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Demo

Demo's unnamed nms

96 posts in this topic

Here's a little trap

QnYZh8X.png

Light the fuse (prob with a welder), then run away. Textures are placeholder.

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I do this too but I don't go above 32. I was always curious why people say to work on a 64 grid, I feel like you're often creating more work for yourself making your walls that thick. I'm usually more comfortable on an 8-16-32 grid in somewhat early stages of level design. But why should i be laying a level out in 64 grid? Won't I just be going back later and adjusting it? Even with nodraw textures still seems like a waste? Anywho demo sorry for the hijack but it seemed like a good time to chime in about that

Well, the interior walls that you can see both sides of aren't going to be 64 grid, but the ones that are external, and make up the edge of the level are going to be always 64 grid. In my opinion, you should return to 64 grid, especially when making up external parameter of rooms (and corridors), and sealing it 64 grid.

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Progress Update

YOSMOgv.png

I do not want to hear about how I need to box in my map first, I know what I'm doing and how I'm going to do it and all that matters is the map runs well. And I mean this in a non-passive aggressive way, I know some of you may be irked by how I set things up, but refer to the previous statement.

Oh, almost forgot the most important detail.

MuowDR3.png

This giraffe is now improved

Ec5QrA0.png

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It's gonna be really difficult for me to convince myself I'm not actually there irl when playing this

HYX5brW.png

Except the basketball hoop going through the center of the Earth is a bit immersion-breaking

NcWeexn.png

AMIcoes.png

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haha nice work mate, being critical make that wall a bit higher like the photo, although im guessing your going by units on hammer

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I heightened the wall a bit (and detailed it more) after reading this, good catch.

Also, spooooooooooooooky!!!!!

(thanks to Billion for making this transparent)

hRE55Ia.png

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EHbCa9m.png

okay, last pic Imma post here for a while, don't want to spoil too much. Here is the rough layout of the map. I'm almost at the detailing phase, so imagine this but with actual textures, trees, vehicles, lighting, Halloween decor, etc.

6 houses, 2 swimming pools, 5 porches. Map will likely have 6 different zones (one for each house), but in order to motivate players to defend as much as they can, instead of locking themselves in one house, they need to keep at least 3 of the zones alive, or else they fail.

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=:'3============

Great job, thats the kind of before after comparison I love to see :D

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There goes the neighbourhood !

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Fucking love it brohheim! Do you think you could hook sotapoika up with those Halloween Decals?

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All lighting and some aesthetics are PLACEHOLDER, but anyhow, enjoy.

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