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  3. KungFuSquirrel

Posts by KungFuSquirrel

  • dm_archt WIP [HL2DM] (Completed)

    • KungFuSquirrel
    • February 14, 2007 at 4:37 PM

    To follow Peris' lead...

    I'd actually claim this shot as the most badass of the bunch:

    [Blocked Image: http://web.telia.com/~u71301317/dm_archt/15.jpg]

    There's a lot to be said for subtlety, and this shot I think by simply relying on the light coming through the skylights and the associated bounce has an atmosphere that actually beats the rest of the level, which gets a little heavy on saturation and color at points.

    This is something Valve does extremely well - a ton of the level design in HL2 is incredibly simple, but the right light accents and radiosity pull it off in a way that looks better than the flashiest most detailed scenes in other games. I'm not suggesting you re-do the entire map to match this one shot, but it might be something to consider in some areas. The first shot Peris pointed out is another fairly strong one in this regard, though maybe a little on the saturated side (I think because you're coming out of that red room).

    Also, I know some people commented on this shot before:

    [Blocked Image: http://web.telia.com/~u71301317/dm_archt/17.jpg]

    I think this is a fantastically awesome geometric idea and could be the strongest landmark in the map but the surrounding geometry doesn't support that very well (both literally and figuratively).

    For starters, as awesome as the cut-through terrain is, the 8 (at best) unit lip at the bottom just doesn't cut it. I'd go for at least a 32 concrete support, like there's real effort going into keeping that ground up there. Ferret's general comment about thicker walls definitely applies, too; it's tough to know for sure without a real sense of scale but it looks like some of these walls and floors are in the 4 unit range, which is really way too thin - even in real-world building you'd not want to go thinner than 8 units for a wall, and typically in this sort of style you'd exaggerate things a bit more.

  • Resident Evil 4 has finally come to PC...

    • KungFuSquirrel
    • February 6, 2007 at 6:10 PM

    er, ok, I missed the comparison. The content is fine, but the new lighting is a bit of an artistic abortion.

  • Resident Evil 4 has finally come to PC...

    • KungFuSquirrel
    • February 6, 2007 at 3:45 PM

    Oh my god, no dynamic lighting????

    My faith in humanity is shattered.

    Seriously, that's the game. The hud they could have beefed up, sure, and I will go on a limb and say that the control setup screen is a bit ass, but the rest looks fine to me.... still better looking than some titles in the PC sector. Solid and consistent art direction will generally trump flashy features.

  • RadioactiveToast

    • KungFuSquirrel
    • February 4, 2007 at 8:06 PM

    Man, too bad you're not doing higher res, that'd kick ass for an Alien Hominid/Castle Crashers style.

    That said, still awesome. Looking forward to seeing how this turns out.

  • latin american shanty

    • KungFuSquirrel
    • February 4, 2007 at 8:04 PM

    join us

  • crackdown demo

    • KungFuSquirrel
    • February 3, 2007 at 6:34 PM

    Oh man, that sucks I was worried mine might not boot up again after, but I guess I lucked out.

    For the rest of us, however, this provides a prime opportunity to chip away at your gamerscore dominance

  • crackdown demo

    • KungFuSquirrel
    • February 3, 2007 at 5:44 PM

    I had a lot of fun until it crashed on me But I can see myself picking up the full game for some mayhem-inducing... uh... mayhem.

  • The Hows And Whys of Level Design - Released!

    • KungFuSquirrel
    • February 3, 2007 at 4:53 PM

    Now that I'm settled into our new place I just ordered a print copy, whee!

  • Hour of Victory Announced!

    • KungFuSquirrel
    • January 28, 2007 at 1:44 AM

    I got the pattern and assumed you meant Lee, but couldn't resist dropping in to mark the slip

  • Hour of Victory Announced!

    • KungFuSquirrel
    • January 27, 2007 at 11:54 PM

    wait, what?

  • crackdown demo

    • KungFuSquirrel
    • January 27, 2007 at 11:25 PM

    I need to download this now that I've finally got my 360 hooked up to the intarwebs again. Sounds like there may be fun to be had!

  • Gearbox Software Hiring Experienced Level Designers

    • KungFuSquirrel
    • January 26, 2007 at 8:00 PM

    Get some sharks that swim backards in space and see what she thinks.

  • Another level design book

    • KungFuSquirrel
    • January 25, 2007 at 12:04 AM

    ...this one a bit different.

    http://brushwork.leveldesign.org/

    Lunaran tossed me this link; they're focusing on maps for the id games but I'm sure there's healthy amounts of room for other stuff as well.

  • Grudge - 3d shooter in your browser..

    • KungFuSquirrel
    • January 21, 2007 at 9:51 PM

    arg, any site that re-sizes the browser window can go die in a fire.

  • MapCore Job Census

    • KungFuSquirrel
    • January 19, 2007 at 3:44 AM

    I'm totally posting from mikey's house.

  • MapCore Job Census

    • KungFuSquirrel
    • January 16, 2007 at 5:43 PM

    I've decided to move on... beyond it being my own choice there's not really much to say on the matter

  • TimeO game

    • KungFuSquirrel
    • January 16, 2007 at 5:41 PM

    some friends and I had been devising an awesomely 80s camp ghostbusters game for some time... to see something come to light, as one friend put it, as "Gears of Venkman" in an angsty futuristic setting with military getups, a chrysler wagon with a turret on top, and a graffiti-ized logo while having such an attachment to the idea was pretty crushing.

    Really it's not that we had a similar idea that gets me, but rather how much of a disservice to the franchise (or any franchise) it is to just say "hey, here's another game, let's plug a license in. Step 4, profit."

    Anyway, I'm sorry, this isn't really the place for such a tirade Carry on!

  • TimeO game

    • KungFuSquirrel
    • January 16, 2007 at 5:07 PM
    Quote from FrieChamp

    Ah, I saw that Ghostbusters footage a few days ago and that looked awesome too.

    D: D: D: D:

  • STALKER release date and countdown

    • KungFuSquirrel
    • January 16, 2007 at 4:16 PM

    I'm actually more intrigued by it after hearing that most of the bloated and needless AI/life simulation and all that BS has supposedly been trimmed down... had no interest in it initially.

    Edit: er, rather, I had interest in it initially but as more details came to light about the kitchen sink philosophy they were building with, I quickly lost said interest.

  • MapCore Job Census

    • KungFuSquirrel
    • January 16, 2007 at 3:15 PM
    Quote from Zacker

    So you moved to Gearbox instead of Raven KFS?

    In the process of doing so. Starting my drive down tomorrow, start work on the 22nd.

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