Map is great, it was very amusing and solid.
Also saw you did a Rankish UT map:)
Map is great, it was very amusing and solid.
Also saw you did a Rankish UT map:)
So, no need to book a hotel, we can all just drop a bed in your livingroom ?![]()
Was seriously close to where I am originally from, would have surely come by if I wouldn't have relocated to sverige.
Nice list but what happened to Unreal? Should definitly be in the list.
Makes me wonder how the shed on the shoreline can survive with such a little support pillars and such big waves.
Looks good besides that, but more custom content would always be welcome ![]()
Just beat Crysis, which was quite fun, bought discount C&C Generals and rediscovered my dislike for the C&C strategy approach, and I bought Just Cause on PC and was pleasantly suprised. It is obviously a huge GTA rip, but it feels pretty fresh and it is enjoyable. The pc port does feel consoleish at times tho.
If you want focus on the plane, then just present the plane and nothing but the plane. I agree that the background could use more work and degrades the overall quality right now. The background is really basic. The plane itself is cool.
There is quite a bit of ambient going to make sure everything is visible. We still have more shadows than UT3 retail levels tho ![]()
Bigger pictures would only make it look more ugly:P
You need to play it, gameplay!
So, since I need to release a new level every week...![]()
We have released our HOLP map pack for Unreal Tournament 3:
HOLP (Hardcore Oldskool Low Poly)
# 9 Levels in total, 5 CTF and 4 DM levels.
# The focus is on great gameplay.
# Hardcore oldskool (think UT1) levels with minimum clutter, maximum gameplay, and somewhat decent albeit outdated visuals.
# Nearly all contributing level designers are professionally active within the games industry and all of them are European.
# Involved were Hourences, Sefyra, h0ok, Sabrewulf, Sjosz, Hazel, Slainchild, Barballs.
# Great perfomance.
# Wide range of themes and colors.
# No or limited bloom, depth of field, motion blur, normal maps, and so on.
ftp://ftp.unreal.ie/unreal.ie/ut3/mappa ... P_Pack.zip - Thanks to Unreal.ie - 191 MB
http://nuky.geektips.org/HOLP_Pack.zip
The purpose of the pack really is pure gameplay, with minimum visuals. Walls are pretty empty, corridors are cubic, etc. UT3 seems to focus on vehicle combat, and we wanted to bring the classic gametypes back into the spotlights, and get people and clans back into the game with simple and to the point but addicting levels.
I made Noca (floorplan started by Sabrewulf), Haco, and Lopo.
Epic converted my DM Krodan to PS3 for me, so there you go, my very first custom console level ![]()
[Blocked Image: http://phalanx.planetunreal.gamespy.com/hourences/riddick.jpg]
Trying to get a grip on the Starbreeze tech and editor to prepare for my new job with them. Learned editor and made that corridor all in like four hours. Haven't figured out lighting yet though ![]()
I tried to go beyond the regular cubes and all, and work with curves as an added difficulty on trying to learn the tech.
Pure BSP.
Will give lighting and stuff a go another time.
If the background of the posts could have more contrast, that would be nice. Every post has another background color now, if the two colors used could be slightly more different, or if there could be a line or some darker element in between two posts, it would help making it all look like seperate replies.
I use TFT's. Look at your screen from a distance, or squize your eyes. You really can't tell the difference between two posts like that
I find it rather confusing all. Apart from the avatars on the right, I also find the colors to be too white and with too little contrast. It is hard seeing the difference between two posts for me. Minus the bold titles everytime, It all looks like one big reply to me. But yeah, default theme ![]()
Is there anything more planned for Mapcore apart from the forum upgrade we are all looking at?
Senior Level Designer.
Youve got the others.
Yeah, Im going to join the fun up north, it got too hot here ![]()
I also believe that Erik Bakker works for Spellborn NV and not for Khaeon Games btw, as the it recently split into two studios. http://www.tcos.com as its website.
And while you are at it, delete me from Khaeon Games, add me to Starbreeze.
Only starting in feb though, but not doing anything for Khaeon anymore either.
I wouldnt get a GTX. A GT is also brand new, and a real good performer, but just half the price of the overpriced GTX. Besides, a GTX needs more power, so he might also need a new PSU for that. More cash needed.
There is a shortage of GT's at the moment, so wait for a while until production catches up. Will make it easier to get hold off one + the price will prolly drop.
A AMD 6000+ is half as expensive as the Quad6600, but as he seems to be like a guy who doesn't update often, Id go for a quad CPU, just to be safe the next 4 years or so. And from the quads currently available, the 6600 has the best price/perfomance ratio.
Wait, and then upgrade all. Tho, you might want to upgrade earlier than late 2008 ![]()
There will always be more powerful setups the longer you wait, but if you were to update sometime in the next 4 months, I would prolly go for a Intel Quad 6600, GF8800, 2 Gb memory, 200 GB more space, as those should give you most stuff for your money. If you happen to win the lottery in the mean time though, theres obviously better stuff to buy
(and dont forget to send me a 6 digit check while you're at it)
Ok, the sand uses a different uvw lay out, a planar map, so all seams of the rocks end in an area that will later be overpainted by sand, and because the sand uses another lay out, no one is ever going to notice that the rock uvs are a complete mess down there.
I like the look of the game as it is more than of those old screens ![]()
Although a little more color at times wouldnt have hurt.
The anti ali prolly comes from them simply taking the screenshot at a huge resolution and then downscaling.
I just now noticed that there are benches in front of the stairs in their pic, makes the scale of either the benches or the building veel very awkward ![]()
And to come back at the Bioshock comparison, I cant say that I find the Bioshock style to be perfect either. It may have more of these small details that help you place the world in ours, but I found their art style to bore quickly. It all looks really good, but the whole game kind of looks 100 percent identical. Its always dark, using almost always the same colors. Bioshock gave me the Doom 3 effect. It scares you the first 10 minutes, after that youre so used to the atmosphere already that you just walk through the most scary events.
GOW did better in that field, as it often switches from darker scarrier areas to lighter action ones.
Theres barely any bloom at all in the inside and you really need high contrast for a game and a theme like this.