Hey guys, Matt released an updated version of the map that has slightly improved lightmap density on the sunlit surfaces and also gets bots working in basic form - they're not super smart with all the jumps and gaps in the layout, but are at least passably playable unlike before. Same links as before; overwrite your old version:
Posts by KungFuSquirrel
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1.3 available now! Beta closes down on March 27th, and the full game's out May 8th.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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I fixed your embedded video - you only need to include the video ID, not the whole link.
I also haven't had a chance to play this, but this looks really impressive - you nailed the style. Great work!
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Great idea, AtsEst, I think that and the Tutorial Challenge should be at the top of the list.
So, work has slogged down running these (obviously) for the last few months. I'd like to start up again April 1 if at all possible, and try to settle into a more regular monthly schedule.
Also, if anyone else would like to help run these things, it'd be great to have an extra hand and maybe alternate running challenges month to month so it's not so taxing.
Anyone interested? -
Yesterday's PS Store update took longer than usual, unfortunately, but the beta should be available for everyone now. Give it a go!
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MapCoreans:
Sometime later today the Starhawk Public Beta will be going fully public for everyone with a PSN account. If you haven't had a chance to play it yet, you should give it a shot - we're still tweaking balance almost daily and have a huge update coming soon with a whole bunch of new features, a new map, and 32 player games.
Here's some more info:
http://blog.us.playstation.com/2012/02/ ... -top-tips/
(also as a slight personal plug I've designed both of the levels featured in the beta so far as well as the new one we'll be releasing in 1.3, which looks a little something like this: http://www.lightboxinteractive.com/3jsz ... -beta.html )
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Trackmania + Online FPS? Yes please.
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I'd like to make one at some point for portfolio purposes. I'll need to get a game together at some point, as bots are less than ideal on this one.
You guys at Blizzard have been playing actual games with each other, it looks like?
Just the three of you, or have you dragged any other people in? Glad to hear it played well for you! We only did one playtest of this layout that went pretty well except for one of the guys just repeatedly falling/getting rocketed or railed off the edge. -
Thanks guys! This was a fun as hell layout to build and it was even more fun starting every conversation with Matt over the last two years by saying, "cubes?"
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Donated, finally. SO BUSY.
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Quote from Corwin
Love it, it's hard to find an opportunity to create a tutorial level, having it be a challenge would be cool
That's a fantastic idea, I'd love to run it.
So, sorry for the drop-off in these... stupid "Starhawk" thing has been a bit hectic lately.
I have a few things I want to try to get these rolling again on a less formal/more regular basis starting after the first of the year. I just got back from a week-long trip (and 12 hour drive!) so I need to go die for a while, but I'll post some more details soon to see what you guys think.
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Beautiful. Add user-created level support so I can play around with it when you're done.

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Apologies for that, occasionally a few slip by the radar.
I approved your last one of the repeat posts; hopefully you've crossed the threshhold now where you should be able to function normally.Post approval is doing wonders for bot spam, but I wonder if it might be a wee bit aggressive right now. :\ I'll bring it up in the moderator forum. Sorry for the delay!
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Vimeo has a pretty dumb anti-game footage policy, even regarding your own work. Avoid. I've been happy with YouTube for mine.
I noticed between your and Kevin's portfolios that the Guild Hall may have changed their portfolio recommendations? Is this style of design being suggested or taught to you guys now, or was this your own choice? (It's a good layout, either way - glad to see it in favor of the old template lots of GH students had)
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I agree with CJ; I think a great example is this shot right here:
[Blocked Image: http://cloud.steampowered.com/ugc/577809585508284530/16CC6FAE61FBD70B2775B60D832C80AD33DE3DDF/]
I look at this and see a really cool warehousey room that reminds me a bit of On a Rail from HL1. You can see where things come, where they go, and all that. But that angled catwalk that jumps across at the top I think ruins it for me. All the geometry in the room points up, up, up, and there's a cool ceiling up there to bring it all together, but so much of the read of the room is blocked where the catwalk cuts across up there. If that's an accessible gameplay space, I'd say cut it off at the near bend at the top of the image, cut a hallway through on the right side, and leave only the catwalk that goes straight across the room to the space on the left. If it's not gameplay space, I'd say rip it out entirely and leave that room open from floor to ceiling.
Overall, though, there's some really great looking work here. I think what'll make the difference is just finding that right balance of clutter to make the world appear lived-in without having a negative impact on its composition.
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Love it, CJ. Do you have any movement working in it yet?
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So, HP, did they just adopt your config for the console version and call it a day?
That really was the only way to play that game. Huge improvement. -
Quote from Thrik
Wow that looks great. The tree is obviously less bushy and you can see how certain things have been culled but the overall scene looks superb. Interesting that Crytek's old mantra of having no artistic direction and instead striving for pure reality is no longer followed with regards to lighting, though.
Is that actually things being culled or just different placement? Looks like the console update has less noise and more composition, honestly. I still think the lighting is a huge upgrade.
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Lighting looks way better on the 360, imo. Way more range, outside looks more like outside. There's also clearly still foliage in the game.