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  3. Crackerjack

Posts by Crackerjack

  • WIP Level Design Final

    • Crackerjack
    • May 12, 2005 at 1:51 AM

    Wow, thats looking really sweet already. Looking forward to seeing the final product.

  • Half-Life 2: Strikeback - recruiting

    • Crackerjack
    • May 11, 2005 at 7:03 PM

    Okay here is the thing. I am on HL: Nightwatch, and if you haven't heard of it, it is a HL1 SP and on that mod I was privlaged to work with some of the most talented mappers and modelers and coders. But because of the projects extreme length and what still needed to be done over the certain about of time we had worked on it. We decided it was way to much and alot of people just left....

    I have seen more personal projects of SP episodes finish before a SP mod finished.

    And why not make it 2 chapters instead of 13? why does it need to be 13? and why does it need to be longer than HL2?!.. you'll never get it finished if its that big.. thats way to big and people arent getting paid....

  • Half-Life 2: Strikeback - recruiting

    • Crackerjack
    • May 10, 2005 at 10:43 PM
    Quote from madedog

    Trust me - I would do everything on my own, but if I would do that, it would take AGES... like... perhaps until Half-Life 3!!! One man to do it all... oh please! That's why I need more of a crew. If everybody would be professionals, then there wouldn't be any need whatsoever for more people, but with these conditions... there is.

    You know I find it to be quite ridicolous that you are saying that you by yourself would take ages to complete the C-17 based SP mod.... Here is an idea, how about you make it a smaller a project and more reasonable for you and just you to complete. That solves a bunch of your problems, you wont need a team or to wait on somebody to complete something, you'll be done before Half-Life 3!!!! You wont need more of a crew.. and you can be the professional !!~ I have rarely scene a full team of mappers complete an SP. rarely. good luck though.

  • WIP in WIP, post your level screenshots!

    • Crackerjack
    • May 6, 2005 at 5:01 AM
    Quote from Algor

    Wow very cool, Campaign. I like the conflicting themes...

  • WIP in WIP, post your level screenshots!

    • Crackerjack
    • May 6, 2005 at 1:33 AM

    Some concept work done for my next little something something

    [Blocked Image: http://se7en.nuclear-dawn.net/las_vegas/nd_vegas_bridge.jpg]

  • The new Unreal Tournament (Unreal Engine3) new screens!

    • Crackerjack
    • May 6, 2005 at 1:28 AM

    Looks amazing, can't wait till it comes out... only problem i see if mods (if any at all) are going to have a hard time keeping up with those standards.

  • 05/05/05!!!!!

    • Crackerjack
    • May 6, 2005 at 1:13 AM
    Quote from von*ferret

    wouldn't that be awesome if a new post like this was posted every year at the exactly SAME day? woah

    No chance... no day is exactly the same day and im sure mapcore will be long gone by 3005.....

  • 05/05/05!!!!!

    • Crackerjack
    • May 5, 2005 at 4:35 PM

    Congrats to everyone who is graduating this year Class of '05 :D

  • Some of my best work is within.

    • Crackerjack
    • May 5, 2005 at 4:14 AM

    Very cool pics, just recently have i gotten into taking photo's hopefully one day ill be able to afford a camera like that.

  • kot_hill

    • Crackerjack
    • May 5, 2005 at 4:06 AM
    Quote from Zacker

    In case somebody needed a good laugh:) And to show that every mapper started out as a n00b.

    Aha, I had not noticed that thread.

    Well not all of us....

    /me looks to Strat

  • Ubisoft Montreal looking for 2D and 3D artists

    • Crackerjack
    • May 5, 2005 at 4:00 AM

    Bottom it is fkn freezing up there. Like when the snot in your noes freezes up as you come back from the bars... you know your in a place where it is really really cold.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Crackerjack
    • May 3, 2005 at 12:45 AM
    Quote from RD

    put the lightspot inside the house, let it shine on the wall u want but use the block light texture wherevr u want it to be dark on the wall.

    lol

  • Four Queens

    • Crackerjack
    • May 3, 2005 at 12:42 AM

    hahahaha thats awesome man!! nice going.

  • It's official!

    • Crackerjack
    • May 3, 2005 at 12:38 AM

    OMAI! Gunman Chronicles is your bossss!

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Crackerjack
    • May 2, 2005 at 2:13 AM

    Yes, in the textures folder (what ever that window is called) type in "tools" and you will see a green texture that is called" block light. Simply put some brushes around the window to block the light.

    BUT! that wont work because that means its blocking all the light and it would look really wierd.

    SO!

    what you can do is:

    the brushes you just put around the window.. take those and skew them to a larger size so that its maybe twice the size of the window now... then place those brushes on the wall and have the light_spot inside right by the window... and if it works it should look exactly how you want it too.. just make sure there are no other lights in the hall that would make it look wierd.

    AND! if that doesnt work.... experiment with other things.. maybe make the inner angle small and same with the outer angle...

    Hope this helps.

  • Plan of Attack

    • Crackerjack
    • May 2, 2005 at 2:03 AM
    Quote from Kamikazi!

    Having been on some mods... and having the first release... Its really hard. Cause for the next week or two you get complaints about everything... and then everyone hates it. So you release a little patch that changes some code issues, sounds, animations but nothing that needs to be tested heavily... and you do this to try to keep your fans entertained.. then you release a heavily contented/tested patch that will fix most if not all the complaints that were given. And that takes alot of time.

    And the two hardest things about this process is: 1: keeping people motivated to do make really quality...especially after being bombared by complaints and 2: Organizing a good play test... and by good playtest i mean like 15 people in one server... sometimes its hard to get at least 4 people in for a play test time

    So you got to give these guys credit for releasing something works and taking the time to make it better for everyone. Though their theme needs a lot of work, I say keep it up to the PoA guys

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Crackerjack
    • April 27, 2005 at 4:40 AM

    Anyone know anything about the HDRR implementation.. and how they are going to do it? Will we have to change are maps? Will mods have to adopt to the new code? Whats the deal?

  • dm_fetid ~ omai

    • Crackerjack
    • April 27, 2005 at 4:33 AM
    Quote from von*ferret

    too bad its the HL1 engine and you could be making awesome stuff on better engines that can actualy be played.

    Much agreed. This kind of work potential and quality put into a new age engine would produce excellent quality works that will be played by thousands... sinse Fileplanet uploads every good looking map they can find and ramps about it.

  • de_troit

    • Crackerjack
    • April 27, 2005 at 4:30 AM

    Looks to be a lot of fun, you did capture the suberbia style. But it needs more life, and more realism. And instead of the crates that you can hop on.. why not have a huge dumpster that has a displacement map of trash that leads to a ledge that will give you a boost to the top of the huge dumpster ... Also in that corridor with lights above the garage doors... turn them off if they are day time. Also try to think of some better way to bound of the area than just brick walls... but keep it up.. im sure this will turn out good

  • The Metal Thread

    • Crackerjack
    • April 26, 2005 at 3:45 AM

    I dont like the music I listen to just because of the vocals... I listen to it because of the band and the melodies they produce... Have you heard David Guilmore's guitar solo's... there nothing like his solo's...

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