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D3ads Portfolio

  • D3ads
  • January 9, 2007 at 10:30 PM
  • Buddy
    • February 27, 2011 at 10:04 AM
    • #41

    Haha your work reminds me so much of my early days that its not even funny, except i barely have any of it :S

    I see that you struggled with finishing stuff and had new ideas all the time... i had the same I also had been working on maps inspired by the same stuff that you did (like ss2 or mp) so its even more nostalgic for me.

    What everybody else is saying, get your ass up the tech tree and start doing some SERIOUS SHIT

  • D3ads
    • February 27, 2011 at 11:09 PM
    • #42

    Thanks for the attention

    The problem with TF was that it started out doable, I had a lot of ideas that would work well but when I worked on the storyline fully I realised it needed more, so I hired other people to help me out. This turned out to be a bit of a chore since people either weren't doing stuff or I was too busy working full-time to actually manage everyone to keep tabs on them. The project just grew too big and I realised that it would be crazy to try and carry on with it because when I did have spare time it became increasingly frustrating for me to work on it, knowing that a) the path ahead would be a very long one and unrealistic and b) I lacked the motiviation to do anything knowing that. Soon after that some of my family were ill and I just couldn't do it anymore so I made the decision to can it...

    The attention to detail was incredible I admit, but that apartment building that you all liked so much took about 3 weeks to do... for one room that was crazy and some of you pointed that out, me in my denial refused to accept that and thought I could carry on this method to make full environments. That got massively complicated when a map system was added and I needed drawn layouts so I could build the levels to the same specifications as the player's map. TF was basically Silent Hill meets Hellraiser, it wasn't exactly the most original title ever. I was the first time my work was made public though and thanks to it I've learnt some valuable lessons about modding.

    As for stopping mapping, I never have... I just haven't shown anyone anything in awhile.

    To be continued because I'm tired and the USG Ishimura is still crawling with undead aliens...

  • D3ads
    • February 28, 2011 at 1:34 PM
    • #43

    Part Deux...

    So, after I stopped working on TF I got on with life for awhile and then eventually I joined the Cry Of Fear team, but the problem with me is I need to be doing something that is my own vision as well or else I lose focus and interest. So because of that (and the fact that I wasn't very good at the task I had been given to begin with), I eventually left. I'd also got an idea for a new mod using Paranoia's renderer and code to make something that was still Russian but a lot lot more detailed. I was still in touch with one of the guys I worked with on TF and he expressed an interest in my idea and so we both started working on it around the end of 2009. Unfortunately due to the deaths of 3 of my family members as some of you know.. 2010 was a real fuckup and I didn't get a lot done... Now it's 2011 and things have moved on more, I'm still not ready to show any maps yet but models have been progressing a lot;

    [Blocked Image: http://media.moddb.com/images/members…lada_police.jpg]

    [Blocked Image: http://media.moddb.com/images/members…_mil_final1.jpg]

    [Blocked Image: http://media.moddb.com/images/members…_mil_final2.jpg]

    [Blocked Image: http://media.moddb.com/images/members…_ind_final1.jpg]

    [Blocked Image: http://media.moddb.com/images/members…_ind_final2.jpg]

    [Blocked Image: http://media.moddb.com/images/members…_russied_up.jpg]

    [Blocked Image: http://media.moddb.com/images/members…ada_damaged.jpg]

    Last one is obviously WIP.

    Skins by me but the models are by Wonrz, the one responsible for "Alyx" in Cry Of Fear. You're thinking to yourselves "But those wont work in HL1!" trust me, they do.

    Actually there are a couple of map shots, but it's heavily WIP;

    [Blocked Image: http://img.photobucket.com/albums/v221/de…at_ingame02.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v221/de…t_ingame02a.jpg]

    The soldier is WIP too, and the insignia is wrong... heh.

    There's also this one which is so old and shit, I'm just going to link to it;

    http://media.moddb.com/images/members/1 ... e_new1.jpg

    The red wire thing is supposed to be a transformer btw, which hasn't been finished.

    So yes, the mod is another Half-Life project with an enhanced renderer and codebase. I can already sense a lot of you are going to turn around and with the usual "But D3.. HL is shit!!!11" but the thing is, I know what I'm doing and this is not some huge project like TF was, I've learnt my lesson as I said. The thing with Paranoia is that most of the code is already done, so any additional coding needed will be very little so build time will be reduced a lot.

    The mod is set in Russia (sorry Minos...) and is called Outpost about an unknown biological plague infecting a fictional region of the country. It is basically the old generic zombie apocalypse but in Russia for a change (and there aren't technically any zombies... but shhh, spoilers). It should be about the same length as COD4 is (you know... not too short, but not long enough to outstay it's welcome.)

    I'm still interested in newer tech believe me though, I'd like to have a go at dabbling with Cryengine 2 (or 3), but if I was going to do Outpost on such an engine, it would be about 10x the workload and it's unrealistic to do that much, at least with GS it's doable.

    As for a job in the industry, I would without a doubt have to move to another part of the country or even overseas (which I'm really not comfortable with), I'm settled where I am for now. Once I've finished the above... who knows, for now I just want to work on my own thing.

  • e-freak
    • February 28, 2011 at 1:59 PM
    • #44

    good to see you rollin!

    one thing though:

    Quote

    I'm still interested in newer tech believe me though, I'd like to have a go at dabbling with Cryengine 2 (or 3), but if I was going to do Outpost on such an engine, it would be about 10x the workload and it's unrealistic to do that much, at least with GS it's doable.

    it's probably much easier to do a project like this in cry or unreal engine. you may overcome some obstacles but i guess you'd be producing the content then much faster. so: finish this and then try to work on a new engine. maybe do a remake even on a new engine

  • Minos
    • February 28, 2011 at 3:37 PM
    • #45
    Quote from e-freak

    it's probably much easier to do a project like this in cry or unreal engine. you may overcome some obstacles but i guess you'd be producing the content then much faster. so: finish this and then try to work on a new engine. maybe do a remake even on a new engine

    Truth has been said!

    Textures look good, a bit too dark maybe.

  • D3ads
    • March 1, 2011 at 4:20 PM
    • #46

    Well... I mean, sure from a technology and limitations (does CE2 even have any?!) standpoint, it would be easier but it'd require much higher res textures, larger poly models and just more detail in general. I like the idea of a sequel on the engine rather than a largely pointless remake, we'll see how this goes first.

    The textures might appear dark in HLMV, but if you look at the screenshots they look alright in-game. Bare in mind the textures for the brushes are using detail overlays and I haven't finalised those yet. People can always adjust the brightness settings in Steam if it's too dark, it kinda meant to be dull anyway being that it's Autumn verging on winter time, to the foliage hasn't completely come off all the trees yet

    I'll post map WIPs in the levels thread soon.

  • e-freak
    • March 1, 2011 at 4:28 PM
    • #47

    well, the great thing is you don't have to worry about polycounts or texture resolutions in newer engines. Sure you could start modelling everything highres as f., but you could also do a proper mod just with the old assets and benefit from the improved lighting and level design tools new engines provide. Not having to think in I/O interfaces but just plugging kismet or flowgraphs together might help you realize your ideas faster and itterate through prototypes quicker.

    And since your assets look pretty good in Goldsrc already, I guess they wouldn't be too ugly in Unreal or Cryengine either and seeing this thread I bet there'd be alot of people willing to help in overcome obstcales or touching up content if you ask

  • Rick_D
    • March 1, 2011 at 6:15 PM
    • #48
    Quote from e-freak

    I bet there'd be alot of people willing to help in overcome obstcales or touching up content if you ask

    truth

  • -HP-
    • March 2, 2011 at 3:47 AM
    • #49

    Blast from the past. Shit I loved this!

    D3 ftw

  • Thrik
    • April 13, 2011 at 4:22 PM
    • #50

    I just read through all this, most excellent.

    It does sadden me you've not managed to get an industry job D3 because there're no end of opportunities you could probably take advantage of and people who'd help you out. You've clearly always had great talent and determination to be the best within your limitations — unfortunately you've chosen to stick to limitations that're very outdated. I suspect if you were to seriously tackle stretching modern engines to the same limits you push HL1 to you'd be a master of your craft.

    I hope eventually your circumstances and mindset hits a point where you are able to get an industry job because I hate to see such passion kind of go to waste.

  • insta
    • May 29, 2011 at 3:21 AM
    • #51

    Why is there no mass graves I'm very sorry to say, I give this portfolio 2/10, but if you add mass graves and crimes against humanity I will easily bump it up to at least a 6 xD

  • Mazy
    • May 29, 2011 at 12:11 PM
    • #52
    Quote from insta

    Why is there no mass graves I'm very sorry to say, I give this portfolio 2/10, but if you add mass graves and crimes against humanity I will easily bump it up to at least a 6 xD

    :lol:

  • Minos
    • May 29, 2011 at 3:21 PM
    • #53
    Quote from insta

    Why is there no mass graves I'm very sorry to say, I give this portfolio 2/10, but if you add mass graves and crimes against humanity I will easily bump it up to at least a 6 xD

    Post of the year 2011

  • -HP-
    • May 29, 2011 at 10:41 PM
    • #54

    Man, this thread is like a game art museum, i fucking love it.

  • D3ads
    • June 6, 2011 at 3:56 PM
    • #55
    Quote from Thrik

    I just read through all this, most excellent. It does sadden me you've not managed to get an industry job D3 because there're no end of opportunities you could probably take advantage of and people who'd help you out. You've clearly always had great talent and determination to be the best within your limitations — unfortunately you've chosen to stick to limitations that're very outdated. I suspect if you were to seriously tackle stretching modern engines to the same limits you push HL1 to you'd be a master of your craft.

    I hope eventually your circumstances and mindset hits a point where you are able to get an industry job because I hate to see such passion kind of go to waste.

    I guess I've just got comfortable where I am with HL... I know it inside-out.. pretty much all the tricks, how to get around limitations etc.. it's easy as pie to put stuff together, doesn't take that much effort (well for me.. some of you guys who have been spoilt with new tech will be lost).

    I plan to look into Cryengine 2 when I've got a new machine anyhow and I'm making random "new gen" textures to keep me up-to-date so to speak.. so I'm not *that* far behind...

    As for an industry job, it just depends where it is and what's being done, I think I'd find it very hard to be motivated if I was working on some generic Halo type game.. or Ultra-Real-Desert-Combat-Warfare-9... Perhaps I'd just slip into it ok.. I look at how my motivation is when I'm working on my stuff and it's not great but a lot of that has to do with having to do other things in life... if I got a job in game-design, It would pretty much over for modding.

    but yeah, I'll work something out

    and thanks HP, really appreciate that

    Would anyone be interested in me releasing some of this stuff? I mean some of the older stuff was lost in a HD crash.. but most of it is backed up, some of it actually playable abeit buggy...

  • Serenius
    • June 6, 2011 at 4:05 PM
    • #56

    Couldn't you port your maps to Source? How different is it from Goldsrc?

  • D3ads
    • June 6, 2011 at 4:51 PM
    • #57

    I have no idea how to do that and I have no interest in learning how to either. People are more than welcome to do it themselves however!

  • dux
    • June 6, 2011 at 5:37 PM
    • #58
    Quote from D3ads

    Would anyone be interested in me releasing some of this stuff? I mean some of the older stuff was lost in a HD crash.. but most of it is backed up, some of it actually playable abeit buggy...

    Yes.

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