RA7 Posted November 29, 2016 Report Posted November 29, 2016 22 hours ago, Rusk said: http://www.mapcore.org/topic/20522-ut4-dm-dome/ I hope you enjoy it. PIMPED! Quote
dux Posted December 6, 2016 Report Posted December 6, 2016 lol when was the last time I posted in this thread I can't remember Vaya, blackdog, Fnugz and 25 others 28 Quote
PogoP Posted December 6, 2016 Report Posted December 6, 2016 That looks wicked. Did you guys make your own voxel system specifically for SN, or does Unity have something built in? Looks ace. Quote
dux Posted December 6, 2016 Report Posted December 6, 2016 It's our own as far as I am aware. I let the programmers get on with stuff and if it breaks I complain PogoP 1 Quote
GRiNET Posted December 6, 2016 Report Posted December 6, 2016 Hello! Some WIP for the HL2-campaign school assignment. Added lighting and dressing to the level as well as several gameplay changes. slavikov4, HeddyLamarr, Vaya and 11 others 14 Quote
Pampers Posted December 7, 2016 Report Posted December 7, 2016 21 hours ago, dux said: lol when was the last time I posted in this thread I can't remember Oh shit totes forgot about this game, will fetch. Hoping for coop later too! Quote
R-C-MAN Posted December 9, 2016 Report Posted December 9, 2016 Hello All, I've been trying to fix my earlier maps when I knew less about hammer and good building techniques but now I am fixing it all and will hopefully release version 3 of the map. Fixing a lot of mistakes I made but I am so happy it's done properly. RC AndyW, Thurnip, Vaya and 3 others 6 Quote
Castle Posted December 10, 2016 Report Posted December 10, 2016 Two things I am working on right now. Working on more than that but here is just two of them! XD https://steemit.com/gaming/@thecastle/unreal-tournament-4-control-points-in-showdown https://steemit.com/gaming/@thecastle/blue-key-and-the-library-of-doom 2d-chris, tr0nic, tomm and 4 others 7 Quote
will2k Posted December 11, 2016 Report Posted December 11, 2016 15 hours ago, Castle said: Two things I am working on right now. Working on more than that but here is just two of them! XD Haven't seen you around here for quite a while The Doom stuff looks really nice Castle and Sprony 2 Quote
dux Posted December 13, 2016 Report Posted December 13, 2016 lol lets post some more shit Deathy, Vorontsov, El_Exodus and 20 others 23 Quote
PogoP Posted December 14, 2016 Report Posted December 14, 2016 I'm so addicted to SN right now. Great work man. dux 1 Quote
Roald Posted December 15, 2016 Report Posted December 15, 2016 (edited) de_lab, temporary mapname. Will be a base in Siberia or somewhere cold where they create weapons and such. Map is still too dark at the moment and somehow the lights are really pixel. I gotta fix that. de_station tested and well, H4WKLE is working on the design part. Map is way too dark right now, will be fixed ofcourse. And as third de_company which should be a clean water factory located in Asia, owned by a Western country. Tho I started to design it and got doubts on the layout, so I may completly change that but got it on a pause right now Edited December 15, 2016 by Roald OrnateBaboon, spa, RA7 and 2 others 5 Quote
Vorontsov Posted December 15, 2016 Report Posted December 15, 2016 I feel like all your maps have this really big potential and it's just the art that is lacking. You certainly seem to know what you're doing when it comes to making layouts. Roald 1 Quote
Roald Posted December 15, 2016 Report Posted December 15, 2016 1 hour ago, Vorontsov said: I feel like all your maps have this really big potential and it's just the art that is lacking. You certainly seem to know what you're doing when it comes to making layouts. Yea Art aint may strongest part of mapping and I don't really enjoy it aswell. That's why I love working with someone else as I am doing on Station currently and I also found a partner for Lab. Minos and Vorontsov 2 Quote
grapen Posted December 15, 2016 Report Posted December 15, 2016 3 hours ago, Roald said: somehow the lights are really pixel. I gotta fix that. Set the light_spot "Constant" to 5000 and "Inner (bright) angle" to something low like 0 or 5. Also lower the lightmap scale on the wall brush face to something like 4. Now you're good to go. Roald 1 Quote
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