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  3. KungFuSquirrel

Posts by KungFuSquirrel

  • THE CUBE CHALLENGE: The Results!

    • KungFuSquirrel
    • March 28, 2011 at 4:58 AM

    Thanks everyone for participating and voting in the latest challenge! The poll just closed and the results are in... Here are the winners:

    ----------------------------------------------------------------------------------------

    FIRST PLACE:

    The content cannot be displayed because you do not have authorisation to view this content.

    The content cannot be displayed because it is no longer available.

    tlovemark_secretTemple.jpg[/attachment]

    [attachment=1]vfig_escherisch.jpg[/attachment]

    [attachment=4]SamCom_Waystation.jpg[/attachment]

    [attachment=3]sargemat_cubeX3.jpg[/attachment]

    [attachment=0]wookash_b_turm.jpg[/attachment]

    ----------------------------------------------------------------------------------------

    Thanks again to everyone who entered and voted, and we'll see you with another challenge as soon as people feel up to it again (probably 4-8 weeks). Also, I'm interested in any feedback you have on this challenge. Was the new voting an improvement? If you didn't submit an entry, what prevented you from doing so? Did we leave enough time between challenges? Was the Twitter feed useful? I've re-purposed the thread we used to settle upon this challenge into a general MapCore Challenge discussion, so drop your thoughts and any suggestions for future challenges here: viewtopic.php?f=23&t=15883&start=30

  • THE CUBE CHALLENGE: Rules and discussion

    • KungFuSquirrel
    • March 25, 2011 at 8:29 PM

    Toss it in the pool with the rest viewtopic.php?f=23&t=15883&start=30 (I think it sounds neat)

  • THE CUBE CHALLENGE: Voting!

    • KungFuSquirrel
    • March 25, 2011 at 6:34 PM

    I've extended the voting deadline by another 24 hours to give everyone a chance to better use the weekend for any remaining level playthroughs. The poll will close at ~10:45PM CDT on Sunday

  • THE CUBE CHALLENGE: Voting!

    • KungFuSquirrel
    • March 25, 2011 at 4:43 AM

    Greetings!

    Hopefully you've all had time to look over our submissions for the Cube Challenge. We had 8 entries spanning 6 games and 3 engines. Now, it's time to vote!

    This is the only vote we'll be holding, so take into account all aspects of the level - layout, gameplay, visuals, creativity, style, etc. You may vote for up to THREE entries. The level with the highest number of votes will be crowned our winner, with the top three being highlighted in the results.

    Here, once again, are the submissions:

    vfig_escherisch.jpg[/attachment]DOWNLOAD

    The content cannot be displayed because you do not have authorisation to view this content. sargemat_cubeX3.jpg[/attachment]DOWNLOAD

    The content cannot be displayed because it is no longer available. campaignjunkie_tintern.jpg[/attachment]DOWNLOAD

    kungfusquirrel_bender.jpg[/attachment]DOWNLOAD

  • THE CUBE CHALLENGE: Rules and discussion

    • KungFuSquirrel
    • March 21, 2011 at 4:58 PM
    Quote from ReNo

    Superb quality all around it would seem! I'll definitely be trying out all the ones I can, which I think just rules out Andrew's... sorry mate

    No hard feelings! That's why I included the video. Bafflingly, despite Prey keys being valid to activate on Steam (after their digital distribution platform fell through), you apparently can't actually buy it there

    I'll start poking through everyone's entries tonight. I'll probably open up voting for Friday and Saturday, so you've got most of the week and part of the weekend to check things out and make your picks.

  • THE CUBE CHALLENGE: Rules and discussion

    • KungFuSquirrel
    • March 21, 2011 at 7:00 AM

    In other news, the challenge is NOW CLOSED!

    Check out the submissions and give them a shot! I'll be opening a voting thread later this week. Right now I'm thinking the thread will have a single vote that allows you to vote for up to 3 entries, which should hopefully fix some of the voting problems from last time. Sound good?

    Images

    • kfsdm1024_1.webp
      • 69.98 kB
      • 1,024 × 576
    • kfsdm1024_2.webp
      • 95.73 kB
      • 1,024 × 576
    • kfsdm1024_3.webp
      • 63.4 kB
      • 1,024 × 576
  • THE CUBE CHALLENGE: Rules and discussion

    • KungFuSquirrel
    • March 21, 2011 at 6:56 AM

    I didn't want to put the video in the submission thread, so enjoy this here:

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  • THE CUBE CHALLENGE: Submission Thread

    • KungFuSquirrel
    • March 21, 2011 at 5:10 AM

    KFSDM1024: BENDER

    The content cannot be displayed because it is no longer available. place kfs3m1024.pk4 into your prey/base/ folder and select "Bender" from the Multiprey "Create Server" menu, or enter "spawnserver game/kfsdm1024" from the console

  • THE CUBE CHALLENGE: Rules and discussion

    • KungFuSquirrel
    • March 19, 2011 at 5:04 PM

    That's really distinctive look, well done!

    Also, welcome to MapCore! Glad to see some new faces pop up from the challenges

  • Prey

    • KungFuSquirrel
    • March 15, 2011 at 3:11 PM
    Quote from Furyo

    If there ever was a game that didn't need a sequel, it is Prey Portal.

    Quote from Furyo

    If there ever was a game that didn't need a sequel, it is Prey BioShock.

    "interesting" cover aside, one of the tidbits I've heard mentioned about this still leaves me with high hopes if they can pull it off.

  • Prey

    • KungFuSquirrel
    • March 14, 2011 at 6:17 PM
    Quote from dux

    Andrew starts up prey on steam and look what happens!

    Yeah, this was totally all me :science:

  • Prey

    • KungFuSquirrel
    • March 14, 2011 at 3:47 PM

    Not that there were many, but Prey was the best game on the Doom III tech (though Brink might technically take that mantle since it's still an evolution of that engine). Absolutely worth playing if you haven't. Can't wait for this one.

  • THE CUBE CHALLENGE: Rules and discussion

    • KungFuSquirrel
    • March 14, 2011 at 3:23 PM

    I've still got a loooong ways to go But hey, gravity!

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  • THE CUBE CHALLENGE: Rules and discussion

    • KungFuSquirrel
    • March 13, 2011 at 6:58 AM

    I've got a looooong ways to go yet; wrapping my head around the gravity has been time consuming - as was last month's milestone at work! This'll be tight

    [attachment=0]2011-03-13_00002.jpg[/attachment]

    My goal is to have playable space on all 6 of the border edges of the cube... I've got 5 accounted for, and should be able to get the last one incorporated as I finish up the base layout. 3 gravity directions are represented in this shot

  • THE CUBE CHALLENGE: Submission Thread

    • KungFuSquirrel
    • March 12, 2011 at 3:08 PM

    Please submit your Cube Challenge entries to this thread. This thread is ONLY FOR COMPLETED SUBMISSIONS. Please keep your wip entries in this thread instead.

    You have until the end of the day SUNDAY, MARCH 20th, giving you 8 more days to wrap things up.

    OUR RULES:

    Quote

    Build an entire level contained within a 1024x1024x1024 cube.

    ***This is based on approximately Source/id tech player scale (64-72 units) and will vary as follows for other engines/editors***

    Quake */Doom 3: 1024x1024x1024

    Half-Life/Source: 1024x1024x1024

    Call of Duty: 1024x1024x1024

    UT3/UDK: 1344x1344x1344

    Gears of War: 2048x2048x2048

    Unity: 32x32x32 (based on player height of 2 units)

    The challenge will begin Friday, February 18th, and end Sunday, March 20th at 11:59PM US CENTRAL time (GMT -6)

    A submission thread will be opened in the final week of the challenge. Post a download link to your level along with up to 3 screenshots of your work.

    You will have roughly one week to review all entries before voting begins. A single vote will be held for the overall winner. Voters will be allowed to vote for their top 3 entries, and the level that receives the most votes will be declared our winner.

    You may:

    - Use any engine/editor/game/mod of your choosing. If it is not already listed above, you must verify the scale of your engine before the start of the challenge

    - Create a single OR multi player level

    - Use unlimited brushes, meshes, effects, etc.

    - Include non-accessible background detail that extends beyond the playable space

    You MAY NOT:

    - Allow any living player to move beyond 1024 units in playable/accessible space on any axis. The 1024 bounds MUST be defined by walls, sky, collision, or a kill volume.

    SUBMISSION

    In this CUBE CHALLENGE submission thread, make a new post including:

    (1) your map name,

    (2) 1-3 attached screenshots

    (3) a map download link [required!]

    (4) an (optional) grid view showing your level's use of space

    Submit by Sunday, March 20th @ 11:59 PM CST.

    JUDGING

    Community voting. A poll will open one week after submission, allowing voters a chance to familiarize themselves with the created levels. The level with the most votes will be declared our winner.

    PRIZES

    The prestige of competition! And maybe some kind of MapCore forum title / badge or something? We'll see!

    Display More

    Good luck!

  • Hawken

    • KungFuSquirrel
    • March 10, 2011 at 5:56 PM
    Quote from Nysuatro

    Very impressive environments. Not a fan of the animations

    It looks like the traditional problem of FPS multiplayer animations - when they're just moving normally they can look pretty good, but bits where the legs are spinning around fighting the aiming of the torso... it just doesn't work right. Some of the moves they pull off still look pretty great, though.

  • Hawken

    • KungFuSquirrel
    • March 10, 2011 at 1:38 PM

    Color me impressed.

    http://www.pcgamer.com/2011/03/10/hawke ... -megacity/

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  • Unreal Engine 3.9

    • KungFuSquirrel
    • March 8, 2011 at 1:55 AM
    Quote from Zyndrome

    My definition of streaming content is when I don't encounter a loading-screen for a very long time, which is what I noticed in Singularity

    That's too narrow a definition when everyone's still streaming levels like mad You can only exist in the same persistent level for so much game.

  • Unreal Engine 3.9

    • KungFuSquirrel
    • March 7, 2011 at 9:45 PM
    Quote from Zyndrome

    Still hardly anyone takes advantage of the streaming content feature in the engine. The only somewhat recent game I can recall using it is 'Singularity'

    Wait, what? Outside of UT3 and maybe some other MP-only stuff that keeps everything in the persistent level, I'd be shocked if there's a single game that's not using some amount of level streaming (and textures can stream automatically).

  • Question on prototyping in UE3 with streamed levels

    • KungFuSquirrel
    • March 6, 2011 at 3:40 AM
    Quote from Serenius

    Oh hell. Is it because cars are placed perpendicular to the flow of traffic?

    Got what you mean by angled roads now.

    Oh, no, no, that wasn't a comment on that - when I looked at the top-down, I completely missed the cluster of assets that should have made it clear to me that you were using the street and not the elevated side walkways

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