ic ![]()
how much rooftop access will there be for the TS version? gimme lots~
and yeah, give it a lot more color in the lightenv if yer using that sky.
ic ![]()
how much rooftop access will there be for the TS version? gimme lots~
and yeah, give it a lot more color in the lightenv if yer using that sky.
hm, kinda interesting. i always liked violent stories in mexico. i'm not sure i get what the tone of the game is but the music makes me like it. if they don't take it too seriously it might be fun.
needs more crates.
i mean it.
i wish they made a patch for that.
having to turn the sprinklers back on and the resulting exorbitant water bill
"it's as hard to quit smoking as it is to start flossing"
monica lewinsky was an intern
you'll never get laid mike-o
mmm lovellly~
yeah a polarizing filter works like polarized glasses--the idea is that it cuts out a lot of ambient atmospheric interference so you're getting "more" of your subject. i want one ![]()
"I love it when you call me Big Pop-ppa"
BIG's been dead for years
Yeah definitely gogogo on the tut. I haven't done any legwork yet and having a good pipeline walkthrough would probably get me off my ass making source props.
Of course it is ![]()
I'm just agreeing that from what you've stated there is not much that makes it sound particularly interesting. If you're trying to recruit top talent you really do need to entice with something juicy.
i think these people are trying a little too hard to read between the lines so to speak.
if you reverse that sentence and find something meaningful i'll eat my hat. ;p
katamari2 screens if you haven't seen em
So long as you're very well aware how easy it is to delude oneself about a map's complexity.
I think we're all quite guilty of that.
And remember that people learned the goldeneye maps because that's all they *had*. Your map does not have the benefit of official status so it has to be as immediately accessible and comprehensible as possible, and at the same time offering really interesting gameplay. I would rethink the corridors or at least learn their lesson when you go to plan your next map.
I also like to think that the general understanding of what makes for good, interesting multiplayer flow has evolved since goldeneye was out ;s
that sounds more like "i don't want to give an answer because i don't have a good one"
that's the kind of layout that people never really learn; they just run around through all the corridors waiting for somebody else to show up. ![]()
ooh and then you can use the prop models that have that same damaged concrete texture on them ![]()