Sentura Posted January 13, 2014 Report Share 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 Link to comment Share on other sites More sharing options...
Puddy Posted January 13, 2014 Report Share 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 Link to comment Share on other sites More sharing options...
dux Posted January 13, 2014 Report Share Posted January 13, 2014 Sentura's school of game design #73: Be annoying General Vivi, D3ads, Skacky and 7 others 10 Quote Link to comment Share on other sites More sharing options...
JeanPaul Posted January 13, 2014 Report Share Posted January 13, 2014 So you want to discourage the player from walking around in a majority of the map? Yuck bro! Quote Link to comment Share on other sites More sharing options...
mkandersson Posted January 14, 2014 Report Share 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 Link to comment Share on other sites More sharing options...
Rick_D Posted January 16, 2014 Report Share 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 Link to comment Share on other sites More sharing options...
RaVaGe Posted January 16, 2014 Report Share 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. PogoP, johan26, Eyce and 1 other 4 Quote Link to comment Share on other sites More sharing options...
cashed Posted January 17, 2014 Report Share 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 Link to comment Share on other sites More sharing options...
FMPONE Posted January 17, 2014 Report Share 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 Link to comment Share on other sites More sharing options...
OrnateBaboon Posted January 17, 2014 Report Share 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 Link to comment Share on other sites More sharing options...
DrywallDreams Posted January 17, 2014 Report Share Posted January 17, 2014 I'd suggest using some dirty red brick walls for a bit of color that fits in. Quote Link to comment Share on other sites More sharing options...
charlie Posted January 18, 2014 Report Share 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, FMPONE and ⌐■_■ 3 Quote Link to comment Share on other sites More sharing options...
FMPONE Posted January 18, 2014 Report Share 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 Link to comment Share on other sites More sharing options...
⌐■_■ Posted January 18, 2014 Report Share 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 Pampers, AtsEst, Buddy and 8 others 11 Quote Link to comment Share on other sites More sharing options...
Spherix Posted January 20, 2014 Report Share Posted January 20, 2014 (edited) I was bored today. http://www.youtube.com/watch?v=IvvOZTSbFy4 Edited January 20, 2014 by Spherix esspho, ⌐■_■ and General Vivi 3 Quote Link to comment Share on other sites More sharing options...
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