1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. ginsengavenger

Posts by ginsengavenger

  • dod_salerno

    • ginsengavenger
    • October 23, 2005 at 11:49 PM

    what they said, it's a nice map.

    to me the thing that is jarring about it is the way you've handled the broken buildings; it's like you just threw in some holes in random walls without considering how those holes would be made and the kinds of damage you'd see in the surrounding structure. think about how the buildings are built and how they would actually fall apart. what blew those holes in the wall, artillery? how come most of the walls and the lower floors are undamaged? was it a grenade? how come there's so little damage to the interiors? where did the rubble go? there are some displacements on the roof but it's kind of lame-duck rubble.

    anyway lookin good, let's see it wrapped up ^^

  • Best fighting game ever ?

    • ginsengavenger
    • October 23, 2005 at 8:07 AM

    needs more Bushido Blade ^^

    always been partial to tekken though.

  • Hard times ahead?

    • ginsengavenger
    • October 23, 2005 at 7:00 AM

    Well, don't blame me for being a bit jaded after my last job, where a big publisher did lay off its internal development staff

    I just really, really want people to know what they're getting into here. There are sweet deals and great jobs to be had, no doubt - most of the time most of the people are doing pretty well, and the work is awesome. But everything is always at the whim of that faceless guy writing the checks, and he doesn't care about you, he cares about his bottom line. And you're right, studios can usually stay afloat even when times are rough - but when money dries up it's management who stays and the staff who go.

    It's not every day but these things do happen, it's endemic to the industry and has been for years. It seems like every few weeks I read about another studio closing or cutting way back.

    You're right, I may overstate the instability but I do think that if you are in the industry, odds are it is going to happen to you. The industry is built on young men who can move anywhere, anytime to take a job.

    In response to the topic I don't think the times ahead are any harder than what has come before, in fact I do think things are getting better as companies are developing intelligent strategies like keeping 2-3 projects in the works at any time so if something gets canceled people can be moved to another project instead of being laid off - it's just that working in games is not like working at Procter & Gamble or GM. Of course they don't get to make games for a living, but nobody in games has a pension plan either

  • One eyed kitten. Photoshopped? [NOT SUITED FOR WORK]

    • ginsengavenger
    • October 23, 2005 at 4:41 AM

    doesn't look 'chopped to me but the shitty compression can hide a lot.

  • Hard times ahead?

    • ginsengavenger
    • October 23, 2005 at 4:08 AM
    Quote from FrieChamp

    At times you guys bash EA a little bit too much, as if Satan himself was running the corporation, with the goal to destroy all games.You all played BF2, maybe battle for middle earth or c&c generals, black & white 2 just came oiut, the new bond game, nfs most wanted also looks fun...

    And where are the guys who made BF2 now? They're looking for jobs.

    The guys making Project Offset, who is paying them? Nobody. They don't have jobs, they have a project.

    The industry is very young and constantly in flux. When you hire to a company you are hiring for the term of the project, after which the company will be out of money and you can bet you will have to find a new job (at this point the publisher begins to rake in the dough and recoup their expenses, including paying you to make the game).

    The state of the industry is constantly and rapidly changing compared to traditional industries. Hopefully we will move toward a better state of stability for the people actually producing these games but it will take time.

    On the other hand, a lot of the artists at my current work have been in film, tv, commercial CG - they think games are stable.

    Let's just say I won't be having kids until I have a stable job, and at this point that means not working in games.

  • WIP Helicopter

    • ginsengavenger
    • October 19, 2005 at 8:14 AM

    oh hell i'm installing maya right now so i can point you in the right direction. basically it's about hard and soft edges, not smoothing groups of faces. come to think of it you might even be accessing it through the same dialog but you should be selecting edges instead of faces because it's sooo much easier

    *ed: fkn, main machine bombed.... anyway the process as i recall is that you select a mesh in object mode, and i don't remember the menus exactly but it's something like like Edit Polygons - Normals - Soften/Harden [] where you can set a hardness angle threshold for the entire object. then you can tweak it by selecting individual edges and going back to that same option box and hit all hard/all soft. best to put a shortcut to that option box on one of your shelves with a ctrl+shift-click ~

  • WIP Helicopter

    • ginsengavenger
    • October 19, 2005 at 4:43 AM
    Quote from von*ferret

    this is halfway done with the texture, still working on the smoothing groups. I have to say that maya has the worst way of doing smoothing groups I have ever seen, PLEASE I want my 1-32 numbers back.

    are you serious? are you sure you're doing it right? lookin good anyway.

  • Dumb Design vs Intelligent design

    • ginsengavenger
    • October 18, 2005 at 6:59 AM

    he's tenured, he can quack any tune he likes, and i'm sure he's well compensated for it.

  • What's your purchase this week?

    • ginsengavenger
    • October 16, 2005 at 9:59 AM

    today i bought a razer diamondback, what a sweet mouse ^^

    of those three games i'd buy fear.

  • Problems with Valve Hammer Editor

    • ginsengavenger
    • October 16, 2005 at 7:49 AM

    func_detail is only available in Source mapping

  • Whats wrong with my textures?

    • ginsengavenger
    • October 16, 2005 at 7:49 AM

    if you want to save a tga with an alpha channel you gotta pick 32-bit depth, i think it's in the dialog that comes up before it shows the Save As... dialog.

  • Problems with Valve Hammer Editor

    • ginsengavenger
    • October 15, 2005 at 7:13 AM

    well after re-reading your post, i'll say that you need to make absolutely certain that your brush faces were planar and that all vertices were on grid in the proper brushwork. if anything is the least bit skewey hammer will take the initiative and "fix" it for you upon save/load.

  • Problems with Valve Hammer Editor

    • ginsengavenger
    • October 15, 2005 at 6:39 AM

    i've had a large group of brushes come off-grid before using hammer 4 (more than once) in a situation that i wouldn't have expected to happen in earlier versions. they definitely broke some of the functionality in this the most recent release

  • Problems with Valve Hammer Editor

    • ginsengavenger
    • October 15, 2005 at 6:27 AM

    what version of the program?

  • Best Jack Thompson Speech ever (FULL LENGTH VIDEO FOOTAGE!!)

    • ginsengavenger
    • October 15, 2005 at 4:45 AM

    he should have told him he'd sue the fucker if he ever called him again

  • what are you currently listening to?

    • ginsengavenger
    • October 14, 2005 at 10:12 PM

    Wolf Parade

  • Cartoony Feeling

    • ginsengavenger
    • October 14, 2005 at 5:59 AM

    got an example of what you've got, and maybe what you're after?

  • The random model thread!

    • ginsengavenger
    • October 14, 2005 at 4:41 AM

    not too shabby. is it your first humanoid?

  • Few photos

    • ginsengavenger
    • October 13, 2005 at 5:04 PM

    nice, the pano has some real vibrance to it that i like. what camera did you use on that one?

  • Put your money where your mouth is (by Ben Mathis)

    • ginsengavenger
    • October 13, 2005 at 5:01 PM
    Quote from kleinluka

    I think you can't really generalize it like that. It really depends on the job you are looking for. For art positions the most important thing is your portfolio. Design positions are different because they don't require or require only very little art skills these days.

    fair enough. i'm definitely more design-skewed but being able to demonstrate game art skills has helped me a lot. for designers you need to be able to demonstrate your ability to think critically above all else.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™