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  3. ginsengavenger

Posts by ginsengavenger

  • WIP in WIP, post your level screenshots!

    • ginsengavenger
    • August 28, 2005 at 10:33 AM

    er, well all you've got there is a small space populated with a few brushes and some HL2 props. you haven't even finished the area, the edges just end with sky. what kind of feedback can you expect?

    what you have is decent enough, but you have to develop it a lot more before you can expect any real input.

  • Layout tips and musts

    • ginsengavenger
    • August 28, 2005 at 7:54 AM

    no kidding :]

  • Low poly starfighter-type thing

    • ginsengavenger
    • August 28, 2005 at 7:43 AM
    Quote from KungFuSquirrel

    Thoughts?

    I think I hate Lightwave ;D I had to work in it a year and some ago. Haven't caught up with the updates since then but I just really didn't like it at the time. The modeler always just felt like an overblown Milkshape. You could get work done in it but everything was a pain in the ass. It seemed kind of thrown together over the years without a coherent sense of design. Layout was decent enough for animation but again, didn't feel very coherent. The keyboard shortcuts were a nightmare - for cryin out loud, *undo* wasn't even ctrl+z. It just seemed like such a ghetto program.

    Anyway, what Mino said ^^

  • cs_logistic_assault

    • ginsengavenger
    • August 27, 2005 at 9:11 PM

    looks good, and well thought out in that things are arranged in a way that makes real-world sense.

    a few things about the screens that bug me a bit, the skybox as Defrag said; the texture mismatch on the right side of the road in pic 1; vent tex seems upside-down in pic 4 so the vents look inverted; the broken garage door in pic 3 is just totally improbable; some repetetive textures. those are just a few things that stand out right away and they're pretty minor but this kind of stuff does make a difference to my eye.

    one thing that bugs me about several assault remakes in a gameplay sense is the railing along the walkway in pic 4; i really prefer being able to drop straight down off the ledge without having to jump over a railing, particularly as it makes it easier to bring hostages down quickly.

  • So who else is waiting for DoD:S

    • ginsengavenger
    • August 27, 2005 at 4:21 AM

    mmmm better.

  • Layout tips and musts

    • ginsengavenger
    • August 27, 2005 at 3:28 AM
    Quote from |FRITZ|

    http://www.slothy.com/composite/MP_101.doc

    Good link, CompoSITe is working at Infinity Ward now on their next big game

  • What areas should I focus on as a game dev?

    • ginsengavenger
    • August 27, 2005 at 2:43 AM

    In practice though, there really are three discreet focal areas, at least in my experience: art, design, and engineering. There is often some overlap between; technical artists will be able to do some coding and shader work and may have an eye for design; versatile designers will be able to do some coding or art, and some competent coders will be capable of working in the other disciplines (although in my experience these people are rare, coders tend to be math geeks who happen to be in games because it's somewhat more fun than coding java applets or databases or whatever).

    Of course there is usually an army of other people required by the business, HR, Marketing, QA, management and so forth. but that's not why we're here is it

  • Guess the map!

    • ginsengavenger
    • August 27, 2005 at 2:12 AM

    k fletch g0g0g0 next one

  • Guess the map!

    • ginsengavenger
    • August 27, 2005 at 1:37 AM

    if mino won't go i'll post an easy one for the bonus round.

    slightly different approach but everyone should know this:

    [Blocked Image: http://junx.home.comcast.net/2d.png]

  • What areas should I focus on as a game dev?

    • ginsengavenger
    • August 27, 2005 at 1:04 AM

    yeah it is Klein, but you don't really get hired out of school as a game designer. It's the kind of thing that you have to prove yourself at within a company I think. I think if you want to be a capital-d Designer you typically start out as a level designer/scripter which can mean a LOT of different things because each company breaks the production process down differently.

    It's easy to prove yourself as a coder or artist because the results can be reviewed very objectively. You see the product, you see what the guy can do. As a designer your job is much tougher because the results are so much more subjective. How do you define fun?

  • WIP in WIP, post your level screenshots!

    • ginsengavenger
    • August 27, 2005 at 12:19 AM

    to start with, how come the building isn't damaged by the combine wall, and there is a perfectly unharmed building *behind* the combine wall?

  • What areas should I focus on as a game dev?

    • ginsengavenger
    • August 27, 2005 at 12:04 AM

    do notice that they posted at exactly the same minute by the way

  • Your awsome lightning in maps!

    • ginsengavenger
    • August 26, 2005 at 10:04 PM

    That's a pretty open-ended question. Maybe you could cite some examples of what you want to emulate as a starting point.

    here's a pretty good tut for one approach to lighting:

    http://www.3d-mike.com/game/lighting.htm

  • Somebody who speaks French...

    • ginsengavenger
    • August 26, 2005 at 8:20 PM

    Ahhh, Jules Verne makes it all make sense. Awesome display and thanks strat~

  • Somebody who speaks French...

    • ginsengavenger
    • August 26, 2005 at 6:57 PM

    Tell me what the hell this was all about?

    http://www.nantes.fr/ext/royal_de_luxe_2005/

    BTW the button at the bottom is for Next if you didn't notice.

    I guess it was way back in May, sorry for dredging...

  • What areas should I focus on as a game dev?

    • ginsengavenger
    • August 26, 2005 at 6:14 PM

    that's a really weird deja-vu double post. zazi/hipshot, separated at birth?

  • So who else is waiting for DoD:S

    • ginsengavenger
    • August 26, 2005 at 6:22 AM

    Yeah I am looking forward to playing DoD again. I do appreciate the focused gameplay as opposed to the wide-open incohesive play styles that seem to be popular these days.

    But frankly those screens they posted in the Steam update not too long ago were pretty laughable.

  • New Doom movie trailer

    • ginsengavenger
    • August 26, 2005 at 6:05 AM
    Quote from Mojo

    better than a lot of the recent game>movie movies

    I'll give it that. you can thank this asshat [Blocked Image: http://ffmedia.ign.com/filmforce/image/uweontheset_hod.jpg] for the rest of the crop..

  • New Doom movie trailer

    • ginsengavenger
    • August 26, 2005 at 12:50 AM

    beh. pretty silly if you ask me. :roll:

    i'd watch it for laughs but no way would i pay for the privilege.

  • The Island & Product placement

    • ginsengavenger
    • August 25, 2005 at 10:25 PM

    much hawter as the girl next door.

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