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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Erratic
    • June 29, 2006 at 3:54 AM
    • #2,341

    Recreate the dip in the road, would make it a bit more interesting.

  • dissonance
    • June 29, 2006 at 4:11 AM
    • #2,342

    working on that right now

    [Blocked Image: http://i69.photobucket.com/albums/i72/dissonance_ms/gamla01_b0040000.jpg]

  • Quakis
    • June 29, 2006 at 6:40 AM
    • #2,343
    Quote from dissonance

    doom is open source now?

    It has been for a while now, didn't you know?

    But I like your screens, very realistic. Good to see the road won't be plain, flat and boring. Good luck with it.

  • Polaris
    • June 29, 2006 at 6:46 AM
    • #2,344

    That's one funky street in the photo :0

    Are you going to make the buildings that high too? It would be be a very interesting map

  • KidDynamite
    • June 29, 2006 at 9:07 AM
    • #2,345

    dissonance that looks awesome, i'm looking forward to the rest of it. also agree with polaris, that'd be really neat to see the buildings that high, would create a fun player experience to feel so daunted by the tall buildings

  • Zacker
    • June 29, 2006 at 9:54 AM
    • #2,346
    Quote from dissonance

    doom is open source now?

    Yes, ID got a good tradition of releasing their source code. All code up to and including Quake 3 is open source. This only includes the code though, you will still need a copy of the game to have the art and such.

  • dissonance
    • June 29, 2006 at 10:06 AM
    • #2,347
    Quote from KidDynamite

    dissonance that looks awesome, i'm looking forward to the rest of it. also agree with polaris, that'd be really neat to see the buildings that high, would create a fun player experience to feel so daunted by the tall buildings

    For me, the buildings were more of an amazement (but that's probably becuse of the fact that I was amazed by the mere fact that I was in Sweden), but I've been amazed by some of the shots in Black Hawk Down, showing helicopters prowling very low to building that were high in the air, and the atmosphere those shots created; the idea that you are hidden, but are still fighting something considerably more powerful than you. Naturally, I plan to put some Gunships and Dropships in the map (with a rooftop to rooftop firefight with Combine soldiers dropped off by a Dropship?).And that's awesome news about Doom; a few friends and I were wondering about how hard it would be to make a 3D engine (purely out of curiosity), and an older/simpler engine would be a great thing to reverse-engineer.

  • Section_Ei8ht
    • June 29, 2006 at 11:26 AM
    • #2,348
    Quote

    And that's awesome news about Doom; a few friends and I were wondering about how hard it would be to make a 3D engine (purely out of curiosity), and an older/simpler engine would be a great thing to reverse-engineer.

    The beauty of GPL

    I've looked at the Doom code. For me, it was pretty hard to follow. I'd recommend starting with wolf 3d and moving on up. 'tis what I did and I'm up to Quake I. It's interesting to see the evolution of gaming history as you work your way up.

    Also, nice looking pics!

  • PhilE
    • June 30, 2006 at 2:36 AM
    • #2,349

    I've been putting off this house map I've been working on for CSS, but I did a compile today and took some screens. I put them into one so it would be easy to look at. Its all dev'ed up and ready for playtesting! (well almost)

    [Blocked Image: http://img503.imageshack.us/img503/5228/residencecol2hr.jpg]

    I based it heavily on a real house design.

  • Bic-B@ll
    • June 30, 2006 at 4:02 AM
    • #2,350

    i love it, the lighting is great and the architecture is too

  • KidDynamite
    • June 30, 2006 at 5:20 AM
    • #2,351

    i love the arch way with the double pane glass, something about that shot is sexified. great work

  • ⌐■_■
    • June 30, 2006 at 9:51 AM
    • #2,352

    beautifull, even wth devtextures..

  • dissonance
    • June 30, 2006 at 7:58 PM
    • #2,353

    wood frame and plaster... too many polys?

    [Blocked Image: http://i69.photobucket.com/albums/i72/dissonance_ms/gamla01_b006_2.jpg]

  • von*ferret
    • June 30, 2006 at 9:57 PM
    • #2,354

    there are models for that for a cs map. That theme parked one. I think gearbox made it.

  • Marcos
    • July 1, 2006 at 1:45 AM
    • #2,355

    de_tides?

  • Fletch
    • July 1, 2006 at 4:18 AM
    • #2,356
    Quote from von*ferret

    there are models for that for a cs map. That theme parked one. I think gearbox made it.

    Turtle Rock did all the Source maps. Gearbox and Valve.... don't... play well.

  • Polaris
    • July 1, 2006 at 5:09 AM
    • #2,357

    Why what happened?

  • Bic-B@ll
    • July 1, 2006 at 9:36 AM
    • #2,358

    gearbox won a kickball game on a bad call

  • Zacker
    • July 1, 2006 at 7:32 PM
    • #2,359

    A little offtopic but yeah I would actually also like to know what actually happened back in those days? The once so fine relations were suddenly cut off completely.

  • dissonance
    • July 1, 2006 at 9:52 PM
    • #2,360

    I'd like to know, too. Opposing Force was awesome.

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