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Messages - voidicus

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1
"Ask Me Anything" / Re: Ask Smt Anything
« on: July 28, 2012, 07:58:31 PM »
hello







is it me youre lookin for

2
Mapping / Re: City Twenty Four
« on: May 11, 2012, 05:37:19 PM »



3
Mapping / Re: City Twenty Four
« on: April 30, 2012, 06:46:46 PM »


relax

i got this

4
Creations / Land of Gears and Acid
« on: April 21, 2012, 07:01:51 PM »
I'm kind of learning how to make audio technowonders.

So this happened I guess??????????

<a href="https://www.youtube.com/watch?v=u7FJfk3m_jw" target="_blank">https://www.youtube.com/watch?v=u7FJfk3m_jw</a>

5
Mapping / Re: City Twenty Four
« on: April 18, 2012, 06:44:26 PM »



6
Mapping / Re: City Twenty Four
« on: April 14, 2012, 11:55:15 AM »
Looking amazing so far. I know you're generally busy with all the CCA requests, but any idea on what the CWU building is going to look like?

CWU is going to have a building either directly across from, or right next to where I intend to put 'loyalist' housing. I've been looking at some architecture for the different tiers, and I think that postmodernism will be a larger influence of the loyalist tier. (If you don't know exactly what it is, look it up, there are plenty of examples). I was thinking of shoving the City Administrators in with this lot, and expanding the building; politics don't quite have a place in the upper tier.

The Union/'Nexus' tier is taking on a more minimalist style thus far, as it's been made to specifically stress functionality. While the surface of the upper tier is fairly minimalist and styled in the sense of a foreign military base, the underground aspect has evolved... Well, dramatically.

I won't even tease. :~)

I haven't done much in terms of mapping this week because of a couple of reports being due, so really heavy progress likely won't pick up for another week or two. I'll still poke in here and there with brushwork updates and the like.

7
This might easily not be anything related directly to the game; it's an employee's demo reel for future applications, showing off his previous work utilizing the Source Engine. Of course he's going to go above and beyond in that regard, and show some impressive stuff.

8
Mapping / Re: City Twenty Four
« on: April 09, 2012, 04:13:55 PM »
The rendering plays a part in this, of course. Additionally, though, I'd really like to keep things from going straight off the deep end while I'm still very much so capable of making things as simple as they can be. At the least, slightly less frustrating than what Hammer often gives me.

Mechanically, I couldn't see why the Union would do it; it would be a structural flaw in the wall, all things considered. The various Combine structures I've seen have stressed functionality over visuality; save the Citadel, of course, but that is an intentional callback to their control over the planet.

Sorry for the lack of updates as of recently, enjoying the last few days of my Easter break. Expect things to pick up again as the week progresses. Hopefully. Maybe. Who knows???????


N1NJ4 3D1T H3H3H3H3H3:



3VOLUT1ON 1N PROGR3SS:




N1NJ4 3D1T 2.0 H3H3H3H3:




Shoo.

9
Mapping / Re: City Twenty Four
« on: April 06, 2012, 08:05:04 PM »
A sky itself is never completely dark and black, it's always grayish (at least in cities).

And you should light up some stuff more, example 'the wall'
Click to see the original size.
To show off it's structure you should light it up a bit, if you're not going to, hell it's maybe even better to consider not texturing them.

Click to see the original size.
Is above picture on top of 'the wall' and what is it's function?

Do you have an idea of how you want it to look and where you want buildings to be, or is this going to spoil the teasers?

Top image is a sweeping view of the entirety of the wall; it's not the main attraction of the map (though it's admittedly there for a reason). I didn't want to detract from the rest of the map for just this one wall, so only the base is visible. Leaving it untextured would be dumb, and leave a lot of context out.

The lower image is from the bottom of the wall looking up, as an example of how large it is. It's one of the supports.

I have a lot of building design concepts already, I just haven't shown any of them.

:~)


no double posting allowed!!!!

WIP of barracks:


10
Mapping / Re: City Twenty Four
« on: April 06, 2012, 07:39:02 PM »
That monument makes think of the C45 monument, it gives me FPS drops. Are you certain this monument won't give us that effect?
And Voidicus, I love what you're doing with 24. It's very dark, and I think the not having a sky and lightning is because of quicker compiling?

(I clicked Notify, that's like, the first time I ever did <3)

The monument alone on C45 isn't what gives you FPS drops, I'm fairly certain. That just so happens to be an area where a metric shitton of the map is rendering (or tyring to render) at once. The shiny light on the top may not help, either. Maybe.

The black sky is actually entirely intentional, at least for the time being. If I come to terms over it, I might whip up a custom skybox; otherwise it gives a nice, dark, cold atmosphere.

11
Mapping / Re: City Twenty Four
« on: April 06, 2012, 07:10:25 PM »
As for what I accidentally, I REALLY had some bad brushwork forming, and I didn't catch it until just recently. It's all rectified, now. Back on the terms of progress:

Working on a sort of courtyard and barracks for units.


tease oh tease swoon~~~

12
Mapping / Re: City Twenty Four
« on: April 06, 2012, 03:37:53 PM »
So ehm, when will this be done?

i hate to give this reponse i really do

but

"when it's done"



Nonetheless, still working on the Union tiers of the city. I accidentally a lot of my progress earlier. Got fed up, took a break. I'll likely be working on and off on this map for a while; especially considering that the project itself doesn't have a particular motivation, other than to look nice and play well.

The wonders of not having a deadline.

13
Mapping / Re: City Twenty Four
« on: April 05, 2012, 06:46:08 PM »
implying they'll get that far, you'll see what i mean soon





for size comparison, myself standing next to one of the supports:

14
Mapping / Re: City Twenty Four
« on: April 05, 2012, 03:30:38 PM »


tease tease tease

15
Mapping / Re: City Twenty Four
« on: April 05, 2012, 01:37:21 PM »
You want special stuff for GRID only? I will only be pleased if the rest of the divisions get special "only for them" stuff as well.

Mind you, this project isn't 100% geared toward use on CG; though I find the input valuable nevertheless. But as such, I'm trying to shy away from things totally geared towards specific divisions, aside from the bare essentials (Medical bay, APC bay [because that's kind of one of my selling points :~)] ).

Still, though, I'm well aware of how divisions love to separate from one another, so there's a sort of 'official' building for each of the various groups.

Maybe I'll upload a screenshot soon.

- Evil button that turns Nexus / city lights off.

There's a sort of district command room in the works that will have a wide variety of shiny buttons to be pressed, pertaining to various aspects across the city (Shields, lights, etc).

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