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Posts by Campaignjunkie

  • MapCore Challenge Discussion

    • Campaignjunkie
    • July 19, 2011 at 5:41 AM

    - Use the Official MapCore test chamber textures!

    - Challenge yourself and avoid all 3 design crutches... No lasers, no goo or bottomless pits and no turrets.

  • Black Mesa Source

    • Campaignjunkie
    • July 16, 2011 at 8:55 PM

    I still use the nvidia one...

  • [Unity WIP] "The City"

    • Campaignjunkie
    • July 16, 2011 at 9:31 AM

    Update. Planning different styles for the mini-neighborhoods. "Hightowne" will be tall majestic structures with greenish lightting and "Downtowne" will be the ramshackle mess before you.

  • NIGHTWATCH DM: The Results!

    • Campaignjunkie
    • July 12, 2011 at 7:22 PM

    Good job to everyone who finished!

  • [Unity WIP] "The City"

    • Campaignjunkie
    • July 12, 2011 at 8:58 AM

    Progress report -- map layout blockout going okay. I'm trying to limit the size of the level, but allow room for expansion if I need it. This part will be a free-roaming city thing that connects the mission areas. Never knew lightmaps took up so much texture memory.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • July 12, 2011 at 3:24 AM

    9centwhore: parent a func_brush with playerclip or blockbullets or whatever to 1 door instead of using 2 doors

  • [Unity WIP] "The City"

    • Campaignjunkie
    • July 11, 2011 at 6:33 PM

    Making a Thief / investigative news / videography Unity FPS for the "Justice" compo over at Super Friendship Club. Collab with game dev partner in crime Eddie Cameron, he does game code and I do art / level design.

    You have to use your video camera to get good footage, then edit it into a TV news story afterwards. It's like Thief / Beyond Good and Evil / iMovie. In terms of visuals, I'm thinking like Thief 2.5, a steampunk city infected by mass media. We're targeting the Unity web player, so I'm doing mostly diffuse shaders only with simple lightmaps. Also using a lot of textures from PhilipK's "ancient collection" with its generous "do whatever the fuck you want" license.

    I've found the workflow to be kind of annoying compared to BSP, I have to UV everything twice? Stupid lightmaps...

    Anyway. Here's a dev log of sorts.

    Are the modeled bricks really distracting / a really bad decision that conflicts with lightmaps?

  • NIGHTWATCH DM: Voting!

    • Campaignjunkie
    • July 8, 2011 at 1:32 AM

    Yeah I don't know how to do it either. Shrug.

  • NIGHTWATCH DM: Voting!

    • Campaignjunkie
    • July 7, 2011 at 8:54 PM

    whoa that was really fun, some maps played really well!

    note to Erratic: next time put more than 1 spawnpoint!

  • Chells Legend - First 2 mins Trailer Release!

    • Campaignjunkie
    • July 7, 2011 at 8:00 PM

    Question: do you feel pressured to port to Portal 2? It'd be a lot bigger player base (and you could jump on-board whatever stuff Valve is planning for custom maps, considering what Newell said about single player and what they've done with TF2) but the puzzle mechanics will all be different... hm.

  • NIGHTWATCH DM: Voting!

    • Campaignjunkie
    • July 7, 2011 at 7:10 PM

    disclaimer: I had NO IDEA how to do HLDM weapon placement

  • NIGHTWATCH DM: Voting!

    • Campaignjunkie
    • July 6, 2011 at 9:15 PM

    So 21:00 GMT+1 = 3:00 PM EST = noon PST yes?

  • NIGHTWATCH DM: Voting!

    • Campaignjunkie
    • July 6, 2011 at 3:34 AM

    The BSPs are pretty small, right? People can just download them off the server... we just have to arrange a time.

    Thursday, 5 PM PST / 8 PM EST / 1 AM GMT? It'll be difficult to accommodate everyone across all time zones.

  • Journey

    • Campaignjunkie
    • July 4, 2011 at 5:58 PM
    Quote from Evert

    Trollcore.

    Yep.

    Sentura, I'm not sure why I'm bothering, but... they've gone to great lengths to avoid the prisoner's dilemma. The only resource to collect, "cloth," is unlimited and you spend it regularly to boost jump. There's no dilemma over resources. It's just whether you and a person get along, and whether you trust them enough to stay with them -- e.g. they start shouting a lot but you're thinking "no the level exit is over here" and walk away / disconnect, when really they just wanted to show you a cool level secret and you didn't trust them.

    But at the same time, there's no penalty for disconnecting. You just walk off and jump away and you'll never see them again. No punishment.

    Images

    • sp_nofloor_rc1shots (1).webp
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      • 1,920 × 1,080
    • sp_nofloor_rc1shots (2).webp
      • 78.77 kB
      • 1,920 × 1,080
    • sp_nofloor_rc1shots (3).webp
      • 122.36 kB
      • 1,920 × 1,080
    • sp_nofloor_rc1shots (4).webp
      • 130.86 kB
      • 1,920 × 1,080
    • sp_nofloor_rc1shots (5).webp
      • 79.45 kB
      • 1,920 × 1,080
  • Journey

    • Campaignjunkie
    • July 4, 2011 at 7:36 AM

    I saw a presentation they gave at NYU. They wanted to make a co-op game and went the traditional route at first (e.g. 2 people to open a gate!) and did lots of prototypes, but it all ended up being stuff that had been done before... Plus, if a game forces you to cooperate, how can that cooperation be meaningful? Here's a game that actually says, think about your relationship to another person and whether it's worth it to stay with them.

    It takes major balls to rip co-op mechanics out of a co-op game. From what I've seen demo'd, it works really well. And the tech on offer is amazing -- seamless multiplayer, the sand... it's brilliant.

  • WEEKEND CHALLENGE: Nightwatch DM!

    • Campaignjunkie
    • July 4, 2011 at 12:09 AM

    nwdm_nocturnal

    DOWNLOAD HERE (.rmf included)

    I still remember how inspiring Ken Banks' RMFs were when I inherited his chapter way back when. Sci-fi shapes and random ceiling chains included.

    - r_speeds are bad, whatever

    - Very incomplete and bad, etc., as everyone's surely busy on weekends

    - Use mp_allowmonsters 1 for even more fun

  • WEEKEND CHALLENGE: Nightwatch DM!

    • Campaignjunkie
    • July 3, 2011 at 9:47 AM

    on hlrad.exe you can do -chop # and -texchop #, default are -chop 64 and -texchop 32, when you do -extra it divides those by two or something

  • WEEKEND CHALLENGE: Nightwatch DM!

    • Campaignjunkie
    • July 2, 2011 at 11:52 PM

    Update for today... going to pick it back up tomorrow.

    Really disappointed with how flat the lighting is, the light controls are much worse than Source. And since Source detached luxel resolution from texture resolution, this GoldSrc silliness really bugs me. Ah well, eventually I'm sure I'll make it work instead of blaming my tools.

    Will do re-lighting, add a few more details, add some ladders and do monster and weapon placement tomorrow. (mp_allowmonsters 1 ftw)

    Images

    • 2011-07-02_00001.webp
      • 89.28 kB
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    • scope.webp
      • 27.76 kB
      • 646 × 373
  • WEEKEND CHALLENGE: Nightwatch DM!

    • Campaignjunkie
    • July 2, 2011 at 9:01 AM

    Started blocking in today. Happy with the scale, but not with the lighting at all... though I'm pleasantly surprised with how fast ZHLT 3.4 x64 is, 10k patch large space only takes a few seconds to light. Now to hook up all the routes and do some Ken Banks-style stuff to it...

  • WEEKEND CHALLENGE: Nightwatch DM!

    • Campaignjunkie
    • July 1, 2011 at 5:42 AM

    Unq: My entry is secretly going to be a single player map with multiplayer spawn points. Shhhh.

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