Gamer, Game Designer, likes Sci-Fi, Astronomy, Classic Rock Music

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Stormrage256
Stormrage256 @ Sanctum 2 - Level Design update!

Hi, I've been a huge fan of Sanctum 2 every since I started playing it a few months back. I've been really fascinated by Sanctum 2's design as it has been one of the most fun game experiences I had in recent times. So I started working on a First Person Shooter tower defense template for Unreal Engine 4. I've finished implementing all the core gameplay stuff, but I just had some doubts regarding the grid system. I know that you cannot reveal trade secrets. But just in case you're willing to do so, could you tell me if you guys are using some sort of grid manager to place tiles on the level or just doing line traces on the specialized floor actors to come up with the grid data?

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Stormrage256
Stormrage256 @ Castle on the Mountain WIP

Thanks, well having the UDK assets certainly did help. :D

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Stormrage256
Stormrage256 @ Added specular on mountains

Nice work guys! Compared to the previous image, it looks like the mountains have come to life.

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Stormrage256
Stormrage256 @ The Cave

Thanks :)

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Stormrage256
Stormrage256 @ Temple Ruins

Thanks, just did for some fun. I've getting stuck with some issues in my project for the past couple of weeks. So I decided to do a small 1-hr project to take my mind off of it for a while.

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Stormrage256
Stormrage256 @ Helm's Deep UDK Work-in-progress

Lol yea, the light had to come from somewhere. It was darker than the Mines of Moria itself. I'll need to see if UDK has some fire particle system asset available.

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Stormrage256
Stormrage256 @ Helm's Deep Work in progress

Thanks, the architecture for the fortress exteriors is almost done. I have to add a few stuff like archs and props here and there. Plus the material needs some some editing like vertex paint and panning for continuous alignment

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Stormrage256
Stormrage256 @ Helm's Deep Work in progress

Currently it's not for any game. I wanted to make a map people can play for free without the need to own any existing game. If all goes well after the release, I'll try to get some people to help with new weapons/animations and gameplay modes like the Horde mode.

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Stormrage256
Stormrage256 @ Helm's Deep Work in progress

As of now, I'm just making a standalone deathmatch map based on Helm's Deep. If all goes well, I'll add more gameplay features and the caves section in separate modules.

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Stormrage256
Stormrage256 @ Helm's Deep Work-in-progress

Well, I think that's the best compliment I have received so far. :P Anyways as @ElfFriend mentioned, it would do good to have a worn out look. I was thinking of having vertex painting in the end, so that I can blend in some rocky textures for cuts along the stones.

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Stormrage256
Stormrage256 @ Helm's Deep Work-in-progress

Yep same here, I actually got inspired by his Helm's Deep map. I just love the textures and the lighting setup that he has used. If he had released it, I would probably have gone for something else for my project. :P Actually if you check his latest project in his page, it's even better. It just looks really beautiful.

Yea I think I don't fall under the radar of WB. They haven't made any issue with the Left for Dead and UT2004 Helm's Deep maps.

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Stormrage256
Stormrage256 @ Helm's Deep Work-in-progress

Thanks a lot. :) They've already finished working on Helm's Deep right? I think I had seen it while I was checking for reference images.

Have you seen the version made by Vincent Mayeur? That's probably the best looking Helm's Deep scene out there. Unfortunately he hasn't released it to the public.

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Stormrage256
Stormrage256 @ Helm's Deep Work-in-progress

Thanks :) But I have to replace the floor textures later. They don't look very good at close range. I might have to create some on my own.

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Stormrage256
Stormrage256 @ Helm's Deep Work-in-progress

Thanks :) Currently it's just a standalone death match map using the basic UDK bots. Once I'm done with the level design and bug fixing, I'd like to try to get some people to help me with character models and animation, so that I can release a hack and slash version based on LOTR. If not that, maybe something similar to a horde mod from Gears of War.

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Stormrage256
Stormrage256 @ New Wall Material for Helm's Deep

Cool, I have to start working on lighting. Right now there's only one directional light for the sun.

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Stormrage256
Stormrage256 @ Helm's Deep UDK Work-in-progress

I'll try remove some shading from the original diffuse. Also will vertex painting help in covering it up here and there? I was thinking of adding vertex painting later on.

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Stormrage256
Stormrage256 @ Helm's Deep UDK Work-in-progress

I was planning to use some vertex painting here and there after I'm done with the level design.

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Stormrage256
Stormrage256 @ Helm's Deep UDK Work-in-progress

Thanks :D Still got a lot of work left on the inner areas though. Everything except the outer walls need to be scaled up and optimized.

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Stormrage256
Stormrage256 @ Update #4 of RRE - Getting Smashtastic Wasted!

Lol that slow-mo crash!! Epic guys! :D
Also loving the colorful artstyle.

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Stormrage256
Stormrage256 @ The Pale Blue Dot

Tracking. I like the concept and what's been shown so far. Would love to see more of this.

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Stormrage256
Stormrage256 @ IMPACT WARNING V1

Those dips in the grid. Are those gravity wells?

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Stormrage256
Stormrage256 @ Game Concept Arts

Awesome!! FPS or third person?

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Stormrage256
Stormrage256 @ Helm's Deep UDK

Cool, I've started remodeling some of the meshes. I'm not going too high poly as UV unwrapping becomes a pain after that. Also baking is not possible for many of my wall meshes as the UV unwrapping goes outside the 0,1 UV space. I've gone through these issues earlier when I started out with this project.

I'm not using very high res textures.. mainly 1024*1024 and 512*512. And I'm using material instances everywhere, there are only 4 materials for architecture and one for landscape so far. But as you mentioned about the uses of material editor, there's a lot more for me to learn about using material editor more heavily.

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Stormrage256
Stormrage256 @ Helm's Deep UDK

Thanks I'll try to bevel those edges. I wasn't sure how many polygons I should restrict it to and since beveling adds a lot more to the original mesh, I didn't apply it to all the meshes. And as for the map, I'm not just making it as a portfolio piece. I want to make it playable so I can't exactly use high poly meshes. But I'll try to optimize it more and then add beveling. And I'm planning to make a floor texture once I'm done with modeling. I'm not satisfied with the current one as it doesn't have much depth even in the default texture. So I need to learn how to make one first.

I had seen the Chivalry forum post regarding Helm's Deep. Maybe once this is more presentable and optimized, I can do something to add it to the game.

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Stormrage256
Stormrage256 @ Helm's Deep Work in progress

Thanks man :)

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Stormrage256
Stormrage256 @ Helm's Deep UDK

Thanks man, yea the map done by Vincent Mayeur right? That looks epic!! It was my inspiration when I started this. Since he didn't release it as a map, I thought I'll give it a try. :)

Actually I started off with BSP brushes in the beginning, but then I heard static meshes are the way to go and then finally ended up making all the models myself. Was a big pain while learning 3D modeling. :P

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Stormrage256
Stormrage256 @ The Universim Prototype Demonstration

Looking great! Were those clouds moving around?

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Stormrage256
Stormrage256 @ Space Faction

Nice!! This is an in-game screenshot?

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Stormrage256
Stormrage256 @ Unreal Tournament 4

And I hear a voice in my head saying "Mo-mo-mo-mo-mo-monster kill kill kill". :P

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Stormrage256
Stormrage256 @ Early Concept Art

Your concept art pics look really beautiful. Hoping to hear more from this game.

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