P.S. You guys reckon its eerie enough? I think the lighting in the Crypt is perfect!
Tuesday, 12 May 2009
(WIP) - Crypt
Heres the almost complete Crypt! it's just missing a few gravestones and more cobwebs in other various areas.






P.S. You guys reckon its eerie enough? I think the lighting in the Crypt is perfect!
P.S. You guys reckon its eerie enough? I think the lighting in the Crypt is perfect!
Monday, 11 May 2009
(WIP) - Sewer
Heres a quick video walkthrough ofthe Sewer level, its almost compelte now just missing minor touches.
(WIP) - Church
It has been a hectic few weeks with the HND project so I’ve been literally too busy to post updates. I hope that there are not too many issues to contend with and I can make efficient use of the time available to finish the remaining work.
Here is a video of the beginnings of the proposed expansion, a little reference from the single-player game to kick things off and then a quick visit inside the Church.
The Church is not fully complete just yet, I’m happy with the layout and architecture, possibly could do with a side door but there needs to be more clutter, decals and wounded rebel fighters. The rebel fighters will tell the player that the combine are on their way and then the shit hits the fan.
Combine blast through the Church and chase the player, forcing them to retreat to the Crypts. The level transitions perfectly to Vern’s Crypt, however, the AI becomes instantly disabled. I do not know what causes that error or how to fix it within hammer but by using the console command: ai_disable "0" should fix the problem in game.
The video’s audio and picture are not perfectly synchronised (possibly due to the original file being over 10 GB) so accept my apologies there.
Also below the video is the Visio diagram for the Lost Cost Church. Just as an example.
Here is a video of the beginnings of the proposed expansion, a little reference from the single-player game to kick things off and then a quick visit inside the Church.
The Church is not fully complete just yet, I’m happy with the layout and architecture, possibly could do with a side door but there needs to be more clutter, decals and wounded rebel fighters. The rebel fighters will tell the player that the combine are on their way and then the shit hits the fan.
Combine blast through the Church and chase the player, forcing them to retreat to the Crypts. The level transitions perfectly to Vern’s Crypt, however, the AI becomes instantly disabled. I do not know what causes that error or how to fix it within hammer but by using the console command: ai_disable "0" should fix the problem in game.
The video’s audio and picture are not perfectly synchronised (possibly due to the original file being over 10 GB) so accept my apologies there.
Also below the video is the Visio diagram for the Lost Cost Church. Just as an example.
Sunday, 10 May 2009
(WIP) - Crypt / Sewer
Heres a video of the level I did, ignore the water for some reason certain areas like to dissapear O.o
(WIP) - Crypt / Sewer
Saturday, 9 May 2009
(WIP) - Sewer Plans
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