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ZapWizard  |
Uber Modder | Member since: 10.11.2007, 23:08 | Posts: 1333 | Location: Austin, TX |
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Post Topic: Posted 24.11.2007, 08:28 |
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obiwahn  |
Hardcore Modder | Member since: 27.10.2007, 12:15 | Posts: 893 | Location: Germany |
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Post Topic: Posted 24.11.2007, 14:46 |
Wow this looks awesome, i will love to play this map
Last edited by obiwahn on 24.11.2007, 14:46, edited 1 time in total.
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-SAS-  |
Beginner | Member since: 24.11.2007, 10:18 | Posts: 88 | Location: FRANCE |
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Post Topic: Posted 24.11.2007, 14:48 |
Quote: The realism Incoyable. Congratulation on your work !  )
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Tyrok  |
Beginner | Member since: 23.06.2007, 14:27 | Posts: 97 | Location: Netherlands |
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ZapWizard  |
Uber Modder | Member since: 10.11.2007, 23:08 | Posts: 1333 | Location: Austin, TX |
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Post Topic: Posted 24.11.2007, 19:17 |
Thanks for that link. The subpen isn't detailed yet, those pictures give me some great ideas. I was actually thinking of basing mine on the subpen from Indiana Jones. If I scale up the round tunnels used in MP I may be able to get rid of some voxels (Which are currently causing some problems due to the shear scale of things.
Actually there is enough there to possibly base the entire underground facility on.
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KorJax  |
Uber Modder | Member since: 30.10.2007, 04:15 | Posts: 1407 |
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Post Topic: Posted 24.11.2007, 20:12 |
Absolutely inspiring. What did you use to get the terrain looking so good? Any techniques you would like to spill  ?
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Jormis  |
Beginner | Member since: 03.11.2007, 17:42 | Posts: 33 |
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Post Topic: Posted 24.11.2007, 21:10 |
When is this gonna be released? Looks like the best fan-made map i've seen..
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Bloof  |
Beginner | Member since: 27.10.2007, 19:16 | Posts: 30 | Location: Finland |
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Post Topic: Posted 24.11.2007, 22:02 |
Your work is just amazing, im looking forward to see more pictures and its release
Intel Q6600 | XFX 8800 640 MB | MSI P35 Neo2-FR | Corsair Dominator 2GB 1066mhz | Zalman 600w Power Supply | Seagate Barracuda 7200.10 320gb |
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ZapWizard  |
Uber Modder | Member since: 10.11.2007, 23:08 | Posts: 1333 | Location: Austin, TX |
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Post Topic: Posted 24.11.2007, 22:52 |
Quote: Originally posted by KorJaxAbsolutely inspiring. What did you use to get the terrain looking so good? Any techniques you would like to spill  ? My video tutorials are online in the crymod tut section.
Last edited by ZapWizard on 20.03.2008, 12:44, edited 1 time in total.
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Bloof  |
Beginner | Member since: 27.10.2007, 19:16 | Posts: 30 | Location: Finland |
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Post Topic: Posted 24.11.2007, 23:41 |
I just finnished watching all the 9 parts of your tutorials and they were great.. I hope you are going to make another tutorial serie for example how to set AI, create cutscenes and objectives to your level. Maybe after you have released your level
Intel Q6600 | XFX 8800 640 MB | MSI P35 Neo2-FR | Corsair Dominator 2GB 1066mhz | Zalman 600w Power Supply | Seagate Barracuda 7200.10 320gb |
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[HP]  |
Hardcore Modder | Member since: 17.11.2007, 21:25 | Posts: 941 |
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Post Topic: Posted 24.11.2007, 23:55 |
definetly the best crysis costum work I've seen so far
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KorJax  |
Uber Modder | Member since: 30.10.2007, 04:15 | Posts: 1407 |
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Post Topic: Posted 25.11.2007, 03:22 |
Watched your video's, alot of cool inspiring stuff going on there  Really interesting technique, and an effective one at that. Right now I'm doing a desert map using generated heightmaps from Geocontrol, but my next map I'll definatly try and tackle some sort of island (mabey an antarctic one?  ). I've taken a slightly different approach, in that my textures and what-not for my desert map are all made just for it, for my quest to create a map without depending on/importing assets from offical maps. The only thing I imported were Time of Day settings, albet I HEAVILY modified it to work with my desert scenes. I like how you do your terrain generation, very "painter-like", hand-brush stroking the entire island from researched reference images, using the terrain modeling tools in SB2 for most of the work. Do you work in game development BTW? Because your technique just comes off as so professional considering Sandbox 2 has only been out for a few weeks
Last edited by KorJax on 25.11.2007, 03:26, edited 2 times in total.
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teude  |
Trainee | Member since: 31.10.2007, 14:33 | Posts: 111 | Location: Finland |
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Post Topic: Posted 25.11.2007, 04:00 |
That island is just so awesome! Can't say anything else, just WOW!
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ZapWizard  |
Uber Modder | Member since: 10.11.2007, 23:08 | Posts: 1333 | Location: Austin, TX |
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Post Topic: Posted 25.11.2007, 23:23 |
Quote: Originally posted by BloofI just finnished watching all the 9 parts of your tutorials and they were great.. I hope you are going to make another tutorial serie for example how to set AI, create cutscenes and objectives to your level. Maybe after you have released your level  I am trying to release tutorials as I learn new things, I have no idea how to do AI for example. But I am uploading one on darking caves using visareas, and a remake video of how to setup a cutscene. The release of this level is still a long way off. Quote: Originally posted by KorJaxWatched your video's, alot of cool inspiring stuff going on there  Really interesting technique, and an effective one at that. Right now I'm doing a desert map using generated heightmaps from Geocontrol, but my next map I'll definatly try and tackle some sort of island (mabey an antarctic one?  ). I've taken a slightly different approach, in that my textures and what-not for my desert map are all made just for it, for my quest to create a map without depending on/importing assets from offical maps. The only thing I imported were Time of Day settings, albet I HEAVILY modified it to work with my desert scenes. I like how you do your terrain generation, very "painter-like", hand-brush stroking the entire island from researched reference images, using the terrain modeling tools in SB2 for most of the work. Do you work in game development BTW? Because your technique just comes off as so professional considering Sandbox 2 has only been out for a few weeks  BTW, in doing research on my storyline I found some REALLY awesome island north of Japan, they have topodata, and really cool terrain if anyone wants to use them as a starting point. http://tinyurl.com/26vcvjI don't work in game development, but I do work in CAD programs all day long. I have tried to make maps before for CouterStrike (non-source), Quake3, and a few others never really getting anywhere because the editor was just plain frustrating. But SandBox2 is just so easy to use (Relativity speaking)
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KorJax  |
Uber Modder | Member since: 30.10.2007, 04:15 | Posts: 1407 |
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Post Topic: Posted 25.11.2007, 23:54 |
Quote: Originally posted by ZapWizardQuote: Originally posted by BloofI just finnished watching all the 9 parts of your tutorials and they were great.. I hope you are going to make another tutorial serie for example how to set AI, create cutscenes and objectives to your level. Maybe after you have released your level  I am trying to release tutorials as I learn new things, I have no idea how to do AI for example. But I am uploading one on darking caves using visareas, and a remake video of how to setup a cutscene. The release of this level is still a long way off. Quote: Originally posted by KorJaxWatched your video's, alot of cool inspiring stuff going on there  Really interesting technique, and an effective one at that. Right now I'm doing a desert map using generated heightmaps from Geocontrol, but my next map I'll definatly try and tackle some sort of island (mabey an antarctic one?  ). I've taken a slightly different approach, in that my textures and what-not for my desert map are all made just for it, for my quest to create a map without depending on/importing assets from offical maps. The only thing I imported were Time of Day settings, albet I HEAVILY modified it to work with my desert scenes. I like how you do your terrain generation, very "painter-like", hand-brush stroking the entire island from researched reference images, using the terrain modeling tools in SB2 for most of the work. Do you work in game development BTW? Because your technique just comes off as so professional considering Sandbox 2 has only been out for a few weeks  BTW, in doing research on my storyline I found some REALLY awesome island north of Japan, they have topodata, and really cool terrain if anyone wants to use them as a starting point. http://tinyurl.com/26vcvjI don't work in game development, but I do work in CAD programs all day long. I have tried to make maps before for CouterStrike (non-source), Quake3, and a few others never really getting anywhere because the editor was just plain frustrating. But SandBox2 is just so easy to use (Relativity speaking) I would love to see your caves one. I can't find my way around Visarea's, and could really know how to use them for my cave.
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