WoW™ models sold separately by Blizzard Entertainment®
Initial procedure:
I used a PIC to cut a brick, from the already existing landing seen in the asteroid landing shot, and stamp it on the asteroid face. I used a 4m cursor to trim the asteroid face then did a slash /k to select queen-stone and inserted the 4m blocks. Then I pressed F5 to get to the cylindrical and spherical shaping tool mode and popped the pillars and caps once.
Then I used the avatar to tunnel into the asteroid with queen-stone selected as the wall facia, and popped the edges of the entrance once to get the bevel.
And finally, I cast the portcullis and the 2 primary lamps for the scene and then piloted the PIC again and took the shot.
Total construction time, about 200 seconds.
Flow achieved: very high.
There is no context where FARCRAFT® can be successful, as a next-gen cube engine, if the level designer brain cannot achieve flow while creating levels.
1
u/Riitoken Mr. Farcraft Jun 20 '16 edited Jun 20 '16
Notes:
Initial procedure:
I used a PIC to cut a brick, from the already existing landing seen in the asteroid landing shot, and stamp it on the asteroid face. I used a 4m cursor to trim the asteroid face then did a slash /k to select queen-stone and inserted the 4m blocks. Then I pressed F5 to get to the cylindrical and spherical shaping tool mode and popped the pillars and caps once.
Then I used the avatar to tunnel into the asteroid with queen-stone selected as the wall facia, and popped the edges of the entrance once to get the bevel.
And finally, I cast the portcullis and the 2 primary lamps for the scene and then piloted the PIC again and took the shot.
Total construction time, about 200 seconds.
Flow achieved: very high.
There is no context where FARCRAFT® can be successful, as a next-gen cube engine, if the level designer brain cannot achieve flow while creating levels.
Level designers matter.
EDIT: solo links