Currently working on an infection map that takes place in a steel mill. I hope I can nail the aesthetics when it is done. It will definitely be a lot darker once everything is in place and light is generated.
Thanks! I engineer/design trusses for my job in real life. I would be disappointed in myself if I couldn't nail that truss look. lol
I can't imagine that piecing those beams together was a small feat. Great job. The crucibles (would they even be called crucibles at that size?) look great, too.
So I made a thing... Rise. 2v2-4v4. WIP. This map will either succeed at being a little different from most designs or fail in spectacular fashion.
1) I'm starting to firm up the idea/asthetics for a Grifball map. Was going to forge yesterday (Saturday) but servers, yeah...It's an update on my "Rhyolite" Grifball map from Reach, set in a subterranean cavern/research facility with a looming flood outbreak. Edit: links to Red and Blue side of original, Halo 5 version soon: Red: http://i1171.photobucket.com/albums/r548/anonomissx/Mobile Uploads/Rhyolite Red side.png Blue: http://i1171.photobucket.com/albums/r548/anonomissx/Mobile Uploads/Rhyolite blue side.png 2) Speaking of flood, I also want to create something nice and sunny for CQB/infection games. I've also been haunting the Wonder Woman boards at Super Hero Hype, and someone posted pictures of Revello in Italy, where the are shooting scenes as a setting for Themyscria. Inspiration on this post: http://forums.superherohype.com/showpost.php?p=33411507&postcount=52
Lighting on Tomato Soup, built in the cave under Glacier with terrain ramps encasing it to block any light that might make it into the cave, has wonky lighting post update. ????? Luckily its only kinda wonky so it only looks kinda bad, which I can deal with.
So what exactly happens now if your map exceeds 100% in the lightmap meter? Before, it just meant that some pieces would turn completely black but they fixed that with the latest update.