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Posted

Hello fellow community members,

I'm making this post to announce that @Henk has joined our development team today!
We're very excited to have him on board, he'll be assisting us in mapping and modeling primarily.

We wish him the best of luck!

  • Like 5
  • Totem Arts Staff
Posted (edited)

Really? Still wondering when I'm also a dev :/

Good luck Henk with the mapping and modeling (which I can't do and is probalby the reason), you really deserved it:)

Edited by ThommyK0104
  • Like 1
Posted
3 hours ago, Ruud033 said:

Hello fellow community members,

I'm making this post to announce that @Henk has joined our development team today!
We're very excited to have him on board, he'll be assisting us in mapping and modeling primarily.

We wish him the best of luck!

Gvd, dat werd tijd, ik krijg nog geld van hem! 

For the non Dutch:
Good job Henk, you will make a great adittion to the team!

  • Like 2
Posted
1 hour ago, Ryz said:

Gvd, dat werd tijd, ik krijg nog geld van hem! 

For the non Dutch:
Good job Henk, you will make a great adittion to the team!

lies, you want $$$$$$$ :P

Hooray, hooray! Congrats Henk!!!!

  • Like 1
Posted (edited)
23 hours ago, DarkSn4ke said:

lies, you want $$$$$$$ :P

Hooray, hooray! Congrats Henk!!!!

True if you translate it, but Henk knows. Just search 'Saving private Henk'

Edited by Ryz
  • Like 1
Posted
5 hours ago, YagiHige said:

Does this mean we are going to get laser doors then? :3

Personally I really hope not...

Posted
8 hours ago, YagiHige said:

Does this mean we are going to get laser doors then? :3

I'll try it some more in the near future. Need help with the scripting though.

My main focus now is improving Reservoir and making changes to Snow.

  • Like 1
Posted
14 minutes ago, DarkSn4ke said:

:o can you tell us any prelaunch details or did you took a vow of silence (about such issues) ;)

 

Working on some destructable obstacles that open up a new infantry entrance. But I haven't been able to test it if it works on a server yet.

Furthermore I've made a slight change to the rock's colors, removed a lot of meshes that were out of sight anyway, easily over 150.000 polys.

Removed collision on the faction logos in the building as they got in the way.

Improvements on the texturing of the middle structure.

Less amount of lights, but maintaining the brightness.

Slightly brighter dominant light (the moonlight).

More small elevations in the terrain instead of a flat plane.

 

So basically stepping up the quality of the map.

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