3rd days gone well for the game :D should hopefully be blocking out the level tomorrow with all the meshes and textures I've made. Managed to model all 3 of the enemies and an additional drop-ship today.
Can't sleep at the moment annoyingly =\ house still gives me some ghostly reminders of the Past, mostly good memories, but they still bring the reality back into perspective. Currently listening to some gamesoundtracks and stumbled onto a pretty cool remix of Starcraft 2 sound-clips.
Me and my friend Renn decided we'd spend a week this summer making a game for the Android tablets and phones and it's begun, after one night of discussing ideas and 1 day of work, the player controls set up and the player model, this ship is nearing completion and nearly ready for unwrap/texturing and animation.
Purple planes are to be alpha texture Gold and Silver Rings.
Really enjoyed making this small 1v1 map, allowed me to focus on more small symmetrical details and a forced me to add a different kind of expansion. Small maps are hard to vary because every bit of space counts adding something additional essentially has to remove or be in place of something else.
If you fancy cringing for an hour try listening to this
If you don't cringe your probably not human or maybe you just can't speak English who knows!
Another less quickly made 1v1 Starcraft 2 Map today, still working on it. I'm sure it will seem less spacious once I've whacked in the extra 6 mineral points, need to check the exact mineral size/layout for the standard melee map so I've slightly procrastinated placing them :P
Wow map not finished yet? lazy ri...Wham have some barrel Rollin goodness.
EDIT: Well here it is after some input from my homeslice Nadir I have a more complete version of the map.
Spend about 2 hours working on another 1v1 Starcraft 2 Map
I've quite enjoyed making maps for both Warcraft 3 and Starcraft 2 since Blizzard Engines tend to compliment their work flow and Art style very well. Their assets are always categorised properly and they have a good understanding of level of detail. Their texture sets are surprisingly good mental restrictions also.
Making this map I consider Level of Details exactly how I'd consider it with drawing. Raising and lowering the terrain is the under-sketch textures are the colours and Doodads are the details with the Map-flow being the composition which is complimented by the previous 3.
Pffft see I can do serious, now here's some Alcoholic Zelda music
So finally got around to taking some screenshots of my first CS:S Deathmatch map, made with 90% my own textures, theres a few standard CS/Half-Life Door textures in there. Most the Textures which i've released in a source texture pack here
Yes this is a Koncentration Kamp based around fantasy soviet Kirby Propeganda. I know i'm a sick surealistic bastard and to celebrate it i've involved one of my favourite characters.