Navigation

    • Games

    • About

    • Careers

    • Contact

    • Forums

    Torn Banner Forums

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Unsolved
    1. Home
    2. Lucas
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Lucas Annunziata

    @Lucas

    I'm a 3D Environment Artist at Torn Banner Studios. I really enjoy modelling and texturing assets for the game. Working at Torn Banner is pretty much my dream job
    6
    Reputation
    156
    Posts
    707
    Profile views
    3
    Followers
    0
    Following
    Joined Last Online
    Website www.lucasannunziata.com Location Toronto

    Lucas Follow

    Posts made by Lucas

    • RE: I want to ask about steam pre-order

      Beta keys are exactly that, keys for the Beta. Once the game is released, your friend will have to purchase a copy of the game to continue playing.

      posted in Mirage: Arcane Warfare
      Lucas
      Lucas
    • RE: Main menu lags to the point of unplayability

      Very strange. Thanks for the dxdiag. Your rig should have no problem with the game. So its not just the main menu that this is happening eh?

      posted in Support
      Lucas
      Lucas
    • Courtyard - Level Feedback

      0_1463686033868_Courtyard_alpha.jpg

      Game Mode: ps_Courtyard (symmetric bomb delivery)

      • Both teams trying to push the Ark in opposite direction, along the route which leads to the enemy team area.
      • The match is played in rounds. The team which manage to push the Ark to their end of the route, wins the round. The team which wins 5 rounds wins the match.
      • To prevent the stale and decentivize reckless play - each player death add a cumulative respawn timer penalty of 2 seconds, which adds infinitely. That penalty is reset at the end of the round.

      Environment

      • Palace Courtyard
      • A mix of narrow bottleneck passages and open spaces with tight traversal loops.
      • Two distinct layers of top/bottom.

      Please post any thoughts/feedback about the level design/art direction for the level in this thread. Please refrain from posting specific bugs in this thread and direct those to bug reports

      posted in Feedback and Comments
      Lucas
      Lucas
    • Falcon Ridge - Level Feedback

      0_1463685899713_FalconRidge_alpha.jpg

      Game Mode: tdm_FalconRidge (team deathmatch)

      • Traditional team deathmatch

      Environment

      • Hidden desert canyon on top of a cliff with temples built into the cliffside featuring statues dedicated to an ancient bird god
      • A stream running through the middle of the map where some evidence of a smuggler camp and makeshift bridges can be found.

      Please post any thoughts/feedback about the level design/art direction for the level in this thread. Please refrain from posting specific bugs in this thread and direct those to bug reports

      posted in Feedback and Comments
      Lucas
      Lucas
    • Lighthouse - Level Feedback

      0_1463685826034_Lighthouse_alpha.jpg

      Game Mode: ctf_SunkenCity (symmetric bomb delivery)

      • Both teams fight to get hold of a carryable “bomb”, which then they try to deploy in designated area near to the enemy team base.
      • The bomb location is always marked on every player’s HUD (i.e. the position of both friendly and enemy flag carrier is always telegraphed to all players).
      • The match plays in rounds. The map resets after each successful bomb delivery, and the first team to win 5 rounds wins the match.
      • The main path between the bomb spawn point and both delivery zones is shorter but also exposed and elevated (plenty of opportunities to fall off or get shot). Alternative routes through the platforms below makes for a longer but also safer route.

      Environment

      • Docks of an exotic city at a large river side, with an overlooking magical lighthouse.
      • Layered bridges, walkways and platforms over a deadly fall (into VERY cold water).
      • Simple, compact and linear main path with branching secondary loop connections.

      Please post any thoughts/feedback about the level design/art direction for the level in this thread. Please refrain from posting specific bugs in this thread and direct those to bug reports

      posted in Feedback and Comments
      Lucas
      Lucas
    • Sunken City - Level Feedback

      0_1463685703322_sunkenCity_alpha.jpg

      Game Mode: cp_SunkenCity (control points rotation)

      • Both teams fight to capture a currently active control point. There are three control points on the map, but only one is active at any time.
      • When a control point is captured, it deactivates, and after a 30 seconds delay - the next one in rotation activates.
      • First team to score 7 captures (or having the highest score when match time runs out) wins the match.
      • Each control point proximity area is meant to provide different gameplay environment.

      Game Mode: tdm_SunkenCity (team deathmatch)

      • Classic team deathmatch - get points for killing enemy team players.

      Environment

      • Sand, dunes and ruins, with irregular architecture shapes and lots of line-of-sight breaking, in the environment which still should feel open.
      • Plenty of traversable obstacles allowing for quick decisions on flanking or hiding from the ranged attacks.

      Please post any thoughts/feedback about the level design/art direction for the level in this thread. Please refrain from posting specific bugs in this thread and direct those to bug reports

      posted in Feedback and Comments
      Lucas
      Lucas
    • Ravine - Level Feedback

      0_1463685571712_Ravine_alpha.jpg

      Game Mode: to_Ravine (team objective)

      Stage 1

      • Capture points to gain enough progress to unlock the seal to the lower stage.
      • Defender could neutralize the points to stop the progress.
      • Attacker has 8 mins to complete this stage, defender wins if time’s up

      Stage 2

      • Attacker picks up the Artifact and drop them in the designated zones for 3 times to win the match.
      • The artifact will be reset after a while once the guy who picks up it being killed.
      • Defender could jump into the designated zones to stop the progress of attacker dropping the artifact.
      • Attacker has 10 mins to complete this stage, defender wins if time’s up

      Environment

      • This area is a rocky desert that is dotted with the entrances to ancient ruins, and in some places, areas where the ruins have been exposed.
        The interior spaces of the ruins are also in Indian Hindu style with very red stone.These settlements are haphazard and feel a bit like a slum. The architecture of these dwellings is constructed with mud and wood in the style of Bandiagara or traditional Afghan/Pakistani mud homes.

      Please post any thoughts/feedback about the level design/art direction for the level in this thread. Please refrain from posting specific bugs in this thread and direct those to bug reports

      posted in Feedback and Comments
      Lucas
      Lucas
    • Bazaar - Level Feedback

      0_1463685305596_Bazaar_Alpha.jpg

      Game Mode: to_Bazaar (team objective)
      Stage 1

      • Attacker captures points to gain enough progress to unlock the gate to the next stage.
      • Defender could neutralize the points to stop the progress.
      • Attackers have 7 mins to complete this stage, once time’s up, defender wins.

      Stage 2

      • Attacker stay close to the magic bomb to push it to the end to win the match.
      • Defender could stop bomb moving by staying close to it.
      • Attacker has 12 mins to complete this stage, defender wins if time’s up

      Environment

      • The river docks are much simpler and smaller wooden docks that allow for smaller boats from surrounding communities to retrieve goods and bring them to their communities.
      • The buildings surrounding the markets and warehouses are a mixture of Yemeni architecture (particularly from Sana’a) and ancient Saudi architecture (particularly from Jeddah).

      Please post any thoughts/feedback about the level design/art direction for the level in this thread. Please refrain from posting specific bugs in this thread and direct those to bug reports

      posted in Feedback and Comments
      Lucas
      Lucas
    • RE: Mirage TO Map Design (CMW lessons learned)

      Thanks for the post gregcau. This was an insightful post, and we are always looking to learn lessons from previous maps. Presenting the information in this clear and concise way (especially with pretty images) does wonders for readability.

      posted in Mirage: Arcane Warfare
      Lucas
      Lucas
    • RE: A Workshop of 300 babies

      Top notch work in here! Keep it up!

      posted in Chivalry Mods
      Lucas
      Lucas