Posted by Riven on Wed Jun 4th 2008 at 4:14am
Nice shots; looks like you're staying true to the tf2 theme!
-Isn't there already a wildly popular version of Warpath already online?
Posted by Le Chief on Wed Jun 4th 2008 at 3:26am
Heh, looks like alot of fun. Did you model the cows?
Posted by fishy on Wed Jun 4th 2008 at 2:37am
one thatI've been toiling over for a few weeks now


I'll post this in it's own thread once I've got a beta version ready. Maybe a week or so.
Posted by Riven on Wed May 7th 2008 at 9:00am
I wouldn't destroy it. It looks rather awesome and post-apocalyptic the way it is now. A mighty fine job for duplication's sake.
You say you might add it to an mp map eh?
Posted by haymaker on Tue May 6th 2008 at 11:13pm
Thanks guys... Actually i forget what the walls worked out to inside, but there is enough room for floor sections with headroom to spare.
The gameplay thing I had fooled around with a layout, which I actually like, but got lazy with the other buildings as usual. As of now performance is max of course; the thing is a hunka hunka func_detail and would stay that way unless I blacked in the windows. I'm leaning towards having minimal models these days so it probably could work... do you guys know why func_lod is supposed to be so bad on the engine? That's what i hear anyway...
Never heard of blastwave, looks pretty well-thought-out. And hl2-ish in the post-apocalyptic sense too. Part of me really wants to keep those windows intact, which is ill-fitting for a destroyed building...
Posted by Captain P on Tue May 6th 2008 at 9:05pm
That looks pretty accurate, in terms of geometry.
In terms of lighting and texture usage, it reminds me of blastwavecomic.com. Yellowish concrete, bright sunlight... and a post-apocaliptic, abandoned, ravaged world. I think it's the lack of windows and doors, the open nature of that building.
Oh well, just what it made me think of. Heh.
Posted by reaper47 on Tue May 6th 2008 at 7:53pm
Very nice. You got that into a 128 unit grid for floor heights?
I see less problems with performance than the usual "squeeze gameplay into one bit of concept art" issue. My studies (read: me torturing the engine to its very limits) show that polycount, especially clean on-grid polies like curves, etc, have surprisingly little impact on performance. It's almost entirely a shader-problem. Or very bad vis-blocking. But I'm sure you could have this building in a high-performance map, no problem.
Posted by haymaker on Tue May 6th 2008 at 6:46pm
Study in Streamline Moderne
A rainy Saturday challenge. Probably unsuitable for MP due to brush count
Posted by Le Chief on Sun May 4th 2008 at 5:00am
? quoting Crono
Or you could stop being a douche and ask your brother to make some tree models for you.
Posted by Crono on Sun May 4th 2008 at 4:19am
Or you could stop being a douche and ask your brother to make some tree models for you.


