It Bothers me The woodgrain On the Wooden planks Are Wrong, Grain Goes in The Length In this context except if woodworker was drunk and sliced up a bunch of horizontal Parts,
And Attached them that way fro the Trim's
Looks nice though.
It Bothers me The woodgrain On the Wooden planks Are Wrong, Grain Goes in The Length In this context except if woodworker was drunk and sliced up a bunch of horizontal Parts,
And Attached them that way fro the Trim's
Looks nice though.
Honestly MMO addiction and a source community burnout and education has Interrupted the workflow drastically.
I'am toying around with some concepts but mainly puzzle game-play wise no "impressive" new settings have been added recently.
Thanks for the comment though good motivation to stop slacking.
Amazing Trailer, awesome custom weapons, Great environments And the courage to throw a release date out there yes its a while removed but still quite brave to throw a "deadline" release date out there good luck with you're projects development.
I like this you're really setting your project apart with taking all these interesting takes on existing and brand new stuff.
The Shock trooper looks great as well. is it based on existing model proportions/ animations ore are you making them all from the ground up?
Good work and good luck in further development.
Random badly crafted collection of compiled vmf's yes?
This is some really impressive work!
Hope you can manage to do a entire map with this kind a detail.
Could be a struggle but I definitely hope You manage to do it.
Stupid source brush limits.
There's a few edited base assets, as in recolored plaster and a few new texture's but they blend in really well.
They don't stand out what I honestly prefer.
Thanks for the nice comment.
Great update article i especially like the intrigue detail in the "Overwatch Nexus Building 545"
Hope development is going smooth exited for a eventual release!
You came a very far way from simply compiling the leak maps to actually impressive good looking recreations of concept art.
I am exiting to keep following your progression in level,environmental design.
Thanks for doing what you do.
Good job.
Lovely models,
Cool,disgusting meaty materials,
Looks good.
Lots to like, houndeye's are neat.
Maps look like a decent basis to build on could use a tad more detail.
Good luck developing.
Good ole'd beta aesthetic, Looking good!
Well done
I Restarted working on this project recently.
Been slacking a bit.
Map4 is starting to take shape map5's pretty far in development as well.
This year maybe no promises though.
Great image i like the smoke and destruction keep up the good work.
This looks very promising.
Make it happen! good work
Hey Musie,
i enjoyed Snowdrop Escape and looking forward to your future modification.
Modeling and mapping skill on display here is great.
As it was in Snowdrop as-well.
Good luck!
I like the enemy models,
the hands and Wrench animations.
The map textures look a bit flat but the environment's alright.
Great update!
Hi people thank you for the kind comments.
I try to make it look all right.
Lovely that you appreciate the screenshots and article.
I'll definitely keep work going on this project
as i am enjoying the work as well.
This looks good.
Awaiting the release.
Thanks for all the comments and answered questions in this section.
Glad to see,hear bout the beta testing would like to participate if there's any downloads still open.
i can't say I'm a professional mapper butt here are a few little hints to get things looking a bit better.
share the knowledge right? :D
#1 try to avoid using the light entity near a wall ore close to the ceiling/floor as you will get a awfully bright spot just like the one near your Button etc. if you want to brighten things up a bitt place it in the middle of the room butt try avoiding the use of it valve prefers to use light_spot entity's in combination with env_sprite's what make's a good way of lighting things up.
#2 try to avoid having the texture's cut on a place where there isn't a seam as like the little plateau on the left you should make it 64 units high ore using the texture application tool to "fit" it and make the length back to 0.25 while the hight will get stretched out a bit so it would look much better.
#3 use of different texture's makes a room way more interesting and if you want to get texture on a corner etc. aligned keep the "ALT" key pressed while applying your texture with the right mouse button.
Good luck and have fun doing so
(here's a little remake i made in some spare time:
I1012.photobucket.com )
I know that its a bad quality screen shot its made on my cheap laptop hehe
for more information/ the VMF text me on moddb
This does really look impressive!
Especially the displacements make me pretty jealous of your mapping skills.
Keep on the good work!
To bad it is lost mate as i just own photoshop for like a week ore so those some technique's woud already be verry usefull hehe.
Woud be awsome to see a new (even better one)
thanks already!
you got one more staying tuned in :D
lovely good old portal with some more brain action just...
hurrah!
I like this a lot!
that destroyed church looks amazing.
same for the rest butt i like that church just that little bit better!
astonishing!
no real news here: controllable manhacks are awesome
and so are the models!
Fodderstompf
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