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Posts by 2d-chris

  • Rambo The Video Game

    • 2d-chris
    • February 22, 2014 at 4:46 PM

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  • Source 2 Left 4 Dead 2 Prototype Screenshots Leaked

    • 2d-chris
    • February 17, 2014 at 10:49 PM

    Yeah it's not all that common for designers from HL and Unreal modding, but it's certainly useful (I can't UV/texture for shit, and I just do very low poly work) the key for me is to think more about pipeline than final assets

  • Source 2 Left 4 Dead 2 Prototype Screenshots Leaked

    • 2d-chris
    • February 17, 2014 at 10:42 PM

    it all depends what your making and the quality your expecting, for example if you want to make a science fiction style corridors or complex natural shapes (rocks and cliffs) then your best bet is always to model, if your making regular buildings then you can get away with BSP + models for some details.


    If you want to build a scene like this, to any half decent modern standard models are the answer, they will be more efficient too, assuming you want something quite detailed


    [Blocked Image: http://farm3.staticflickr.com/2105/2188783931_69bca4600a_o.jpg]


    the point really, is modeling allows you to do just about anything in your mind, imagine trying to make a stadium level from solids? It;s certainly not impossible but modeling has endless advantages.


    My workflow usually is, start with solids to get basic scale, then build some quick tiling models together that are very flexible so I can iterate with my layout, then, hand it over to an artist who understands how your models snap together so they can "remake" them pretty. This method tends to have the least amount of surprises so long as the artist is always in the loop.


    Of course, I understand not everyone has dedicated environment artists to do this stuff, then your only option is to learn more advanced modeling/texturing or stick to enviroments with simple, clean geometry (mirrors edge yo)


    If your using existing art and making your own layout, then you don;t have to worry about any of this lol

  • Source 2 Left 4 Dead 2 Prototype Screenshots Leaked

    • 2d-chris
    • February 17, 2014 at 7:57 PM

    The key to modeling a level is to use modular construction methods, even a natural landscape in games these days has a collection of "props" that get jammed together to look more organic.


    If done well, with enough practice nobody notices the grid like construction and you only have to make 1/10th of the assets. Not to mention it's easier to optimize a scene and get a consistent look. So, you never really get rid of that "grid 128/64/32/16 feeling, you simply hide it with props designed to do so.


    Yes, learn modeling, and yes learn an editor. One is pretty useless without the other for level design.

  • Random Photo Thread

    • 2d-chris
    • February 16, 2014 at 7:03 PM

    there's a new road bridge in Frankfurt, snapped this earlier, the setup followed by the snap ...


    [Blocked Image: http://farm8.staticflickr.com/7379/12571416724_92c88ca630_b.jpg]


    [Blocked Image: http://farm3.staticflickr.com/2806/12569932955_1817eb049f_o.jpg]

  • What have you purchased recently?

    • 2d-chris
    • February 15, 2014 at 8:15 PM

    Building a new PC, one I have is fast but still can't even max out Skyrim


    Lian Li 750 Case + color matched fans + cables

    MSI Geforce 780Ti

    Intel i7 4770k

    16gb's Gskill Sniper Memory

    3 x Sandisk 250gb Extreme SSD's

    MSI - z87 g65 Motherboard

    Noctua nh-u12s Heatsink


    Can't wait to build this sucka and hopefully max out those games I'll take some fancy photos for sure when it's done

  • Broforce

    • 2d-chris
    • February 14, 2014 at 11:50 PM

    looks pimpin'

  • Respawn Entertainment's - Titanfall

    • 2d-chris
    • February 14, 2014 at 12:10 AM

    I don't think many people have a problem with taking an old concept and improving it, the frequency in which it's done with COD (yes it's not the only one) is my biggest issue.


    As for Titanfall, I'd be more interested if I saw a game mode with more to it than shooting stuff, perhaps that video doesn't do it justice. I've got no doubt it will be very well executed, but these days I do need _something_ more fundamental in the gameplay to convince me to play another MP shooter.

  • Respawn Entertainment's - Titanfall

    • 2d-chris
    • February 13, 2014 at 9:27 PM

    yeah but there's not like 10 CS 1.6's are there

  • Evolve (Turtle Rock Studio's new baby)

    • 2d-chris
    • February 12, 2014 at 12:28 AM

    I think it looks interesting, defo more interesting to me than Titanfall, Will defo check this one out.

  • Which game would you like to bring back?

    • 2d-chris
    • February 5, 2014 at 11:46 AM

    a proper age of empires in the correct epoch, with even more advanced rts and management mechanics than the first, made in isometric perspective

  • Any interest in a mapcore 2014 50/50/50

    • 2d-chris
    • February 1, 2014 at 2:39 AM

    hmm sure you don't mean guise of the wolf, I hear it's awesome


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  • Source 2 Left 4 Dead 2 Prototype Screenshots Leaked

    • 2d-chris
    • January 27, 2014 at 11:19 PM

    because you work at a dev who does sub fucking surface real fucking time scattering with fucking physicalized wind impulses in real fucking time with more polygons than a hl2 character per bush, Geez our next step will no doubt be making them grow in real fucking time :>


    all jokes aside, I love Cryengine

  • Source 2 Left 4 Dead 2 Prototype Screenshots Leaked

    • 2d-chris
    • January 27, 2014 at 9:36 PM

    knowing valve they will keep it mod friendly with good bsp support

  • SimCity V

    • 2d-chris
    • January 27, 2014 at 6:50 PM

    arh har, so after all they just remade the wrong game!

    [Blocked Image: http://upload.wikimedia.org/wikipedia/en/5/58/SimTown_Coverart.jpg]

  • Marketing an indie game is hard! Any advice?

    • 2d-chris
    • January 27, 2014 at 12:40 PM

    Get a working prototype together before you decide to do anything, that means butt ugly art and minimum content you need to prove your onto something. Then ramp up, Work at a warehouse or burger king until this is done, unless your sitting on allot of savings.


    I'd then see if I could get some free help from people that are at Universities or doing a game course, or if you have enough developer friends maybe they will help out here and there. I'd then stop and take a look at it, If I was onto something good, and I still was excited about making it then I would go full time Indy with my savings, I certainly would not do it all by myself even if I knew how to.


    I wouldn't even give a second thought about marketing until you know your onto something real and not a fantasy


    If you are ready, get a dude who is studying marketing to do it for you, just like successful mods do ... get on game dev forums and ask around, or go to your local uni and put up an advert.

  • SimCity V

    • 2d-chris
    • January 27, 2014 at 9:32 AM

    For me it'd need to be cheaper or for them to make cities that are Much bigger like the original, that is the biggest sin for me lol

  • Middle-Earth: Shadow of Mordor

    • 2d-chris
    • January 25, 2014 at 4:06 PM

    looks great, defo interested in this, never been a big fan of the Assassins creed game play, but this being one of my favorite lores might just convince me

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • January 25, 2014 at 2:52 PM

    looking tight!

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • January 24, 2014 at 11:15 PM

    The scale of your level looks pretty good, perhaps a little oversize but that's very common, if your working on a real life setting, it does no harm to look at photo reference if you want some ideas how to improve it visually (making each area a little more distinct)


    I think, at this point, if your goal is to make the map more "pretty" (I can't comment on how it plays) then I would put some time into understanding lighting techniques, your outsides are very flat, so no contrast in the shadows and your insides are extremely dark. With all those windows and a daytime setting you would have quite a bit of light inside. If there's one thing that can really throw a scene visually it's lighting that does not match what your brain is used to.


    Anyway, keep at it!

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