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Posts by Steppenwolf

  • Insurgency

    • Steppenwolf
    • August 28, 2012 at 1:00 PM

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  • Insurgency

    • Steppenwolf
    • August 23, 2012 at 11:59 PM

    If anyone is interested Destructoid will show the game live in a bit (i think half an hour from now).

    http://%7boption%7d

  • Working remotely.

    • Steppenwolf
    • August 23, 2012 at 12:54 AM

    Really depends on the project and what your remote job contains.

    I feel my work for Insurgency 2 had a pretty big impact on the appearence of the game so far. That's because i get to work on the look of whole environments from time to time and my stuff is used pretty much everywhere in the game.

    But of course if my contract was to make single random props for a big AAA game that wouldn't be the case.

  • Insurgency

    • Steppenwolf
    • August 20, 2012 at 1:45 PM

    Nice refs! Love the homebrew weapons.

  • Counter-Strike: Global Offensive

    • Steppenwolf
    • August 20, 2012 at 1:44 PM

    Really surprised how lowres the whole game looks. Do you think it's because Valve wants it to run smooth even on the oldest PC?

  • Breaking Bad

    • Steppenwolf
    • August 15, 2012 at 1:00 AM

    Why end it at all. The show is still going so strong.

  • Remember Me

    • Steppenwolf
    • August 15, 2012 at 12:57 AM

    What about the tropes? The women look way too attractive in this game. For me as a feminist this is the most pig disgusting game that i've played and reviewed in a while. There is literaly a sahara desert accumulation in my mangina.

  • Working remotely.

    • Steppenwolf
    • August 13, 2012 at 8:46 PM

    Downside of working in an office: you must wear clothes.

  • Working remotely.

    • Steppenwolf
    • August 12, 2012 at 8:36 PM

    Don't think i will freelance forever but it has worked out good for me in so far that i was able to switch from level design to env art. Don't think i could have done that so easily or at all if i was in a studio. I have lots of freedom in my job to experiment and learn stuff. If i was still working as a level designer it would have been hard to find the time for that or to motivate myself after a long day in the office to keep doing game stuff.

  • Insurgency

    • Steppenwolf
    • August 12, 2012 at 2:10 PM
    Quote from SotaPoika

    Not sure if it has been told somewhere before, but:How does the gameplay work in INS2? Will there be basically 5-cp maps like in INS before? Are there any "smaller" gamemodes, where the focus would basically be just KotH type of thing in a rather small maps?

    Yes most maps are rather small with a central objective. The biggest map right now is Baghdad. If you remember it from INS1. It only goes from the mosque to the gas station now (with a couple new routes tho).

    Just saw that the info on the website has been updated. Can take a look there too:

    http://%7boption%7d

  • Working remotely.

    • Steppenwolf
    • August 12, 2012 at 1:43 PM

    Been working remotely for almost 3 years now. I wouldn't want to do it if i had to search for new jobs every couple weeks or even months. I was lucky that both companies i've worked for so far provided me with work for over a year.

    I don't find the work itself that much different from working in a studio because most of the time you just just sit in front of your PC anyway and use IM to communicate with people on the other end of the office. But of course it's less social and can get a bit lonely. So take care not to become a hermit. Maintain social contacts.

    The plus side is that i live and work according to my natural (night owl) biorhythm so i rarely feel like complete shit during the day.

    To get work done my strategy is to always think of goals that i want to achive the next day before i go to sleep. And then i usualy just work till the goal is achieved. Sometimes if i fall behind i just work a few hours on the weekend to make up for it.

  • Insurgency

    • Steppenwolf
    • August 10, 2012 at 1:11 AM

    If you build a game from scratch then it's definitely faster to work with an engine that has a better workflow and tools.

    However in the case of INS2 we used one of the old mod builds as a base. Same was true for ND. This saves a lot of time in such cases because you have something playable right from the start that you can iterate on and also a ton of assets already ready at hand that can be used as placeholders.

    Source Engine also isn't that bad actualy for very small teams because you can still build a lot with bsp whereas in CE or UDK you have to model pretty much everything. For the last year i was the only env artist for the most part. Minos was another one for a couple months, some other guys making a couple props or textures here and there and only recently we got another full time env artist. This would have been a lot harder to stem on another engine given that we have more scenarios then just Iraq this time. (We have maps in Iraq, Afghanistan, Somalia and Chechnya)

  • MapCore Job Census

    • Steppenwolf
    • August 9, 2012 at 6:25 PM

    Yea man you should look into kickstarter if you haven't. The colorful quirky games usualy do pretty well over there. The new Giana Sisters game has already reached around 40% of their 150k goal after like 8 days. And it's not like Giana Sisters ever was a big name outside Germany afaik.

  • Rise of the Triad 2013

    • Steppenwolf
    • August 9, 2012 at 6:16 PM

    Nice! Gives away better oldschool vibes then DNF.

  • MapCore Job Census

    • Steppenwolf
    • August 9, 2012 at 5:36 PM

    What a bummer!

  • Insurgency

    • Steppenwolf
    • August 9, 2012 at 4:19 PM
    Quote from marks

    I'm not sure exactly what the point is you're trying to make here. Yes, we know that making games is hard. Especially those of us that make a living from making them. Which is why when I hear about a startup involving devs from a community like this ... and it's yet another modern combat fps which (whether you like it or not) is going to be directly competing with behemoths like BF3 and CoD ... I just think come on, what the hell. Firstly that's just a stupid business proposition, and secondly why can't we do something original for once. It's yet another case of an indie startup taking the colossal, unique advantages of being a small, low-budget outfit and throwing them out the window in order to enter (and attempt to compete in) a market which is anything but a level playing field. Thank god for kickstarter because you'd be fucked if you tried to pitch this to investors.

    I can see where you're coming from, the competition with BF and COD is worrying me aswell. I just don't like your condescending tone. Rick_D is the only one allowed to be an asshole on this here fine board

    Fact is Insurgency is our baby, the mod already was in development before BF3 and COD:MW were announced. It's unfortunate for us that this competition exist but it's our background, our roots and the most solid base that we have right now to start something. Do you think we wouldn't enjoy to work on a completely new game? Believe it or not but it's actualy harder to find investors for that. We actualy worked on a prototype for another game before starting with INS2 but that would have been much harder to pull off at that point, starting completely from scratch on a new engine (CE3). Would have taken at least a year longer to develop. Do the math regarding development cost/risk. The eventual development of this game depends on the success of INS2. We have investors for INS2 btw. Otherwise we wouldn't be where we are now. There would be no game or company at all. Kickstarter will not make or break this project but if it works out certainly will improve the chances for success and therefore the ability to work on somefring fresh afterwards.

  • Insurgency

    • Steppenwolf
    • August 9, 2012 at 2:52 PM
    Quote from D3ads

    You guys better make that Croatian War Of Independence campaign this time or I'll beat you all up...

    Would you accept Chechnya instead?

  • Insurgency

    • Steppenwolf
    • August 9, 2012 at 2:45 PM

    Vilham, the mod was eventualy abandoned by the guys that were in charge after most of the original team started working professional jobs. It hasn't been updated in years, will never be updated again and is pretty much outdated by now.

    Insurgency 2 is a fresh start with almost entirely new content and updated gameplay. Why do people buy new iterations of old games (or not)? It's a question that you can ask for any sequel. I think everybody on the team is aware that Insurgency isn't the most innovative game ever. But it's just what we worked on as young guns with reasonable success and it's our best bet to get this new company going before we can work on a completely new IP. I think ther's still a niche for a low priced military shooter that's somewhere in the middle between hardcore military sims and the arcady gameplay of COD, CS and the likes otherwise nobody would have downloaded and played the mod back in the days.

    Didn't meant my comment to be a stab at BM, quite the opposite. A few of our guys actualy worked on BM. Just pointing out the hypocrisy in PogoP's comment (who worked on BM) that he doesn't see any difference at all between the mod and the new footage. It's a sad state of affairs to read such comments (also including you marks) on a board where most people make a living from making games and should know better than your average videogame fanboy about the difficulties and hurdles of making a game or you know starting a new company. Call me thin skinned but for me it makes a difference if i read such remarks from another dev on a close-knit community like mapcore or the ramblings of a 12 year old prick on a random videogame board.

  • Insurgency

    • Steppenwolf
    • August 9, 2012 at 1:16 PM

    Baghdad and Ramadi are still there in the new game. We are using (updated) Portal 2 Engine.

  • Insurgency

    • Steppenwolf
    • August 9, 2012 at 12:45 PM
    Quote from PogoP

    It looks exactly the same as the first mod though. What's different about this?

    Yea just like Black Mesa looks exactly like HL1, right? I mean obviously we didn't reinvent Insurgency but like 80% of the maps and art have been replaced by now with something a little more modern. Target is 100% for art and there are two old maps in the game which have been heavily altered and updated. There are limits to what can be done in Source engine and with a small team but it's not at all like we try to resell the old mod for cash. It's a new game properly where a lot of work and ressources went into.

    Gameplay wise it's a little faster and more focussed than the mod.

    Right now i'm a little torn between the many "meh fuck you guys. looks exactly the same" and "fuck you guys that isn't Insurgency anymore" comments

    Quote from marks

    Money.

    I take it you get paid in vegetables by your employer? They are ripping you off dude because i bought like half a dozen of your companies games with real currency.

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