Quote from seirwhat do you mean?
Means you gotta look up to shoot guys sometimes...or down.
Quote from seirwhat do you mean?
Means you gotta look up to shoot guys sometimes...or down.
Mino takes the lead ![]()
There's an interesting articleover at Next-Gen covering the sales rankings for the top 100 games in North America. Everyone loves lists but this was actually kind of surprising (at least to me). Most notable was Prey's position on the list. Even more interesting was some of the top sellers. I knew movie tie in games did well but I didn't think it was on this scale. There's a few other games I wouldn't expect to see on the list, like Black, which I assumed had just slipped under everyones radar.
Not sure how often information is openly available like this, I see the odd NDP sales breakdown on news sites but this one gives a good sense of what a year for the industry is like, at least to those of us in the dark ![]()
If you're too lazy to read the article here's the direct link for Top 100 List.
Wow, nice Mino ![]()
In source if you use textures intended for models, ones that are flagged as vertexlit generic(declared by the .vmt) as opposed to lightmapped generic for world textures you get this effect.
I'd say leave it till Monday, the 12th was Mino's original deadline anyway.
Just uploaded a newer one with wadinclude of the mapcore_contest.wad. Hope it's alright now ![]()
hmm, I remember talk in the other thread of not including the mapcore.wad (for the logo) in the bsp. Maybe I got mixed up. Either way I guess I still have today to reupload it.
Quote from Rick_Dfor css, and especially a de_ map, the fog is way too close ;DAtmosphere is nice but the gameplay will suffer imho.
I dunno, I think if the map was designed with the fog in mind it could play fine, albeit a bit different than your average cs map.
I like it moroes, but I think it could use a bit more polish as ferret said. Things still look a little undetailed and basic in certain places. I did a quick run through and spotted a few things.
[Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/de_industry_b20000.jpg]
From the CT spawn, this terrain edge allows you to get into an area I don't think you intended to be reachable.
[Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/de_industry_b20001.jpg]
and from there you can get down here ![]()
[Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/de_industry_b20003.jpg]
The edges in this shot look a bit strange, maybe just straighten them up or carry the metal trim up along the top as well...
[Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/de_industry_b20002.jpg]
and certain areas like this one just seem to lack the same amount of detail that's present in the rest of the map.
Otherwise, I really dig it, good stuff. ![]()
Quote from MinotauroThat's not completely true. All the Resident Evil 4 level design was done in Maya as seen in the making of.
I think I noticed that in the God of War making of as well...
Where's my head at ![]()
Quote from JonMTrue Lies
Oh my, someone else played that. Awesome game, it's the Max Payne of the 16-bit era ![]()
And of course the Contras, Mario RPG, the DK's, the Yoshi Islands...
10 years of work has culminated into a thumbnail image for a Gamasutra job's page.
Totally worth it. ![]()
Quote from Mazyreally stunning execution of that style.
The screenshots i've seen make the game look awkward for some reason but everything really has a nice feel to it. I was actually surprised that it plays well too, I wasn't expecting it. Just jumping from rooftops is like a fun little game in itself.