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Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

CAH layout

Inspiration and ideas for layouts
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xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
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Re: CAH layout

Postby xandaxs » Tue Oct 18, 2011 6:19 am

Haha!
Epic! Will they be side by side?
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

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flajeen
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: CAH layout

Postby flajeen » Mon Oct 24, 2011 10:33 pm

sounds intresting my man. cant wait for get all those 27 caps in 60 seconds.
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RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: CAH layout

Postby RedSnappa » Thu Oct 27, 2011 4:03 am

It is going to be 23 caps now because of the way I am doing the spawnrooms. I should have a good alpha picture within a week.

I would think a better way would be to set capturetime to ~5 seconds and dramatically raise the score needed to win.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem


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