Posts by Erratic
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The look of the weapons is nice. I can almost hear the "Whoosh" sound from the weapons changing. They whip in and out of the screen just like Q3.
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There's no editor as far as I can see in that video, just what I guess would be some sort of developer mode being ran to display the particle/motion blur affects more clearly.
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The main website clearly states they're using the Offset Engine, devloped in-house by the team.
Not sure what would make anybody think a three man team could afford UE 3.0 to begin with.

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Developed by a three man team, too. These guys also put out Savage, a sort of Battlefield/Fantasy game, for lack of a better description.
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Yeah, ladders shouldn't be a problem. I don't really have too much trouble with them, but I've become accustomed to pressing the the 'use' key to cling on to them. But your point still stands. Plus, some of the them just plain didn't have dismount nodes around the tops and bottoms. I was aware of this too...

Doing a pass right now for possible snag-annoyances. And as for the signs, they reorient themselves after closing the .vmf. Besides, at a quick glance they look like they're in another language anyway, right? Not sure exactly what causes this. I could opt for decals but they tend to piss me off, lacking the flexibility overlay's have.
Just a note, all the posters, except for maybe one Atlantic poster inside, are facing incorrect directions. But I just havn't payed much attention to them after I couldn't find a quick fix.
[EDIT] Also, there arn't any sounds in the map. I've added some since however.
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I was hoping I could get away with leaving the sky/fog discrepancy
. It's actually worse when you're further back at the right angle, that shot there is almost tolerable (imo). But yeah, I'll look into adding skybox fog to clean up the difference in color.I have added/changed the color of some areas. However, it's mostly just been adding more green areas, opposed to the (I think) two I had in the available build. It's just kinda hard finding the right color without throwing off the pallet.
Also I've increased the lightmap scale on a few of the corners that looked a little bleh. But for the last couple nights I've basically just been cleaning up stuff up with glview, trying to salvage what performance I can.
I know how annoying it is, at least on my end, to have multiple versions of a map floating around. Maybe it's just a personal preference, but I'd rather not have too many, so my next full compile I'm going to try and wrap this sucker up.
Here's a shot from one of the updated areas. I know, it's not an incredibly noticable change.
By the way, thanks for the comments everyone.
This is a shot of what was simply a narrow hallway, I've widened it a bit and added a nifty gate. You can see what I mean about the green not being all that different, but I'll see what I can mess around with to make it (and the other areas) more distinct.
[Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/dm_torrent0001.jpg]
I like the boarded up window idea...
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I liked the horror elements. Not sure about the core gameplay. Might just be me, but slow motion just isn't all that fun, at least in an FPS. I found the combat more enjoyable when you're just playing it regularly...
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The minute I saw the post on Bluesnews I was reminded that I was planning a format today. As soon as that's finished I'm going to grab it.
What can't you love about a game that uses the innovative P.E.R.I.O.D. between every letter in the title, title?
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Very cool stuff, especially your interiors (albeit, a bit messy).
The cave portion is cool too. I like the wet look.
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*UPDATE* - 08/09/05
I think it's done...
Thanks for the feedback. I've taken most of it into account and altered what I could from the beta. Hope you find most of it has been improved.
*UPDATE* - 08/03/05
By the way, here are a few photo references I used as a starting point for the map. I thought they were pretty cool. Not sure how popular these are exactly, you might already know about them...
Screens
[Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/dm_torrent0062.jpg]
[Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/dm_torrent0057.jpg]
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[Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/dm_torrent0002.jpg]
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If you're going for the moody theme try and stray from the typical overhead lighting placement. Put lights wherever they look interesting.
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EDIT: Should read forums first, then post. :roll:
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Cliff Martinez is interesting. He's scored a good deal of Soderbergh's films. Solaris in particular.
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It's the arcade version of Counter-Strike right? I believe I heard something about this awhile ago. There wasn't much coverage on it, but I'm pretty sure there was a piece of info released around HL2's release about an arcade version of either HL2 itself, or CS.
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I like the ceiling, how the only things visible are few little random panel lights. You'll probably change that though. Looks neat anyway.
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Erratic
Toronto, Ontario, Canada
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Reminds me. Must get back to D3 Radiant. I'm almost used to the lack of in-editor rendering (again) since HL2 was released. Only thing I find with that luxury is that I become even more meticulous...
Looks cool by the way.
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Quote from von*ferret
In the first shot, it would be much more powerful for instance if you had buildings of multiple heights. Inaccessible areas of maps are often the majority of the screen, so make sure they get as much detail as the minority of the screen or your overall atmosphere will lack.
I'll definately toy with it. Just have to decide where to place a second level that would lend itself visually to different angles. Thanks.