It looks damn cool, the only downside being some of the weapons look a little boring.
Posts by Defrag
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I honestly couldn't say, but something always sends a shiver up my spine when I hear the acoustic version of Talking Heads' "Psycho Killer" from the Stop Making Sense concert. God I love that song. Currently also addicted to Johnny Cash - The Man Comes Around.
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So why don't you just remove it already?
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Aye, it looks very cool. Get cracking!
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I think it's a nice idea, particularly because new mappers can get involved and learn a great deal from experienced ones. I don't really think the final product will be particularly great in terms of aesthetics and playability, but it's great to see something that is open to all.
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I found the phrase "CHARLIIIIIIEMURPHY!" more amusing than the "I'm Rick James, bitch!" stuff
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The video doesn't load, that's probably why

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I'd read the sticky at the top of the page if I were you

Just a heads-up.
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Quote from KungFuSquirrel
I still always build major architecture in divisions of 64 (if not 128) and try to avoid ever offsetting things by more than 32 units. There's nothing I hate more than major geometry going smaller than 16 units (16 at least lines up pretty well against the major grid sizes, but 8 always feelds awkward).Of course, I'll do things like split a 32 unit support into 8, 16, and 8 unit pieces or something and for fine details (and splitting things up on patch meshes in d3) I've gone all the way down to the .125 grid. But I'm quite the grid nazi otherwise.

Yay. That's my thinking, more or less. I went back to a map I created for TFC (I'm overhauling it for Fortress Forever) on an 8 grid, and it felt like I had soiled myself and was sitting in it (urm, not that I'd know what that feels like). My later maps are mostly on a 32 (though obviously lower for detailing) grid and it's just so much cleaner to work with.
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Always 32 for basic brushwork, for several reasons:
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[*:huibdtlr]Very easy to keep standard sizes and it keeps the map file very clean looking.
[*:huibdtlr]Textures naturally allign themselves (particularly floor tiles etc) due to the reptition of the textures corresponding to the snap units of the grid. This saves hassle and means I don't have to bother with texture lock for the most part.
[*:huibdtlr]It's much harder to make something leak with a larger grid size.
[*:huibdtlr]CSG/BSP likes nice multiples, so this probably helps optimise the BSP[/list]When I detail, I usually turn the grid down to the level I need it (1 for props, grr), then turn it back up afterwards. I always try to keep rotations and stuff like so that the vertices align on the highest grid snap setting possible (e.g. avoid going to 1 unit grid unless necessary). -
Christ on a bike, that last pic is nice. I'm always amazed at the amount of cash that is spent on booth beauties at these shows. You'd think they'd find something better to do with their money other than try to hire nubile women. Wait, what am I saying?
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Heh that's pretty cool. One of the coders on FF (billdoor) actually implemented ragdolls for CS 1.6, but he didn't get around to making the model collision test against itself (i.e. so the limbs just fell through the character's body and it looked a bit stupid) as he had other stuff to do. It still looked pretty cool for HL1.
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This has got my attention without question

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The bus bandwidth in consoles is enormous compared to PCs, so they can load textures without much penalty. That's the primary reason why you can't really compare the two.
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Yeah, this is why I don't trust hype
Nobody knows the boundaries of the new consoles, so it's quite easy to be fooled. Having said that, the UT stuff made me do a sex wee. -
Lovely screenshot, looking forward to seeing how this one turns out

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I think the engine is fantastic, but the game is ultimately very boring. I played up until around 1/3 through the game, then I just.. stopped playing it. Then I needed space on my games partition and uninstalled Doom III.
Some parts were really cool -- creepy living walls, the scary bit with the mirror and the suspense in various parts -- but the game just did not grab me. It seemed extremely formulaic and I got fed up of being jumped by zombies and various other nasties that magically appear in dead ends that I'd already cleared. Boring.
It came free with my graphics card. If I'd paid for it, I would've been pissed, to be honest.
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It looks a little disjointed. The open areas look rather nice, but as the others have said, that corridor looks pretty damn poor in comparison. Keep it up, I'm sure you can make it a lot better

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It was 400 polys before I added the bumper & some of the front detail, I believe (was ages sinced I'd looked). It's now up to 1000 polys not including the wheels, just under 2k faces.
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Slight update. Added in some placeholder wheels and I've reshaped the bodywork quite a lot (principally around the wings and edge joining the bonnet to the side panels). I finally found a picture of the correct model, and the bluperints really don't convey the shape of the car very well, so I've had to do a bit of adjustment and guesswork.
[Blocked Image: http://img67.echo.cx/img67/2569/mustangwipc8dm.jpg]