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  3. Campaignjunkie

Posts by Campaignjunkie

  • Nightwatch stops development on HL version...

    • Campaignjunkie
    • March 16, 2006 at 9:19 PM

    I think PV went over the problems pretty well in the NW forums, but I'll give my perspective on it anyway:

    - Interest in HL1 was clearly waning. People didn't want to mod for HL1 anymore, so it was difficult to find new members to replace the older ones. Some of the most important members had left by then: KFS, Ken, MrBen, BadMofo, TommyD, Ferret, Melkior, as well as others. Their productivity was never really matched again - I don't mean to belittle the newer members, but it just wasn't the same.

    - The design was too ambitious, including a new race of NPCs and ~80 BSPs. Although we eventually cut it down to something more managable, it was still too much. We could have cut our losses and polished what we had, but we discussed it and dismissed that as a cop-out, so we didn't.

    - Too elitist. Or maybe that was just me. But seriously, I think we scared away some great talented people at times. I also didn't like the somewhat bureaucratic approach of development, but I sure can't think of a better way so I'll just shut up.

    Well, hindsight's 20/20, yeah? I clearly have regrets over the whole thing, as do many other members, but oh well, this is how it turned out. I'd be interested in polishing what's left of the HL1 version, but that would involve more work than people are willing to do: finishing the codebase, animating the NPC models, solving the crazy map errors, etc.

    And that's why I think Nightwatch on HL1 probably will/would've never been finished. It was too much work then, and it's too much work now.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • March 16, 2006 at 9:01 PM
    Quote from ReNo

    Reminds me loads of KungFuSquirrel's "Repair Bay 4" in style. Looks like a nice old retro-themed HL1 map

    omg, I thought that too! Specifically the outdoor cliff sections and the interiors seem Repair Bay-ish.

    I like it, though the ceiling could use some height variation. I don't necessarily mean "detail the ceiling, put 20 grates and pipes on it" but rather just don't let it be so flat like that. Though realistically, I doubt players would care...

  • Beyond Good and Evil 2

    • Campaignjunkie
    • March 16, 2006 at 9:11 AM

    I love the music, especially that "Propaganda" theme in the Akuda Bar.

    This thread reminds me of what my older brother said about BGE a year or two ago: "It's gay. There's no guns or anything, you just have a camera. It's so stupid."

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • March 16, 2006 at 9:09 AM
    Quote from Hipshot

    Looks the daikatana lighting on the second episode, nice

    ... I've never been so horribly insulted in my life. Kudos!

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • March 16, 2006 at 4:36 AM

    Since Ferret loves HL1 so much...

    Here's an HL1 thing I'm working on. Mostly using Blaz's de_halla textures and whatever's left from my Persia map. Single-player, of course.

    [Blocked Image: http://img223.imageshack.us/img223/4126/fishstory032ef.th.jpg]

    More screens here: http://campaignjunkie.hlgaming.com/fishstory/

  • Minerva: Metastasis 2

    • Campaignjunkie
    • March 4, 2006 at 12:11 AM

    [Blocked Image: http://developer.valvesoftware.com/w/images/thumb…astasis-2-5.jpg]

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

    Metastasis 2 - 'nuff said.

  • dod_dijon final release

    • Campaignjunkie
    • February 19, 2006 at 8:38 PM

    Technically the brushwork and everything is fine, but when it's all together it lacks something I can't put my finger on. It lacks... harmony? It's like taking random parts from all the DoD levels and putting them into one map - while each part is well constructed on a technical level, the sum of the parts looks very awkward.

    I know that crit is really abstract and vague, so you should probably ignore it. I just had to get it out there.

  • Forest Temple Corridor

    • Campaignjunkie
    • February 14, 2006 at 11:07 PM

    [Blocked Image: http://www.rpgclassics.com/shrines/n64/zelda5/images/walkthroughpics/walk05/13.jpg]

    Lousy screenshot quality, but it's still kind of recognizable. Ahhh, memories...

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • February 13, 2006 at 9:00 AM

    If you actually finish the maps, then you can't keep posting screens of them. Duh.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • February 11, 2006 at 12:59 AM

    The screen looks sharpened quite a bit, but I guess that's common practice now. I really like the light colors and that floor texture though.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • January 23, 2006 at 12:40 AM

    Oh, well I don't! Funny how that works.

    "Keep the light colors segregated! Segregation now, segregation tomorrow, segregation forever!" (okay, maybe that was a little overboard, I think I'll go back to my cage now...)

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • January 23, 2006 at 12:20 AM

    I like the structure, but I think the lighting needs some changes. When the yellow light mixes with the blue window light on the floor, it gets kind of busy-muddy-weird looking. Maybe turn off a few of the hanging lights or something. More props - more props - more props!

  • totally random texture thread

    • Campaignjunkie
    • January 22, 2006 at 6:52 AM

    I think the rock is pretty good (maybe too bright and over-exposed?), but the sand is kind of blotchy - it's difficult to tell it's sand. Not so sure about the paleness on the edges of the sand-road either; is that what actual sand roads look like? I'm sure you'll fix them up though, your HL1 gingerbread house rocked!

  • map project...

    • Campaignjunkie
    • January 20, 2006 at 10:53 PM

    I would remake Backalley or Thunder if anything - most of the textures and props you need are already in place, even as placeholders. Plus, you know there's not much chance of Valve or Turtle Rock remaking it themselves.

  • doodle !

    • Campaignjunkie
    • January 20, 2006 at 1:38 AM

    Cool drawings! I like the house especially.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • January 19, 2006 at 11:40 PM

    It's been a while, but I finally have something to show! Huzzah.

    [Blocked Image: http://img219.imageshack.us/img219/6758/image343338fu.jpg]

  • Games - evil

    • Campaignjunkie
    • January 7, 2006 at 7:56 PM

    I was watching the video game presentation on C-Span, by Senator Lieberman and the National Institute of Media and Family a month or two ago. Their argument isn't that violent video games will cause players to mimic the behavior. It's that it will desensitize them to this kind of behavior, especially since they're actively pushing buttons to make it happen on the screen. Kids won't start killing female prostitutes, but they'll objectify women more.

    The scientific evidence isn't very compelling though - all that's proven is that players become more alert and aroused, which can really lead to anything or nothing. Developmentally, it helps a lot with critical thinking and hand-eye coordination though, especially with complex games like GTA.

  • Sin gameplay vid

    • Campaignjunkie
    • January 7, 2006 at 10:20 AM

    Looked fun. I think I recognize one of the wall textures at the end from Mayang, specifically this one.

  • Smoothing Groups in Hammer

    • Campaignjunkie
    • January 4, 2006 at 4:54 AM

    Randomly does / doesn't work for me. I just use "-smooth" in vrad.

  • [WIP] Presidio

    • Campaignjunkie
    • January 2, 2006 at 4:54 AM

    If you haven't already, put an env_fogcontroller in your level. With it, along with fog, you can set a "Maximum Viewable Distance" that VIS will use. It's pretty handy when used together with fog; virtually unnoticeable at times.

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