Alas, no dice for me in this case. Back on the job market after a fantastic 3 years. Best studio I've ever worked at, seriously.
Posts by KungFuSquirrel
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(imma gonna re-post this since it got buried on the last page)
Quote from KungFuSquirrelHey guys, if it's not too much trouble I'd like to unofficially request that if you have more than 2-3 shots to show of your level, or continued updates, that you roll a new topic focused on your work - that'll give us way more opportunity to showcase your work on the Twitter feed and maybe the Facebook page here and there by directly linking a thread instead of trying to link to pages or individual posts in this behemoth.
There's some killer stuff the last few pages that I'd really like to highlight, but it's getting pretty dense and harder to isolate. Help me help you!

JP, that's a fantastic looking base platform. Love it.
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Hey guys, if it's not too much trouble I'd like to unofficially request that if you have more than 2-3 shots to show of your level, or continued updates, that you roll a new topic focused on your work - that'll give us way more opportunity to showcase your work on the Twitter feed and maybe the Facebook page here and there by directly linking a thread instead of trying to link to pages or individual posts in this behemoth.
There's some killer stuff the last few pages that I'd really like to highlight, but it's getting pretty dense and harder to isolate. Help me help you!

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I haven't had a chance to dig into this yet, but you mention using Hammer as a reference - have you spent much time with Radiant? It's a good bit less polished than its peers in Hammer and UnrealEd, but the speed factor is virtually unmatched for raw construction, mostly by removing the need to switch between different tools and modes as often. Might be some valuable reference there.
That said, great work! I think people are too quick to dismiss BSP-style construction these days; there's so much value to rapid in-editor building.
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That window is a thing of beauty. Love it.
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Quote from FMPONE
[Blocked Image: http://i.imgur.com/cnrfi.jpg]
This is a lot like the direction I imagined an Eclipse/Veil re-make/sequel going if I had done it. Said it in e-mail already, but nice work! Looking forward to running around in it

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Yeah, the lack of iron sights (other than sniper scopes) made me so happy playing the last couple nights. (also, Al & HP, had a blast playing with you guys the other night!)
I'll second the interface complaints, but I'm still enjoying the hell out of it. I can see myself sticking with it for a while.
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This looks fantastic - love what you're doing with it so far.
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to that, I say: http://youtu.be/sB7S6VrfuIU#t=19s
(also holy crap)
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I love that second shot of that narrow corridor - it just screams Natural Selection to me. Nice work!
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Quote from SpronyvanJohnson
PJW did some parts too right? Like I said, it has some impressive levels

Much much more than I did, and don't forget generalvivi! What little remains of my work in that game was from 2006! The stuff done later in the game's final form got pretty awesome - the farm level with the super secret nazi lair underneath and stuff like that was sorely missing from the game in the era I worked on it.
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Quote from seir
[Blocked Image: http://lokalhoszt.hu/pics/keptarto/hirkep6_265_nagy.jpg]
Hey, I built parts of that!
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Back to serious responses, I'll echo what Step and Jetset (is that an appropriate abbreviation?) said. Focus on areas that are demonstrably yours, make sure to fully credit everyone else involved, and be very clear about what you did and didn't do. I've worked with Lunaran on a bunch of stuff both personally and professionally and always make it a point to focus the screenshots I take in directions that emphasize my contributions - a good example is looking at the shots I posted of Q4CTF7: http://button-masher.net/content.php?i=744
The collaborative experience is great for you, even if it makes the portfolio a little trickier to manage. Stick with your team, and keep making cool stuff on your own time. It'll give you a good balance.

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Really cool idea, and great post covering it. This has me wanting to go back to a CP/CTF hybrid setup I've been poking at since TF2 released. I'm eager to see how this turns out!
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Hey everyone. Look what we made!
[attachment=0]perpetualtestingchallenge.jpg[/attachment]
The Perpetual Testing Challenge Pack can be found on the Steam Workshop here:
http://steamcommunity.com/sharedfiles/f ... d=73087753
27 test chambers, 14 authors, and a damn good time. Hope you all had fun, and we'll be back with a more traditional MapCore Challenge soon!
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4 1/2 for the current deadline