Posts by TomWithTheWeather
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Really just depends on the tuning. Adding decals, stupid looking rims, ground effects, pointless spoilers, etc is just masterbation. Shoot, it's not even tuning, it's just adding shitty looking useless crap to your car.
You're not doing anything impressive until you get under the hood and squeeze out extra power. I love the muscle cars and the mods that can be done to them, but what I really like is a little AWD rally-ish car pushing 400hp. Something light weight that can speed around the corners.
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emo!
j/k, Cool pics though.

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For you PC players, 12 slot inventory mod.
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It seems like Mazy is comparing to real life or something.
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They can be a bit pretentious sometimes, but I like most of their work, with AEnima being my favorite.
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Quote from mawibse
A theory may always be revised or discarded, something that is harder to do with religion.
...except that man has been heavily revising religion since it's birth. The difference is, science reorganizes facts and re-tests new possibilities, whereas religion gets changed somewhat arbitrarily based upon the whims and wishes of men without fact, just faith.
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the·o·ry
1. A set of statements or principles devised to explain a group of facts or phenomena, especially one that has been repeatedly tested or is widely accepted and can be used to make predictions about natural phenomena.
...just to clear some stuff up.
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I saw your first two screens and was thinking, "did you forget to compile lighting in your HL1 maps"?
Look's great though. I haven't play Duke in forever.

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Oh snap! I gotta get this gmae!
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I really like the B&W effect. Great stuff.

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As a profrssional Level Designer, I don't have to worry about modelling or texturing my own stuff. A lot of that is determined by the kind of game I'm working on and what engine I'm using. In my workflow, it's much easier and far faster if an Artist makes the meshes and textures while I'm designing the map. Since the game I'm working on has no BSP to texture, that's not a concern either. I still place the meshes when I get them, but I didn't waste any valuable gameplay design time making them. I still get to light the map, and do the scripting, and plan the layout.
I'm mean, why should I waste my time making models and textures when a professional Artist can do a much better job, much faster, and free me up for making the map play that much better? Then again, if you love make models and textures... well, in a professional environment, you're probably going to have to choose.
All this only works if the Level Designers work very closely with the Artists. I share an office with one other Level Designer and two Artists. This works because we are in constant communication. In more corporate environments, I can see where this breaks down and fails. Just depends on where you work at.
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Do you guys think, in the future, since level design is getting too complex for the community, that those of us who already have industry jobs will become a rare, last-of-their-kind group? I guess what I mean is, do you think that in the future, most people that get hired for traditionally level designer specific tasks like lighting will be artists? Are we the last of the true level designers?
At the same time, I see the emergence of a kind of mapping where people are just placing prefabs. Look at Track Mania. Maybe that's the future of mapping. Look at the newest engines and the mod communities surrounding them. All the custom HL2 maps look just like the official maps. It happens in the UT community as well. People are just placing the same static meshes, using the same textures, and sticking to the same old visual theme. It's getting too hard for most would-be mappers to do good custom work.
So do you think Level Designer will turn into Gameplay Designer? I think it has already started.
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Where I work:
Level Designer - Designs and makes the maps, plans the gameplay, scripts cinematic moments, is in control of the final look and feel of the map, lighting, etc.
Artists - Make models and textures based on design requirements.
This situation has been very successful for me and other LD's I work with because we work closely with the Artists. In-the-same-office close. Looking-over-your-shoulder close.
But it really depends on what type of game you're creating. The above workflow works great for a game where the same assests will be used through out the game. It gives the game a unified look.
On the flip side, if you have LD's that make their own models and textures, you often end up with levels that don't match, which can be bad depending on the setting of your singleplayer game. Though if you're making a game like UT2k4, it really doesn't matter.
People who can do level design, modeling, and texturing are a rare group. And even then, most of them I know, suffer a little bit from "jack of all trades, master of none" syndrome.
Within the level designer role though, we've been successful in splitting the gameplay/combat guys from the story/cutscene guys. This allows me to work on MapA's gameplay while another works on MapB's cutscenes. Then we trade. As long as we keep to certain standards and make everything fairly modular, everything works correctly.
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