Howler, it looks reeealllly blocky. The front walls could be improved much more. Also, the back doesn't really look like as if it is lowering in elevation.
Here's some terrain from my rpg that is similar to this. CityScape
The following scene is something I made a couple of months ago. I would never use it in a map because of how blocky it is, but I submit it now for your edutainment.
Has anyone tried using the original blend? Have you encountered the in-game flaws yet?
Blend 1 is still blocky, Howler, particularly the back walls. Blend two is also blocky, but I still like its southwest wall. A few modifications (though I'm not sure what they'd be) and you'd have a pyramid (or truncated pyramid) structure.
qpk, are there height/vision issues ingame? (It would seem that looking from the upper part down might prove difficult.) Looks good though, I might just use it... Interior! [attach=5406] I know, terribly blocky.
Ratent, those are some pretty sexy walls. I tend to overlook blockiness (mostly because blockiness will almost always occur) and see the artistic part of blending.
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.