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  3. Tequila

Posts by Tequila

  • The role of the level-designer

    • Tequila
    • December 9, 2004 at 2:31 AM

    I just hope it's a bit less Goddamn linear!

  • The role of the level-designer

    • Tequila
    • December 9, 2004 at 12:52 AM
    Quote from kleinluka

    well take a game like splinter cell which completely relies on and only works because of the lighting and it starts to make a bit more sense to have somebody dedicated to getting it just right.

    Perhaps, but in such a scenario I would simply expect the map files to change hands a few times, so each designer can have their own input and fill in others' weaknesses, rather that having a singular lighting guru.

  • The role of the level-designer

    • Tequila
    • December 8, 2004 at 10:59 PM

    Having a specific artist working on purely lighting seems ridiculous to me; makes me conjur up images of the development team looking like this:

    [Blocked Image: http://www.marcthompsonscrapbook.co.uk/changingrooms/images/changingrooms1.jpg]

    On the other end of the spectrum, 'a jack of all trades is a master of none' rings true. It's all about finding a happy medium.

  • A testing server

    • Tequila
    • December 8, 2004 at 7:29 PM

    Tasty, great stuff Zazi.

    And Mazy, I'm working on a map for the competition that I should be able to show off soon.

  • dm_petrol

    • Tequila
    • December 8, 2004 at 11:01 AM

    Looks very detailed and lively, but I do think the lighting lets it down. That is, outdoor lighting could do with tweaking, but indoor lighting needs a rethink; as it is, the geometry is squandered by bland greys - add some contrasting reds, blues, greens etc. in supporting roles, put in sweeping spotlights to create unusual light patches (see Ravenholm in HL2), just be creative in general.

  • What happened to hammer?

    • Tequila
    • December 8, 2004 at 12:45 AM

    Thor stole it.

  • A testing server

    • Tequila
    • December 7, 2004 at 10:30 PM

    And make it 8 players rather than 10. Just to hedge bandwidth bets.

  • Half Life 2 Chapters Deleted?

    • Tequila
    • December 7, 2004 at 10:29 PM

    The boat was chopped because it was part of a completely alternate storyline, in which Gordon sails to C17, with the ship being beset by Combine forces during the trip.

    The docks was just a proof-of-concept, along with all the stuff you saw during E3 2003. The Gamespot 'Making Of HL2' article goes into much greater detail.

  • I HAVE QUESTION

    • Tequila
    • December 6, 2004 at 5:55 PM

    They're adding both the crowbar and the stunstick (which wasn't in HL2 as a weapon) to HL2DM though.

  • HL2DM : Bounce - BETA 1

    • Tequila
    • December 6, 2004 at 2:26 AM

    In regards to the trees, I reckon you could get away with 3d props in front of that 2d composite performance-wise. It would just look a whole lot better. Also, you need to clip off a certain height, cause players can get up there and cause mischief.

  • HL2DM : Bounce - BETA 1

    • Tequila
    • December 6, 2004 at 12:50 AM

    Just had a blast on it; great fun and a great start, but there's a long way to go in polishing up this beast.

  • I HAVE QUESTION

    • Tequila
    • December 5, 2004 at 8:47 PM

    ai_relationship.

    You have to tell the AI to hate the player.

  • Bounce (remake for HL2DM)

    • Tequila
    • December 5, 2004 at 4:38 PM

    For the last time, remaking an existing map invalidates your entry into the contest. They must be original!

    Anyhoo, it's a saucy remake, only critique I can give is that some of the lights seem a little too intense and washed out, but I guess it's early days on that front.

  • Bounce (remake for HL2DM)

    • Tequila
    • December 5, 2004 at 4:22 PM
    Quote from KIIIA

    http://shatteredminds.net/bounce/boing12.jpgA Model of a blinky blue polished Hightech Console thingy in a ruined bunker?

    That makes me think of noobs , thinking a shit looking map could become beautyfull if stuffed with nice prefabs!

    That u aren`t a noob , is proved by most of the other pics that look quite good.

    My advice to u : If this map is made as an entry to the HL2DM Comp of Valve , don`t just remake it , but even try to improve it with new ( better ) gameplay!

    It always sounds better and makes it more interesting when you add new rooms and possibilities.I don`t think a pure remake can win ( no matter how nice it`s done ).

    He can't enter it into the Valve comp. because it isn't an original entry.

  • Bounce (remake for HL2DM)

    • Tequila
    • December 5, 2004 at 3:00 PM

    Thumbs up.

    Oh, and the large plank is staple Bounce, it can't be changed!

  • you all realize right?

    • Tequila
    • December 4, 2004 at 11:14 PM

    Still, I would prefer a map that cuts back on the randomly strewn physics objects and goes back to HL1 DM roots, which is what I plan on doing.

  • Mapcore should pwn the Valve Map contest

    • Tequila
    • December 4, 2004 at 6:15 AM
    Quote from DUFFY

    wow nexus are you playing lin like DX7? those screens do everything but make hl2 look impressive

    I think the fullbright, Godforsaken map doesn't help.

  • Docks (painting by min0)

    • Tequila
    • December 4, 2004 at 12:51 AM

    What's 'ArtRage'?

    Looks nice, by the way.

  • Gearbox Software COGs Program Now Online

    • Tequila
    • December 2, 2004 at 9:26 PM
    Quote from Section_Ei8ht

    damn college getting in my way...

    Damn 3000 miles sitting in my way...

  • Mapcore should pwn the Valve Map contest

    • Tequila
    • December 2, 2004 at 12:47 AM
    Quote from mike-0

    oh wow its 5k shiTZ! whos doing it, i think you can only have five membersI'm thinkin you guys should do custom themes/texes, whens the due date?

    I don't know about max. team members, but no custom audio/visual content is allowed. Both a blessing and a curse, really.

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