Duke Nukem 3D Forever - a project by Quakis
Posts by Minos
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Somebody give me a beta key ffs

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Wow that's just plain stupid.
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":3s2l1uqy]imho, what looks weird is those blue lamps!I can see what you tried to make there, everything's red and orange, I'm gonna use some blues to give it some contrasts. thing is, cooler colors, don't go along with warmer colors that much, for obvious reasons!

Here, take a look at this warm colors list, and pick a better one: http://www.december.com/html/spec/color1.html
Uh what the hell are you talking about, cool colors always go well with warm colors! The current hues fit each other perfectly... don't touch them Warby!
One thing Warby could try to reduce visual noise is making the flames smaller and less important to the composition. Think of them as visual supports instead of the main focus. Would make the map less polluted (which is why I don't really dig Unreal 3 maps, they have so much visual noise!) and more inviting in my opinion.
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Congrats man =) You also got the best game ever since Fallout 2!
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I think it's time for TF2 mappers to start trying new lighting settings? This one is getting old...

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It's hard to please everyone's eyes when you have so much contrast going on. Is that the cathedral from hessi's map by the way?
PS: Looks way better now

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It does scare impatient players away though

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Looks like a game D3 would dig

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I'm totally against projects like this. They can render our jobs totally pointless one day.
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Yup you need to focus your work... looking at your portfolio I can't really decide what position you are looking for. Perhaps you could have two portfolios, one for level design and another one (a deviantart page maybe) for illustrations and RPG stuff.
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This one will be specially useful:
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Source is not outdated... it's just got a different focus than cryengine2 and unreal3.
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Thanks guys

Unfortunately the studio opening was delayed and I'll only start in Nov 3rd.

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What everyone else said, amazing skybox!
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Hell yeah its scary how closely you can follow your own concept art =) Good job my man!
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Quote from kleinluka
Unless your name is Mino..then you're just a natural....pro.....guy.

lol as I said I won't do any programming but it's not a junior position either. There's also a big difference between being a technical artist in a next gen game and in a DS title.

First, get a job in your own home country. It's easier since you don't have to apply for a visa, relocate to a new country and learn a new culture. Try to do some freelance work for outsourcing/indie studios in your area. You will get the chance to work on multiple titles in a short period of time learning many different skills and making important industry connections.
Being sort of generalist is good when you are starting but don't lose focus. If you want a texture artist position it will help to have a few levels done all by yourself, even if they are made just for the eye candy and have no actual gameplay. That's a way to prove you are actually a GAME artist who understands working pipelines, limitations and so on and not some random CG guy who makes low poly stuff, makes fancy mental ray renders and claims to be a game artist (I see so many of those nowadays).
Unless you have a strong portfolio with a few shipped titles your chances to get hired by any US companies are null.
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The flow in this map is brilliant... I love how all the areas are neatly connected to each other and always offer multiple ways out. I know you won't work on it anymore but HDR and color correction could improve the graphics a lot. I'm also not too sure about the optimization, did you use a water_lod (or whatever its called) for the water?
Anyway, congrats on releasing this after so much time
