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  3. Algor

Posts by Algor

  • Arbogast

    • Algor
    • August 3, 2005 at 12:46 AM

    I like how that water makes any map look better, and for an already good looking map.. that's pretty good D:

    Nice! I like the little trim details and stuffs

  • Landed Myself a Job!

    • Algor
    • August 1, 2005 at 5:13 PM

    Nice mate.

  • TEXTURE DANCE OFF : Cartoon Texture

    • Algor
    • July 31, 2005 at 9:25 PM

    awesome klein D:

  • Doom III Single-player Levels

    • Algor
    • July 30, 2005 at 9:58 PM

    http://cdoom.d3files.com/home.php

  • Night - Open window - Bat

    • Algor
    • July 29, 2005 at 7:07 PM

    Yay for not killing the bat!

  • FarCry Instincts

    • Algor
    • July 27, 2005 at 3:54 PM

    I could easily see why they dropped the PS2 version.. only way they could get it running there is for it to look like shit.

    After watching a few of the Far Cry Instincts videos from IGN... wow

    Pretty damn impressed with how it looks and plays, multiplayer actually looks like it could be a lot of fun. Although the UT style announcer seems a bit odd.

    The editor is pretty damn incredible to just hop into the game on XBOX! Just wondering how they are able to do all this without going over memory and stuff. Still seems like you could create some decent looking maps with this editor.

  • WIP in WIP, post your level screenshots!

    • Algor
    • July 24, 2005 at 5:52 AM

    Needs more cartoon map shots, now.

  • WIP in WIP, post your level screenshots!

    • Algor
    • July 21, 2005 at 4:52 PM

    Nice KFS, good texture choices

  • My parents garden

    • Algor
    • July 20, 2005 at 5:57 AM

    Great shots, very clear

  • MEXICO!

    • Algor
    • July 19, 2005 at 3:41 AM

    Damn fool, black borders or bust!

  • ctf_velouria

    • Algor
    • July 14, 2005 at 8:03 AM

    Looks pretty cool...

  • Sin Episode screenies

    • Algor
    • July 11, 2005 at 9:04 AM

    Looks awesome to me, makes me want to do some sauce mapping.

  • Some photos from Croatia and some from sweden.

    • Algor
    • July 10, 2005 at 3:49 PM

    3 , 4 , 5 are really nice... looks beautiful

    Last one could be nice.. maybe if the tree was framed a little better

  • Docks tour trip #2

    • Algor
    • July 10, 2005 at 2:39 PM

    Nice photos, very clean

  • Finding a mod team worth your while 101

    • Algor
    • July 10, 2005 at 1:53 AM
    Quote from Captain P

    Small, frequent releases would work for multiplayer mods, but don't you think SP mods are a different story?

    Not at all... no offense, but for example look at Nightwatch, wheres the release? Not saying it's failed, but that it hasn't been released.

    I think "Sin Episodes" or whatever it is called is going for the right idea.

  • Finding a mod team worth your while 101

    • Algor
    • July 9, 2005 at 11:46 PM

    I think mods fail once they become too ambitious. I often look around at mods for HL2 or something and look at their "features" page and theres maybe 10 pages of features that is often more than most retail games. Then I go to check out their media page, which of course is only weapon renders and theres about 300 weapons. Weapon models do not impress me. Player models do not impress me. Having a game that is playable and fun is far more impressive, even if the content is not mind blowing.

    By being too ambitious they create far too many tasks than necessary to make a decent mod that people will want to play. No one wants to play a game that is no fun with 300 different weapon models that offer no other valuable presence to the player.

    I say this a lot, and I think it is best to think of small, achievable goals and release the game often with major content updates each time. Using small amounts of content, the team can balance and make sure the game is fun before going on to balance 8 classes per team and 300 weapons available to choose from at the same time. With small goals and frequent releases you can build a fan base of people playing a mod that is playable rather than a web site with weapon renders. If the game is fun they will anticipate future releases and since the releases are often and with new content the fans will be pleased.

  • The gloomy modification hmm?

    • Algor
    • July 7, 2005 at 3:49 PM
    Quote from Kosmo

    Currently my co "worker" is fond of UT2k4 and he has spent alot of time there, so it might be the way to go since they don't have anything like this as far as I know.

    Try Alien Swarm.

  • SIN2 to be released via Steam

    • Algor
    • July 5, 2005 at 3:28 PM
    Quote from sensee

    things I miss:

    - dynamic shadows

    - self shadowing

    - better dynamic lights

    - no compiling / wysiwyg editor

    - model scaling in editor

    - parallax mapping

    - better workflow when importing textures or models

    - easier AI scripting (like UE3)

    you know, I love HL2 and also source - that's why I'm mapping for it. But this engine is definitely not capable for next-gen.

    Display More

    I agree on all points. Pretty shitty for an editor to not have in-editor lighting preview.

    Also Source has parallax mapping already...

  • WIP in WIP, post your level screenshots!

    • Algor
    • July 4, 2005 at 9:56 PM

    roger, get those models out of here

  • War of the Worlds....

    • Algor
    • June 30, 2005 at 9:41 PM

    The little girl was scary as hell, always like which huge open eyes even in scenarios where things werent all fucked up.

    Kind of like Brian Peppers...

    Anyways it rocked, and the alien ********s were sweet as shit.

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