lol michael voeller, we call him ben! He's on my p roject that squirrely bastard.
Posts by von*ferret
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As soon as I get free time, I only get to pop in once and a while to quickly browse! I'm busy!!!!!
ps. if anyone else wants to that would be superb

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Christ fletch, are you trying to make me unhappy!!!
Losing ken would be the last straw, i'd become some type of wisconsin snow yeti. Damn you GBX!
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your turn, post a map
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I got Ken20Banks. I aint alone!
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woo, you got there safe. gg
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I have no idea whats going on in those shots twiz

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your textures aren't holding up at close look. The perspective is horribly off.
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looks kind of bland with a random tank in a random location.
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I have fun sometimes, and sometimes I dont. Problems I see are mostly level problems. Ammo is scarce when playing the Pirates. Thats an item placement issue. Its like you dont put sniper rifles in a CQB situation. So why put pistol ammo across the level between vikings and knights? On the chance you do get to it, you have an array of people chasing you ready to beat you down before you even have time to reload your weapon. The map where you get the chests is flawed. It simply takes too much time to get into areas. Then you have this huge bottle neck at the base of the room. Knights can sit up there and hit you with crossbows then immediately switch to their sword and stomp on you. On the off chance you blow them up with a barrel, they spawn so soon that they're at the door by the time you have a chest and get to the door. Lets reverse it. Say the pirates were successful and got all the chests. They won. Again with instantly spawning its impossible to kill a guy and run away. You have better chances NOT killing him and hoping he runs out of ammo and can't shoot you. Yeah it takes team work, but its simply too hard to get chests out of that scenario. The vikings have the most defensible location. Like we have said before, its hard to tell where chests are. Unless you look at the team scores and see whose number is counting down. Maybe a simple thing as much as "1/5" for 1 chests out of 5 are at the base. Its simple, player can see if all the chests are accounted for. If not, then they have to go find the new chest.
Player models are pretty nice. I like the style you guys are obtaining. However again the levels do not do it justice. The level with the tower in the middle is a haphazardly designed map. You have a 'central' area that isn't on the center. The spawn points are easily camped. The tower becomes a giant exploding thing of wtf. I have no sense as to why anyone is there in the first place. If each level gave an idea of why the player is there, even if its goofy, it would make the game more enjoyable. As it is, I'm seeing a lot of killboxes with different textures. The level where you steal the gold is pretty well designed and enjoyable. I know why the pirates are there. However the design could be improved upon. For instance as it stands its pirates and vikings picking away at the knights. If it was Vikings burning the pirate ship, pirates stealing the gold before their ship burns, and the knights retaking the docks then you have a more intricate and interesting gameplay. That means teams actualy have to work as teams and defend while attack, and cooridnate. Three teams is always hard to achieve because one team will get ganged up on. However if you give incentive to attack one team more then the other then you can help combat that. And given the context of the game you can give it a story line.
Overall I was pleased with the game and enjoyed it. I simply think that you could enhance it and make it more enjoyable.
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reno: I wouldn't call it cheating, I'd call it a complete time line of when I started and where I was a couple of months ago. The thread is supposed to be examining how far we've all come, how better way then looking at all of your work?

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in order, missing like 2 or 3 but I can't find them.
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omfg send me the dvd with the map on it!~!~#
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nice but you could've pushed it more
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ambient light will really wash out your scene. It basicaly makes everything neutral. Using less ambient will make more shadows and more contrasting. It all depends on the mood you are working to achieve.
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Unreal the art of level design was pretty good. It was pretty much tutorials and not any theory, but it was still a great read when i was trying to learn the unreal engine.
i'll see what I can do about buying it online, I got other books I want to buy (like the art of interrogation)
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dont get me wrong, I like ambient occlusion, but for a lot of projects I dont agree with it. For instance the trunk of the tree would not benefit from ambient unless you spread out the distance a ridiculous amount, and then you're stretching the idea of it. Furthermore what if a player walks up and uses a flash light on the area. It'll still be dark. I prefer ambient occlusion more on building facades, small details on detailed models. But I guess to each their own. either way the end result is all that matters, and in this case I like your palm tree!
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I live in Wisconsin and I want to purchase the book. Friggin KFS has one and I dont
WHere can I get a copy? I need to read up on the CTF section for my side project at home. -