Thanks guys, glad you like! Here is another screen. Still need to update/replace the old distance tree models, and in this shot you can see the vikings drop zones a bit blue. I made the ambient a bit too bright and it's quite glowy! Tweaking at the moment. Also a new dead tree needs to be made. The one in the pic looks out of place now, and if we're honest, not very dead either.
God damn not enjoyed mapping this much in a LONG time!
15:55 - Sir Whiskeyngton: well you're the minister of roggen
15:55 - Sir Whiskeyngton: you'd just be doing your job
15:56 - Sir Whiskeyngton: I need to send an army of monks to the enemy
15:56 - Sir Whiskeyngton: since I'm the minister of propaganda
5:22 PM - Felis catus: QSBtYW4gY2hvb3NlcywgYSBzbGF2ZSBvYmV5cywgQWxsIHdvcmsgYW5kIG5vIHBsYXkgbWFrZXMgU2lyIFdoaXNrZXluZ3RvbiBhIGR1bGwgYm95Lg==
5:22 PM - Felis catus: base64
5:23 PM - Sir Whiskeyngton: nab
5:23 PM - Felis catus: dr o could translate that without a decoder
5:23 PM - Felis catus: he is a wizard
5:23 PM - Felis catus: he actually programmed roggen
5:24 PM - Felis catus: he programmed the world
5:24 PM - Felis catus: how it behaves
5:24 PM - Felis catus: dr o is god
5:24 PM - Sir Whiskeyngton: lol
5:24 PM - Sir Whiskeyngton: you forgot the first commandment
5:25 PM - Sir Whiskeyngton: 1. Thou shalt have no gods; thou shalt only have Budnab.
5:25 PM - Felis catus: dr o made him
5:25 PM - Felis catus: dr o defined the gods
5:25 PM - Felis catus: dr o did everything
5:25 PM - Felis catus: he is the god
Updating a lot more, and the map is looking wondrous.
Doing a fine job, looking forward to seeing more! (perhaps in the beta testing stream sometime soon. unleash your masterpiece. do eet.)
Welcome to Cheez's PVKII Funtime Class!
Rule #1: Have fun. [incredulous gasping ripples throughout the room]
That concludes Funtime Class! We didn't have the funding for a lengthy seminar. ¯\_(ツ)_/¯
Stop by again for our next lesson: "Heavy Knight's Heaving Heart: How to Write Poetry for Swords!"
More pics soon! Doing a bit of tidying up under the hood for better VIS calculations, and working on some rock structure by one of the waterfalls to remove the last ladder in the map \o/
Ok, spent the last two days improving dead tree models and textures, optimising the VIS around the waterfall, and removed the ladder and made better rock shapes generally.
I love the new path to the Pirates, which is better than the ladder. I also like the new tree models, though two or three of them could use some extra foliage at eye level for blocking ranged visibility
I love the new path to the Pirates, which is better than the ladder. I also like the new tree models, though two or three of them could use some extra foliage at eye level for blocking ranged visibility
Had a chance to catch up with the stream yesterday (since it isn't up on youtube yet, but that's what twitch recordings are for) and I must say that Pinegrove is gorgeous and I can only hope that it overtakes or at the very least rivals the... player magnetism that Island seems to have. I would be in heaven if there was a dedicated and popular Pinegrove or El Dorado server, but I digress.
I also support the idea stated before of some eye-level foliage so as to deter overly easy SS sniping or other ranged shenanigans.
Keep on keepin' on, mate!
Welcome to Cheez's PVKII Funtime Class!
Rule #1: Have fun. [incredulous gasping ripples throughout the room]
That concludes Funtime Class! We didn't have the funding for a lengthy seminar. ¯\_(ツ)_/¯
Stop by again for our next lesson: "Heavy Knight's Heaving Heart: How to Write Poetry for Swords!"
I know it's been some time that I posted progress, so here is a quick update of where I am, I've come a fair way since these screenshots were taken, these are like snapshots I've taken through working on it all.
I've been tweaking textures, below you can see the new forest dirt texture, before the texture was too dark and noisy, the pine needles it featured were much to big in relation to the player models, I've made it lighter, and cleaner as seen below:
and
Next I've been making the caves/mines more interesting visually, with Crystals and minecart tracks and support beams:
and
And finally, After a lot of avoiding it, I've started to flesh out the Knights area. Here you can see the new grass and stone textures I made, being blended together with a modulate texture, so that as they meet at different blend amounts, the grass goes inbetween the stone slabs before disappearing. Note the gate model in grey, has since been completed. There is also a chapel on the left of this picture (just out of view) that has been getting a lot of TLC, pics of that to come later :-)
Hey guys and girls. I'm currently working on my portfolio before going "full time" indie on some other projects, and as such this means finishing PineGrove ready for the next release!
So in a bid to keep you in the loop, and show you my progress, here is the first of (providing you like them) development videos of myself making the map. I won't cover everything, just main parts so you can see it take shape.
First off, I present ... drum roll... CLIFFS
Not the most exciting maybe, but an insight of how I work. I tried using Wall Worm with 3DS max, but currently it crashes on export to VMF so I'm sticking with Hammer for now. If I can get Wall Worm to export I'll jump over to that for some bits, but I've been using WorldCraft/Hammer since I was 14 (Currently 30! ) so 16 years... yikes. Anyway, let me know what you think, ask me questions etc.
It's in HD too, so view on YT or fullscreen. PS: Hearing your own voice is WEIRD, I don't have a decent mic, had to use an Eyetoy Camera!
Comments
FUF!
The map will be stellar, as a map and as a portfolio piece.
God damn not enjoyed mapping this much in a LONG time!
My Portfolio
My Stupid Comic
--friendly fire
--manual block
My maps/plugins:
te_sahara_b1 : http://pvkii.gameban...com/maps/184372
Weddings: http://forums.allied...ad.php?t=221933
PS. Pictures seem to be broken,
Doing a fine job, looking forward to seeing more!
(perhaps in the beta testing stream sometime soon. unleash your masterpiece. do eet.)
Rule #1: Have fun. [incredulous gasping ripples throughout the room]
That concludes Funtime Class! We didn't have the funding for a lengthy seminar. ¯\_(ツ)_/¯
Stop by again for our next lesson: "Heavy Knight's Heaving Heart: How to Write Poetry for Swords!"
More pics soon! Doing a bit of tidying up under the hood for better VIS calculations, and working on some rock structure by one of the waterfalls to remove the last ladder in the map \o/
My Portfolio
My Stupid Comic
Latest:
My Portfolio
My Stupid Comic
Yes.
Co-Lead | Level Designer
I also support the idea stated before of some eye-level foliage so as to deter overly easy SS sniping or other ranged shenanigans.
Keep on keepin' on, mate!
Rule #1: Have fun. [incredulous gasping ripples throughout the room]
That concludes Funtime Class! We didn't have the funding for a lengthy seminar. ¯\_(ツ)_/¯
Stop by again for our next lesson: "Heavy Knight's Heaving Heart: How to Write Poetry for Swords!"
Wait, what? Did I miss something? Was there a stream yesterday?
EDIT:Never mind, I see what you mean.
I know it's been some time that I posted progress, so here is a quick update of where I am, I've come a fair way since these screenshots were taken, these are like snapshots I've taken through working on it all.
I've been tweaking textures, below you can see the new forest dirt texture, before the texture was too dark and noisy, the pine needles it featured were much to big in relation to the player models, I've made it lighter, and cleaner as seen below:
and
Next I've been making the caves/mines more interesting visually, with Crystals and minecart tracks and support beams:
and
And finally, After a lot of avoiding it, I've started to flesh out the Knights area. Here you can see the new grass and stone textures I made, being blended together with a modulate texture, so that as they meet at different blend amounts, the grass goes inbetween the stone slabs before disappearing. Note the gate model in grey, has since been completed. There is also a chapel on the left of this picture (just out of view) that has been getting a lot of TLC, pics of that to come later :-)
Enjoy!
My Portfolio
My Stupid Comic
So in a bid to keep you in the loop, and show you my progress, here is the first of (providing you like them) development videos of myself making the map. I won't cover everything, just main parts so you can see it take shape.
First off, I present ... drum roll... CLIFFS
Not the most exciting maybe, but an insight of how I work. I tried using Wall Worm with 3DS max, but currently it crashes on export to VMF so I'm sticking with Hammer for now. If I can get Wall Worm to export I'll jump over to that for some bits, but I've been using WorldCraft/Hammer since I was 14 (Currently 30!
It's in HD too, so view on YT or fullscreen.
PS: Hearing your own voice is WEIRD, I don't have a decent mic, had to use an Eyetoy Camera!
My Portfolio
My Stupid Comic