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Messages - warmeup

#46
Old School Contests / Re: OLD SCHOOLERS #1
January 25, 2016, 12:54:39 PM
Count me in :D

Edit: there is a 90% chance that i won't make it on time :(, so i'm somewhat out.
Edit: Nvm can't make my mind xD
#47
Wow nice.
Btw can you list the people who entered this contest?
#48
Wall Worm News / Re: More AFK
January 20, 2016, 04:38:41 AM
More sandwiches for me  ;)
#49
Wall Worm News / Re: AFK
January 15, 2016, 06:45:31 PM
haha :P Meanwhile shawn was afk... I ate all his sandwiches.
#50
Can we use tools such as corvex or any other wallworm tool?
#51
Static Props / Re: Escalator
January 04, 2016, 07:17:43 PM
Wow nice.
#52
OMG, I am dropping whatever project i am working on, and I'm going to join this contest.
#53
WIP Levels / Re: Surf_Highway
December 19, 2015, 01:25:24 PM
I am sorry guys i didn't work on the map during these 2 and a half weeks, i was being overloaded by multiple projects and by my midterm exams, and i was using my free time to play games.
#54
WIP Levels / Re: Surf_Highway
November 27, 2015, 05:39:38 PM
It's brush geometry, did it using corvex.
#55
WIP Levels / Re: Surf_Highway
November 27, 2015, 01:08:00 PM
Great, i am willing to make the level believable as much as possible.
#56
WIP Levels / Surf_Highway
November 24, 2015, 05:10:45 PM
Hello everyone, it's about time to start working on some serious level design. I am sorry for the delay, I should have started a couple of months ago.
On every Friday i will add to this post the weekly progress.
Through the progress i would like to hear your opinion about the progress.
I also would like to make this thread like some sort of timelapse where i show what am i feeling/thinking at a certain moment of the progress.
I hope i surprise you with the results.




Day 0: (Setting up)

Can you smell that? It's the smell of a fresh and empty scene, lots and lots of work to do, I am Excited to start.


Week 1:

-Worked on a concept
-Came up with theories
-Designed the outline on a scratch
-Started testing with wallworm

Wallworm tools are amazing. I loved how wallworm deal with concave objects, and also loved the Wallworm utilities like the problem checker.
I am impressed by how easy it is to create a room by starting from 1 single spline. Thank you shawn olson this is going to be faster than expected.

Here is my test on concave geometry:

Some optimisations are needed for the poly count.
Next up i am going to test some texture and how they will look in game (specular, bump, selfillum ...), and prepare the spawn/lobby.

Week 2:

-Tested some features in wallworm pro
-Attempted exporting maps using wallworm

I did not do much progress this week, but i've spent my time learning texture flags and how they work(export) using wallworm pro. Also, i've spent most of my time on the wiki just to refresh my mind on the source engine.



please note that this textures is just for testing it's not official :P . Also i'm having a problem with the texture mapping, where i have unwrapped them correctly in max, but they glitched out somehow in-game. I'm sure i'm going to solve it soon :P

week 3:

- Working on the spawn room
- Testing ambient lighting
- Tested on some animated textures and messed around with flags
#57
Using WWMT / Re: New Video on WWMT + CorVex + PropLine
November 06, 2015, 05:04:16 PM
Thanks that was really informative.
#58
Materials and Textures / Re: Texture Exort Bug: WW Pro
October 07, 2015, 04:22:42 PM
Thank you.
#59
General Discussion / Re: The Hardest Part
October 03, 2015, 07:53:26 PM
Wow, I'm flattered. Thank you for your answers and for your support, It helps me a lot and keeps me on the right track.

I'm somehow having a transition where i want to make decent maps and commit my life to it. After all, my only objective is just to make people happy and to surprise them.
At the beginning I wasn't taking it seriously. I made a deathrun map just to give it a try. I knew that my work was going to be dumped in the garbage because i made the map randomly, not meeting the standards of a good level design and no color theory implied. But i did it anyways because i was bored from playing the same deathrun maps over and over again...

Until this youtube video came out.



When i saw these people laughing and having fun, I reconsidered what i want to do with my life. So all i need to do now is just practice my skills till i surprise you guys with scenic vistas and amazing gameplay, and your support guys really keeps me motivated.


#60
General Discussion / The Hardest Part
October 03, 2015, 08:32:19 AM
I would like to discuss with you the hardest parts in level design.
As for me after 2 years of amateur experience, the hardest part in making a map is designing the map. Especially if you want to stick a theme following the plot or the storyline.
for example, i've spent the last week literally designing a deathmatch map for black mesa and coming up with concepts on a scratch paper, and yet i haven't made anything interesting.
So what do you think? what is the hardest part in level design?
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