Thursday, July 30, 2009

It's coming back around again...

...this is for the people of the sun!




Sunday, July 26, 2009

Wednesday, July 22, 2009

Quick update

I have been modeling the rest of my assets; they're almost done, (tomorrow is the deadline). I have also attacked the "giant box" of a room...it's moving along nicely. I'll have new screenies posted tomorrow, (this evening). Get back to work!

Monday, July 20, 2009

F@CK!

Well, development has been a bit slow these past few days. I have been bustin' my hump tryin' to finish up stuff for my other classes. Four senior classes != party. Unfortunately, the workload has been rather, "Bill's Mom size" (skyscraper large). I've been stayin' up crazy hours, and my sleep schedule is sh!t, (I'm cryin' a river over here, sorry). Sigh...I will be working on the Capstone level by this evening around 10pm. Sorry for the delay, progress will continue.

Friday, July 17, 2009

skylight rules!

The bag texture isn't tiled yet...that will be fixed soon.



Wednesday, July 15, 2009

A few meshes...

I'll have a variety of textures within the next few weeks...



Sunday, July 12, 2009

R & Q build #30

Ok, so here are some of the latest screenies. I had to slap some textures in there, the one color thing was killing me. So, the red-ish machine is just a texture test, it's actually an outdoor machine fitted with some CrabMan Photoshop work. The rest of the pics showcase the mix station and the layout thus far. Things are moving along pretty well. I am feeling pretty happy about how the level is turning out. The level play mechanics are quite smooth. The player can jump around like flea on a hot brick without damaging themselves, (too much). Some of the falls will take 2-5 hit points off, however jumping off of the South Shaw tower...not such a good idea. Anywho, I'm going to post some digital level layouts and other various forms of documentation in a few. That's it for now. Cheers to all with a Leinenkugel's Summer Shandy!































Oh yeah! This is the "Redeemer" explosion. Essentially a small scale nuke. Ground floor == cooked! The weapon was shot from the highest point in the level, the South Shaw.

Friday, July 10, 2009

Awe, your such a cute couple...

Stuff it hoe (garden)! Nevermind. Anywho, here are a couple (ha!) of pics. I'm building a mixer that fits into the empty platform holes (in the pic below). The mixer allows a player to "half-hide" in the top portion of it. When standing in it, the funnel lip should be about chest height. Well...actually, let me clarify, it should be Rocket Launcher firing height. I keep blowing myself up in the weapons testing department! I will should have it roughly finished by tomorrow. There is some cool info about the shelving units; it's explained in the second pic. That's all for now folks!

// NEW NOTE: The shelves can be traversed thru by simply walking thru them, (no jumpies). Also "strife" should be strafe. Ehhh...waddaya gonna do...life's though.








Thursday, July 9, 2009

6:38 and feelin' great

Yeah, I'm still awake. Here is another screenie. Notice the cool storage shelves. The won't be populated with just the Exxon, I will create other crates and such.


I wear my sunglasses at night

I have been workin' like a mad man. Pretty much all of the main hand rails are in place (I still need to do ladders and such...). I made a texture for them too. Actually, if you couldn't already tell, most of the textures have changed. I jumped the gun in a few areas. It's easier to make the initial brush, texture it, and then duplicate. The Exxon box is kinda in the area of what I'm lookin' for in the texture style. If the name on the box causes a problem for anyone, please let me know.

Continuing with the updates thus far, the tanks are new brushes, (more "roundy") they seem to have a better effect on the ricochet factor of the Flak Cannon (I'll post a vid soon). There are various pipes that need to be jumped over, yet also offer protection from some fire. However, they are far enough from the ground where those sneaky spider mines can traverse beneath without exploding.

There is a start of the mixing "sacs" station in the North Area. I also placed some various weapons, ammo, and spawn points through out the populated quadrant. Well, it's 5:10 am. I have to "get up" at 6:45am....I think I'm just going to stay awake. I will continue working on this. However, I am going to create a nice digital version of the "real" floor plan, (due on next Tuesday) it will also be accompanied by documentation supporting the level. Cheers!



















Wednesday, July 8, 2009

Update on build #17

I have been working on moving things around to accommodate for Unreal 2004 weapons. Example: the Flak Cannon alt fire can arc perfectly (with correct aim) into the 3 column mixer areas...BOOM! I also have changed some of the brushes and have been working on all of the hand rails for the catwalks. There is a new addition to the North side, a multi-leveled "particle mixer." It has multiple steps, things, and hiding areas. It makes a great battle post. I am planning on getting some people to play test what I have so far...I want to get a video and post it to the blog. I will post some shots later today. I am working on stuff for my other classes. :(

Sunday, July 5, 2009

"R & Q Products" - build #12

Note: pics can be enlarged by clicking on them.






Ahhh...some more stuff!

Here are a few more shots of the updated South Shaw area. I also threw in tank place holders and a (un-finished) mix station, (connected by catwalk thus far). The second and third pics are a representation of a specific battle area, (areas are everywhere!) just to give an idea of what type of sneaky fighting angles can take place.

















Thursday, July 2, 2009

The first screenie...

This is just a simple blockout of the main weenie a.k.a. "the South Shaw." I just wanted to get a feel for the size of the room. I don't want to make the area too big. I'm aiming for a smaller packed feel. More stuff to be posted soon.