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  3. Captain P

Posts by Captain P

  • Low Poly Building

    • Captain P
    • September 12, 2005 at 11:44 PM

    Looks good yeah. I agree with the one who said it could do without the indents, but hey, if you've got poly's to spare...

    I'd like to see some TV antennae and sattelite uplinks 'n stuff on the building though, would fit the theme well I think.

  • Ultimate Duck Hunting Artwork

    • Captain P
    • September 12, 2005 at 1:10 PM

    Ducks? Messerschmits all the way.

    Anyway, looks nice 'n moody. Is it going to be standard duckhunt gameplay or are you adding some stuff to spice up the gameplay?

  • new website work WIP...

    • Captain P
    • September 11, 2005 at 3:51 PM

    What size are you aiming for right now?

  • new website work WIP...

    • Captain P
    • September 9, 2005 at 10:34 PM

    That looks really nice. The idea as well as the workout. Stick with this design, definitely!

    I'm not so sure about those highlights though. Perhaps a highlight like certain RTS do, lighting up the selected building, or displaying an aura around in in the shape of the building rather than something magic (that doesn't really fit this type of environment imho)?

  • Age of Empires III and Vietcong 2 demos out!

    • Captain P
    • September 8, 2005 at 12:12 PM

    Fun: Error reading setup initialization file...

    Nice demo so far. Gotta try another download, perhaps.

  • You will play this HL2 single-player expansion.

    • Captain P
    • September 4, 2005 at 3:15 PM

    Those who have played Adam's first map will probably like the text and it's modem sound better. He used it before in a map and I liked it that he kept using it for this map. It's sort of consistent.

    As for the map, besides some little flaws, I liked the design, the gameplay and the athmosphere. I think he did a good job to keep the player going. Enemies weren't put in static but reacted quite dynamic, chasing him into the bunkers when the narrator told there were dropships coming in. After so many custom HLSP maps you get to like such things more...

  • A third portfolio :F

    • Captain P
    • September 2, 2005 at 12:13 PM

    Doing some little chances like giving textures and about section a page of their own rather than linking to spots on the same page would be better, I think. Long scrolling isn't always favored.

    But the content is really nice. Good example of what should be in a portfolio there. Keep that up.

  • Another portfolio site...

    • Captain P
    • August 30, 2005 at 8:48 PM

    The idea is very nice. Good creativity.

    But the menu shows a bit too much options at the same time, and when you hover over an item it's really hard to read on it what section it is.

    I also think there should be more consistency between the main page and the subpages.

    The subtitling in the lower left of my browser was funny, bytheway. Nice touch.

  • Portfolio!

    • Captain P
    • August 30, 2005 at 2:00 PM

    Yeah, I'd do it in english too.

    But the site looks nice. Small, clean and style. I like that rotated building background.

    One little thing though, the cycling between maps/models and such wasn't completely intuitive. Probably because those links are plain text links, while the menu links are block outlined. Doing the same for those buttons would do it good, I think.

  • Finding a mod team worth your while 101

    • Captain P
    • August 30, 2005 at 2:00 PM

    Friends. I think that's indeed one of the things that tend to be forgotten nowadays. I'm doing some modelling for a mod because their leader is a friend of mine and asked me to do some modelling. It's just the kind of things you do for each other to help each other out. No need for contracts or big showoffs and all. I know him and 'm confident he's capable of pulling that mod off, no matter how long it'll take him.

    So, yeah, people lost confidence in mods and that's mostly to blame to the thousands of idea's and doomed-to-fail mods that pop up everywhere. I think it's twisting the original intention of modding. That's sad, because it's really all just for fun, isn't it? Ok, perhaps you see it as an opportunity to get into the industry but even then, you have to have fun doing it, otherwise I see no reason to get into the games bussiness.

    Just my 2 cents.

  • Finding a mod team worth your while 101

    • Captain P
    • August 30, 2005 at 12:44 PM

    It's funny... when you don't try to reach something but just do something because you like it, you'll have more chance to actually reach what other so desperately are after.

    I noticed the company names and acting too. Sometimes it's even just one mapper who pretends to be a studio on his site...

    And then those that try to license top-of-the-notch engines without any experience with releasing mods... or the kids 'that are going to create a MMORPG'...

  • How could 'we' solve a problem like this?

    • Captain P
    • August 30, 2005 at 12:47 AM

    An even more troublesome question arises: why would somebody want to steal such maps?

  • How could 'we' solve a problem like this?

    • Captain P
    • August 29, 2005 at 9:21 PM
    Quote from Minotauro

    Gah just don't care. Do what stratty said and other people will do the job of annoying the guy for you

    As far as I know, that's already happening. This guy posted on several forums about his problem already and some other guys seem to be spamming the server of that clan right now. Ghe...

  • How could 'we' solve a problem like this?

    • Captain P
    • August 29, 2005 at 1:49 PM

    Depends on it, I think. If your map is well known and people know who made it, I wouldn't care too much about a small groupie that steals it as if it was their own, since everyone else knows I made it so it's easy to unmask them.

    If that's not the case, I understand you'd get pretty frustrated about such people. Thiefs, indeed.

    And there's little you could do I think... mailing them to stop, gathering some friends and telling them, perhaps you could form a front - maybe the pressure of a whole mapping community would do something, other than that, I don't know...

  • [HL² MOD] OPPOSING SOURCE recruitment urgent !

    • Captain P
    • August 25, 2005 at 2:38 PM

    Check that website url. Comma's at the end tend to break them.

    Anyway, I understand these are still early shots, so I think you're taking off well, but all in all, you could add some more ideas of your own. For me, it's sticking a bit too much to the original layouts and all. The Source engine can handle more, so show more, I'd say.

    About a level-designers job, how much time should applicants be able to put in it per week? What are you expecting at least?

  • Why do texture artists always get shafted?

    • Captain P
    • August 25, 2005 at 12:16 PM
    Quote from Pericolos0

    lol rockstar has the worst texture art ever in their games. Everytime i see one of the GTA games i feel sorry for them

    Well, after marque_pierre's explanation, now we know why that is...

  • Guess the map!

    • Captain P
    • August 25, 2005 at 12:11 PM

    Whatever map that is, it looks old...

    waitaminute, it is old, right?

  • HL2 High-detail skin pack

    • Captain P
    • August 22, 2005 at 8:38 PM

    That's well said, st0lve. I didn't like this texture pack either. Too much make-up and all, too shiny. Those models could use some shaders and such much better than higher res textures.

  • the mighty kokotron

    • Captain P
    • August 22, 2005 at 6:31 PM

    The wireframe looked quite simple but those textures really do it. Looks nice, fits the theme of the map well too.

  • Job Stuff

    • Captain P
    • August 22, 2005 at 6:11 PM

    Too bad man...

    Indeed, good luck next time.

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