#11671 posted by
JneeraZ on 2014/09/14 23:19:03
Haha, never even thought of that ... lava and wood. My general feeling is, "Fuck it, it's Quake" - but who knows.
How About
Break up some of the wood and have lavaballs bounce from below.
#11674 posted by
necros on 2014/09/14 23:30:58
it was... ok.
also Quake2 engine has bizarre physics. Like the way you bounce all over angled floors or how you will slide down even modest slopes, not to mention to way you will step up on a ledge if you jump towards it.
Willem/Warren
#11675 posted by
necros on 2014/09/14 23:32:44
YES. That is all. The finely crafted... almost delicate brushwork looks fantastic. More please!
Very Alice-esque!
#11676 posted by
generic on 2014/09/15 01:21:31
Or Burton-y, if you like.
Citizen Abel
#11677 posted by
nitin on 2014/09/15 01:24:20
3 and 4 are very good. 1 and 2 not so much.
WarrenM
#11678 posted by
nitin on 2014/09/15 01:24:44
cannot wait for this map.
#11680 posted by
negke on 2014/09/15 08:10:17
Cool stuff. Also lol, clearly Willem is doing this to procastinate work on the UT.
It's A Long Con
The obj->map converter works both ways and he's converting all Q1DM's into UT4 maps as we speak.
If That's The Case...
#11682 posted by
- on 2014/09/15 11:16:33
then Epic will finally manage to have a good deathmatch level in one of their games.
#11683 posted by
JneeraZ on 2014/09/15 11:55:54
Hah! Truth be told, I'm off work this week so I'm hoping to get some real work done on this project. We're moving into our new condo today, so starting tomorrow morning I should have days of time spread out before me to work on stuff ...
The convertor is working well enough. It's very delicate however and I don't totally understand why. Probably my lack of programming skills. But it works well enough to get shapes converted and that's all I need for now.
Now I just have to decide on a visual style and start putting some sort of playable map together that works well with my mod ... Argh!
Willem that looks shit hot
#11685 posted by
Drew on 2014/09/16 01:55:50
Agreed. Super awesome style keep at it pleas
Is That
#11687 posted by
ijed on 2014/09/16 12:18:34
The bit of the Vermis we don't see?
CS:GO Map
#11688 posted by
Text_Fish on 2014/09/16 21:51:09
I realize this is a little OT for this forum so feel free to ignore me, but if any of you play any CS:GO I'd really appreciate your feedback on
this map I've been working on!
#11689 posted by
necros on 2014/09/16 22:25:15
looks nice, but I can see that the texture is really broken on the tower in shot #5.
Can't really comment on gameplay as I don't have the game.
#11690 posted by
Text_Fish on 2014/09/16 22:44:12
Oh yeah, thanks for the spot! That's where the tower turns from a brush in to a displacement with alpha blending, so I'll have to extend the displacement down to the bottom.
#11691 posted by
necros on 2014/09/17 00:08:11
or hide it with rocks... btw, I really like how worn down the cement looks. Reminds me of some coastal fort I visited in Florida.
11686...
#11692 posted by
distrans on 2014/09/17 03:42:03
...Ogre == auger & "bored"
With wordplay like that Madfox I'm starting to think you control of the English language is far better than I thought :)
Some Progress On The UE4 Whitebox Challenge
Cross post from the news item:
I thought I would share some screenshots of the amazing stuff that these guys are developing:
Russel "Castle" Maekim:
http://i.imgur.com/7lSU73K.jpg
http://i.imgur.com/EpWGwmT.jpg
Chris "2d-Chris" Kay:
http://i.imgur.com/zj2J78l.jpg
http://i.imgur.com/uJNMtQt.jpg
#11694 posted by
skacky on 2014/09/17 14:03:29
These last two shots are great.
#11695 posted by
Spirit on 2014/09/17 14:12:45
Hard to go wrong with that nice color scheme