I'm so making a map for this. ![]()
me
valve for HL DM.
I'm so making a map for this. ![]()
me
valve for HL DM.
you are mistaken.
yeah I'd kill for a round of crossfire:source
hev zoom. did i miss something?
is that OL's phone number on the "QUICK CASH FOR MODELING" ad? that'd be funny.
mmmmmmmmmmmm....... bump-mapped chicken.......mmmmmmmmmmm........
i wrote goat and then somebody put an s and an e behind it ![]()
i suppose by special edition you mean collectors edition? Thats what i got =)
kinda disappointed there was no manual in the box tho
just the dvd, t-shirt and prima strategy guide.
i love it
great style great idea. Watch out for FrieChamp headhunting you for Monkey Strike 2. ![]()
I don't like the glow behind the "Wasteland" - It doesnt look neon =(
but this is...
[Blocked Image: http://www.frontiercoop.com/picts/18443.jpg]
and i don't have a car. ![]()
But i have these: [Blocked Image: http://img99.exs.cx/img99/5533/shoes4.jpg]
I don't think they take half an hour to make but I get your point as and agree with you about getting tired of renders of textured gun models on mod websites. In my opinion mods should just work "in the dark" for a while till there's more to show. There's no point in presenting a dozen of nicely rendered weapon models because after all thats hardly what they will look like in the game anyway. That is, if the game/mod ever comes out.. ![]()
I usually recognize solid mods by looking at the team roster and who's on it, by the way the mod presents itself, its plot and the work.. "Newbish" mod people tend to release everything to the public as soon as its done. Meh, some mods even release pictures of untextured models, I mean why?
Nightwatch is one of the mods that seems to be going in the right direction...
do you want fries with that?
Never heard of this before..
Totally agree with Fletch in every way possible. Couldn't have worded it better. Thumbs up.
To give you a little insight on the ladder Fletch mentioned that people climb when they work in the mod community I'll write about the steps on my ladder that I climbed in the last few years...
I've been a member of the HL moding Community since 2000. I started doing game art for a racing game called Monaco GP Racing Sim 2 in 1999 by painting custom helmet textures. They were like 16x16 pixels and I made them in MS Paint. I decided I should try and climb up the ladder and I moved on to car textures which required more skill to make, later environment textures which were even harder to make. I also started using Paintshop Pro. I kept working on custom texture sets for that game for about 2 years, and as I strengthened my skills and got better and better I started getting a reputation in the community which was full of talented competition. People started e-mailing me, asking when my newest works would come out and they'd tell me how much they liked and appreciated my work. This was new to me, I thought all my previous works sucked ass. But suddenly I noticed that people began to appreciate the effort I put in, which motivated me to keep working. Simultaneously I got into level design for the HL engine and joined a number of mods that never saw the day of light. One of them I was co-leading, not having any idea what that meant of course. Suffice to say since all of the people on the team didn't have a clue what they were doing, including me, the mod failed. I did level design for about 2 years, all the while keeping to work on my texturing skills and finally making the switch over to Photoshop which offered me a broader range of toolsets and made texturing easier and more enjoyable. I climbed further up my ladder and started making contacts with people on the Day of Defeat team and was eventually offered to texture one of the official maps based on my PREVIOUS WORK that I showed to the people on the team. This resulted in my work for the first time appearing in a retail game in stores and me having my first shipped game under my belt. I kept working on side projects, joining different mods while still working with the DoD team and in early 2004 was offered a full-time position at Ubisoft. But it didn't stop there. I'm still working on climbing my ladder every day. As is everybody else in this industry.
Why am I writing all this? You were asking where experienced team members come from, and if they didn't need to start somewhere.
They do indeed, but they start with their own skills, and with that grow experience which eventually at a certain point leads to joining a mod team.
Good and successful mods don't just come out of nowhere because some random guy has a cool idea. Good and successful mods are made by people who understand what it means to climb their ladder, people who have climbed their OWN ladder high enough to try and take responsibility for other people's ladders. In a team.
My 2 1/2 cents.
why dont you use photos as base?
why is every object in this map a single color?
looks the same to me