Development on pl_Offshore is continuing at the speed of a handicapped snail. I just added a scout/demo/soldier route that skirts the first chokepoint. Because I want something to post, here it is.
That's the entrance. Double/sticky/rocket jump required.
You can see that it lets out at the CP and avoids the building.
Overhead view of epicosity!
EDIT: Oh and yes, I know I need to fix the lighting origin on the dumpster lid.
You can see that it lets out at the CP and avoids the building.
Development on pl_Offshore is continuing at the speed of a handicapped snail. I just added a scout/demo/soldier route that skirts the first chokepoint. Because I want something to post, here it is.
That's the entrance. Double/sticky/rocket jump required.
You can see that it lets out at the CP and avoids the building.
Overhead view of epicosity!
EDIT: Oh and yes, I know I need to fix the lighting origin on the dumpster lid.
That comment made my day XDI can also see that you have a floating dumpster.
Yeah, I changed the fence and made it fit the theme a bit better.is that fence gonna touch both sides of the wall?
http://dl.dropbox.com/u/1293763/zig/detail_pass_077.jpg
I'm clearly not done with this but it's the direction I'm going in
just a test poster for wine. I'm going to remove the small white edges later. Tell me something I should do.
In my opinion, it needs more/bigger rips around the outside, a couple stains in the inside, and the grapes should be sharpened a bit (I get that it's supposed to look painted, but that's just too blurry).
In my opinion, it needs more/bigger rips around the outside, a couple stains in the inside, and the grapes should be sharpened a bit (I get that it's supposed to look painted, but that's just too blurry).