of particle effects and ropes blowing about in the wind. Pretty happy with the results so far.Still need to do some fog controller magic for inside the major buildings and the deathpit, though.Oh man I'd totally add a trigger_hurt outside with minimal damage (0.5-1/sec) just to keep people on their toes. Nerve 1 Quote
Puddy Posted January 13, 2014 Report Posted January 13, 2014 Oh man I'd totally add a trigger_hurt outside with minimal damage (0.5-1/sec) just to keep people on their toes. That wouldn't be annoying. PogoP 1 Quote
dux Posted January 13, 2014 Report Posted January 13, 2014 Sentura's school of game design #73: Be annoying Minos, Vilham, Eyce and 7 others 10 Quote
JeanPaul Posted January 13, 2014 Report Posted January 13, 2014 So you want to discourage the player from walking around in a majority of the map? Yuck bro! Quote
mkandersson Posted January 14, 2014 Report Posted January 14, 2014 It can work if you incorporate it into the level properly and not just smacking a hurt volume outside. You can have occasional snow storms that temporarily shrinks the level and changes the flow a bit. Or you can have it on all the time and then heal the players back up to their previous health once you get back inside but that means keeping track of each players hp and as far as I know that cant be done in TF2. You also need to have some form of incentive like rewards to have them risk going outside instead of camping, else it kinda sucks. Quote
Rick_D Posted January 16, 2014 Report Posted January 16, 2014 (edited) just add a post process that slowly adds frost/ice on the screen so vision gets more obscured the longer you stay outside - then there is an actual risk/reward element that doesn't add any annoying hurt or health-draining "mechanics" Edited January 16, 2014 by Rick_D Quote
RaVaGe Posted January 16, 2014 Report Posted January 16, 2014 just add a post process that slowly adds frost/ice on the screen so vision gets more obscured the longer you stay outside - then there is an actual risk/reward element that doesn't add any annoying hurt or health-draining "mechanics" You have played too much on Crysis bro. Eyce, Rick_D, johan26 and 1 other 4 Quote
cashed Posted January 17, 2014 Report Posted January 17, 2014 Some progress on de_season revamp. Getting structure done and simplifying. Not totally sold on white brick but used as temp. OrnateBaboon 1 Quote
FMPONE Posted January 17, 2014 Report Posted January 17, 2014 (edited) I like it, but I think you're starting to get noisy and there are a few too many conflicting, beighish colors in the screens. Get rid of the construction materials and grittyness, and try to make it look like a greenhouse: Red brick/wood walls (light contrast), extensive use of white wood for a pillar system This will bring out the greens in the plants and make them rich, and lush, which is what season is going to be successful with imo Edited January 17, 2014 by FMPONE cashed 1 Quote
OrnateBaboon Posted January 17, 2014 Report Posted January 17, 2014 Nice progress! Lots of potential for a unique looking map. I actually thought of this type of thing when seeing the screens. Back walls as windows to give a sense of openness. Might get too busy though. cashed 1 Quote
DrywallDreams Posted January 17, 2014 Report Posted January 17, 2014 I'd suggest using some dirty red brick walls for a bit of color that fits in. Quote
charlie Posted January 18, 2014 Report Posted January 18, 2014 (edited) I guess this is eligible to post here. I'm using this as an opportunity to understand UDK better and improve on my art/modelling skills in general. More models for the scene are to come. As it is now, it feels pretty desaturated. And like always, everything is still pretty early work in progress. Edited January 18, 2014 by charlie ⌐■_■, AlexM and FMPONE 3 Quote
FMPONE Posted January 18, 2014 Report Posted January 18, 2014 I guess this is eligible to post here. I'm using this as an opportunity to understand UDK better and improve on my art/modelling skills in general. More models for the scene are to come. As it is now, it feels pretty desaturated. And like always, everything is still pretty early work in progress. Nice man, that's good progress. Keep at it. Quote
⌐■_■ Posted January 18, 2014 Report Posted January 18, 2014 (edited) I guess this is eligible to post here. I'm using this as an opportunity to understand UDK better and improve on my art/modelling skills in general. More models for the scene are to come. As it is now, it feels pretty desaturated. And like always, everything is still pretty early work in progress. best unintentional motivational poster ever Edited January 18, 2014 by killertomato AtsEst, AlexM, catfood and 8 others 11 Quote
Spherix Posted January 20, 2014 Report Posted January 20, 2014 (edited) I was bored today. http://www.youtube.com/watch?v=IvvOZTSbFy4 Edited January 20, 2014 by Spherix General Vivi, ⌐■_■ and esspho 3 Quote
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