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Posts by Campaignjunkie

  • First Rock Band footage

    • Campaignjunkie
    • July 5, 2007 at 10:41 PM

    I'm in love with this game already.

  • Insurgency Trailer Release & Website Launch

    • Campaignjunkie
    • July 3, 2007 at 4:26 AM

    I'm in the same boat as Mr. Skjalg. The maps and all the art look great, but this kind of gameplay isn't for me at all. An idea that you've probably heard before: throw out all this silly realism and make an arcade mode for the rest of us.

  • Now playing

    • Campaignjunkie
    • June 12, 2007 at 10:39 PM

    Shoveling through The Longest Journey. The graphics are kind of painful to look at, and don't really have the charm of older adventure games like DotT and such, but at least the writing is pretty decent.

    Steam also roped me into buying Dark Messiah for $20, so I guess I'll see how that goes.

  • Future Contest suggestions

    • Campaignjunkie
    • May 13, 2007 at 8:56 PM

    I think the "one puzzle" is the best idea; it keeps the focus on design / gameplay, and you can interpret it to be a labyrinth or a room where you wait 20 minutes or whatever you want. But then it's also kind of general, which defeats the purpose of a contest to place constraints and foster creative solutions.

    Sentura: Read up on the history of the labyrinth, first. Merk is obviously referring to the classical labyrinths - most commonly Greek / Roman / medieval.

  • TF2

    • Campaignjunkie
    • May 13, 2007 at 2:53 AM

    I can't get over how nice the maps look - it's so painterly. Argh!

  • Teen Arrested for Counterstrike Map

    • Campaignjunkie
    • May 3, 2007 at 7:39 PM

    Screenshots of the kid's map:

    http://www.flickr.com/photos/8082096@N02/?saved=1

    I think it's actually pretty good, conceptually. He has some good scale and shapes going on - but other than that, blech. Pretty ugly and bland. You have to wonder: if stuff like this can get a kid arrested, what would some of the people on these boards get if they create their own schools? The death penalty?

  • Teen Arrested for Counterstrike Map

    • Campaignjunkie
    • May 2, 2007 at 10:37 PM

    Well, shit. I was actually planning to map out my university.

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • Campaignjunkie
    • April 20, 2007 at 5:48 AM

    Bring it on.

  • question about normal maps in source engine

    • Campaignjunkie
    • April 19, 2007 at 2:55 AM

    While I'm not sure about video memory, uncompressed normal maps definitely take up more disk space - and it can add up very quickly if you're using lots of custom textures. But in my experience, I think the VTF compression is good enough to the point that you can compress most normal maps. Anyone care to do some experiments?

  • The toughest game levels/missions

    • Campaignjunkie
    • April 15, 2007 at 8:14 PM

    Thief 3 - Shalebridge Cradle, and its cousin Thief 1 - Return to the Cathedral; both being "difficult" through their scariness.

    But the Cradle... Oh man. That level is sheer genius. In my opinion, every other level in Thief 3 exists to build up momentum towards the Cradle. I think a guy on PC Gamer wrote an essay about how great this level is, but he kind of glazed over the design aspects in favor of the narrative. There are few levels that I would elevate to the pedestal of "masterpiece" - but this is definitely one of them.

  • Model compilers

    • Campaignjunkie
    • March 22, 2007 at 8:21 AM

    http://developer.valvesoftware.com/wiki ... ing_Models

    http://developer.valvesoftware.com/wiki/GUIStudioMDL

    You can generally ignore all the junk about paths and setting a VPROJECT path in the Compiling Models link, as long as you use GUIstudioMDL or some equivalent. It's also kind of XSI-specific, but the general pipeline is always the same: export SMDs, write a QC script, run the QC through studiomdl.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • March 11, 2007 at 10:20 AM

    Haven't had any work to post for a while - well here's something now! Right now I'm finishing up what is quite possibly my last HL1 project, a Prince of Persia themed singleplayer climb; it's kind of like a poor man's Lost Coast. The only thing stopping me is that I keep hitting the max_engine_entity limit! Anyway...

    [Blocked Image: http://i16.tinypic.com/4cjsni9.jpg]

    [Blocked Image: http://i17.tinypic.com/2w59awl.jpg]

    [Blocked Image: http://i18.tinypic.com/3z0979w.jpg]

    [Blocked Image: http://i15.tinypic.com/434rkg4.jpg]

    I'm really not happy with how the cliff turned out, it's really uniformly lit, but I don't have any resources to spare on detailing it any further. Oh well. C'est la vie.

  • Tab or not?

    • Campaignjunkie
    • February 13, 2007 at 10:40 PM

    I don't think a tablet will make you a better painter per se - if you can't draw or paint without one, then you still won't be able to draw well, even with a tablet... Or at least that's what I realized after I got an intuos2 a few years ago. It's handy for tracing and such, but in the end it's still just a tool.

  • Old Hospital

    • Campaignjunkie
    • January 4, 2007 at 2:31 AM

    It looks nice and everything - now you just need to make a level out of it.

  • Poke646: Vendetta

    • Campaignjunkie
    • December 22, 2006 at 10:10 AM

    Quite good, though the laptop / keypad gameplay got a little stale after a while. There were some very nice setpieces though, my favorite being the low gravity reactor. I'll probably write up a review on Ten Four for it.

  • de_wanda by warby ... final release !

    • Campaignjunkie
    • December 18, 2006 at 8:55 PM

    Are you already getting requests to cannibalize this map for the custom content?

  • Black Mesa Source is back

    • Campaignjunkie
    • December 17, 2006 at 8:15 PM

    Oh snap indeed.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • December 14, 2006 at 11:02 PM

    Lots of maps are blocky and sloppy, relying on props to unify the level. If anything, there isn't enough brushwork these days.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • December 13, 2006 at 1:10 AM

    Looks good, BUT... You're using the stone trim texture to form a lot of 90 degree angles. It results in a very mechanical feel, like a style of video-game architecture that doesn't seem particularly old or realistic. I suggest making some more trim texture variants and mixing some slanted 20 or 60 degree angles into the walls and layout.

    In the new Prince of Persia's (especially Sands of Time), look at the structure of the environments more closely - they curve a lot of straight edges and stretch some perpendicular corners to get a more "lived-in" feel to the levels. Sometimes it's very subtle, and almost borders on useless, but it really matters in the end.

  • Weird 1st person weapon problem!?

    • Campaignjunkie
    • December 12, 2006 at 9:46 PM

    I think the func_detail is blocking light from reaching the brush underneath - so when it samples the lightmap under the player's feet to light the weapon model, it chooses the dark world brush that's covered in shadow rather than the func_detail.

    My advice: Turn the street back to a world brush. Why would you func_detail it anyway?

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