Castle Posted May 15, 2015 Report Posted May 15, 2015 Ok as of tonight I have my new version of Hardwall ready to play. Now its back to working on the mods game play. El_Exodus, Spherix, FMPONE and 7 others 10 Quote
PogoP Posted May 18, 2015 Report Posted May 18, 2015 Started on a new scene a while ago, been working on it on and off the past few weeks or so.. Wanted to try and tackle a scene and texture everything entirely using Substance Designer. We use it a lot at work and I've been getting my own set-up sorted at home. This software is just so powerful, it's really blown me away. Nothing in the scene so far is textured in Photoshop. 5 points if you guess the game, shouldn't be too hard here on Mapcore DrywallDreams, Deh0lise, mkandersson and 12 others 15 Quote
leplubodeslapin Posted May 18, 2015 Report Posted May 18, 2015 Yoshi's Island ? It looks so damn great This is fully made and rendered within Substance ? Or another engine such as the UE4 ? (I don't really know how these new techs work) Quote
Vilham Posted May 18, 2015 Report Posted May 18, 2015 Started on a new scene a while ago, been working on it on and off the past few weeks or so.. Wanted to try and tackle a scene and texture everything entirely using Substance Designer. We use it a lot at work and I've been getting my own set-up sorted at home. This software is just so powerful, it's really blown me away. Nothing in the scene so far is textured in Photoshop. 5 points if you guess the game, shouldn't be too hard here on Mapcore Dat, HL2 radiator. Quote
tr0nic Posted May 18, 2015 Report Posted May 18, 2015 (edited) Dat HL2 Lightbulb you mean edit: hum not sure.. Edited May 18, 2015 by tr0nic Quote
Vilham Posted May 18, 2015 Report Posted May 18, 2015 It is, fairly certain this is from city 17. Quote
leplubodeslapin Posted May 18, 2015 Report Posted May 18, 2015 Of course it is, right before the assault on poor citizens by combines ^^ i was juste joking Quote
Drakeee Posted May 18, 2015 Report Posted May 18, 2015 So this is an overview, sort of - of the map i've been working on. Everyone's favourite inferno/italy theme, might try and get a playtest for it in the next few weeks. I'm going to start a thread soon, layout feels ok to me but there's no way to test that without the playtest! ashton93, Vorontsov and Vilham 3 Quote
Vorontsov Posted May 18, 2015 Report Posted May 18, 2015 Wanted to try and tackle a scene and texture everything entirely using Substance Designer. Fuck it looks great, this is the kind of shit that makes me want to try and learn Substance Designer 5 since I have it but I'm blocking out a shitty layout Quote
D3ads Posted May 18, 2015 Report Posted May 18, 2015 (edited) Started on a new scene a while ago, been working on it on and off the past few weeks or so.. Wanted to try and tackle a scene and texture everything entirely using Substance Designer. We use it a lot at work and I've been getting my own set-up sorted at home. This software is just so powerful, it's really blown me away. Nothing in the scene so far is textured in Photoshop. 5 points if you guess the game, shouldn't be too hard here on Mapcore HL3 CONFIRMED!111111 Edited May 18, 2015 by D3ads Deh0lise, blackdog, FMPONE and 2 others 5 Quote
blackdog Posted May 18, 2015 Report Posted May 18, 2015 HL2 Source 2 Great job Pogo! Would be wonderful to be able to get that result for HL Quote
VIOLATION Posted May 20, 2015 Report Posted May 20, 2015 (edited) Need some feedback on this layout. Never really mapped for a competitive sort of feel before but this is one of a couple I've been working on and off with to try and create something at least slightly viable. Not so sure about the Mid entrances for Terrorists and the approach to A as well. Note that there are some areas that can't exactly be seen too well from the overview as all I did was hop into game to take it instead of polishing it up being that essentially everything is subject to change. There are two rooms directly to the right of A that are unseen in this overview as only the top room can be seen. The top room is reached through the stairs in A and along the catwalk. The room itself has a ramp down to CT side of Mid. The room under it simply is connected to A and has an exit to the adjacent room on the top side of it. Anyways I've also got some concerns about the amount of angles and positions that need to be checked when entering A as there are 4 entrances and an upper catwalk around the perimeter of the room itself. A (Hammer Screens): and here's B (Hammer): Most of the interior has been generally textured so I can fiddle with the lighting and test visibility and all. Theme is a Cuban Villa/Church/Clocktower sort of deal. Any and all feedback would be greatly appreciated. Thanks! Edited May 20, 2015 by VIOLATION Vaya 1 Quote
pat h Posted May 20, 2015 Report Posted May 20, 2015 two more shots of my Q3 map Trespass, which is now testable here: http://quake3world.com/forum/viewtopic.php?f=10&t=50967&start=0 Vaya, Lizard, RedYager and 6 others 9 Quote
Vaya Posted May 20, 2015 Report Posted May 20, 2015 Need some feedback on this layout. Never really mapped for a competitive sort of feel before but this is one of a couple I've been working on and off with to try and create something at least slightly viable. you should post this in it's own thread. this one is really just for pretty screenshots Quote
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