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  3. GregBoffins

Posts by GregBoffins

  • Want one of your own maps reviewed?

    • GregBoffins
    • September 4, 2007 at 12:10 PM

    Do people play or make anything that isn't for source? Kinda not that exciting to make stuff for.

  • That other BioShock thread

    • GregBoffins
    • August 30, 2007 at 4:03 PM
    Quote from D3ads

    Errr... I hope your kidding right? I just dodged all the spoilers of this thread to read this?!

    Ahaha, zombie got your braiiiins

  • That other BioShock thread

    • GregBoffins
    • August 30, 2007 at 8:50 AM
    Quote from Mazy

    Errr... I hope your kidding right? I just dodged all the spoilers of this thread to read this?!

    Trust me, he's wrong

    :: SPOILER ::

    :: SPOILER ::

    :: SPOILER ::

    :: SPOILER ::

    :: SPOILER ::

    You obviously mean Big Daddy. Although a cool idea I guess, the escort stuff just didn't feel like a proper way to end off the non-boss fight part of the end. Its not that it was really bad, just didn't feel up to par with the rest of the game imo.

    Obviously I am not correct, I'm not actually lame enough to spoil it for other people

  • That other BioShock thread

    • GregBoffins
    • August 30, 2007 at 8:01 AM

    Wow I finished the game last night, the last section of the game where you turn into a little sister... crazy shit!

  • Medal of Honor: Airborne Demo

    • GregBoffins
    • August 28, 2007 at 12:27 PM

    Meh it was not exciting for me at all.

    They go for "realism" with the viewbob almost turning the screen from left to right 45 degrees, motion blur that was way over the top, the view weapon bouncing everywhere, and what ever else they threw in because it happens in real life, but when you jump down from a 10 or so meter wall you take no damage... wtf?

    And when you were hit/shot and the screen changed colour almost caused me to have an epileptic fit.

    Luckily bioshock came out just in time to sugar coat my eyes with a good looking game, that is also very fun

  • dm_re4village12 RE4 Village Map

    • GregBoffins
    • August 15, 2007 at 9:14 AM
    Quote from FMPONE

    lol

    No wonder there are no decent people on mapcore anymore, cocks like yourself have ruined it

  • dm_re4village12 RE4 Village Map

    • GregBoffins
    • August 15, 2007 at 7:56 AM
    Quote from SnipaMasta

    Like Shadow for example? (people who think they are good, but in reality are very shit).

    No, I wasn't suggesting that people were shit. I was saying some people here aren't very accepting of people with less skill.

    Indeed and I hate that.

    People need to adjust the way they dish out the critism based on the level designers experience.

    A new level designer usually busts his balls to make something, and when someone gives quite harsh feedback it can be a little off putting, and in someways offensive, since he poured so much time into it, he thinks his work is quite good.

  • dm_re4village12 RE4 Village Map

    • GregBoffins
    • August 15, 2007 at 7:52 AM
    Quote from dux

    Like Shadow for example? (people who think they are good, but in reality are very shit).

    If that was an actual bash then, wow, sod off.

    Typical brit.

  • dm_re4village12 RE4 Village Map

    • GregBoffins
    • August 14, 2007 at 10:09 AM
    Quote from SnipaMasta

    (and there's quite a few elitist people here).

    Like Shadow for example? (people who think they are good, but in reality are very shit).

    Obviously it's one of his first attempts at a map, and he is heading in the right direction. The only advice I can give in a general sort of fasion, is it keep focused on what you want to achieve, and make sure you have reference for scale of things.

    After you've completed this map, focus on areas that you lack a bit of skill in, such as detail, or texture usage etc.

    Don't bit off more than you can chew

  • Player model, test

    • GregBoffins
    • June 26, 2007 at 7:47 AM

    The characters left arm has a gap a bit bigger than usual betwen the deltoid and the biceps

    But a good figure though (not gay or anything.... just sayin')

  • Quake Wars Beta Released!

    • GregBoffins
    • June 25, 2007 at 2:55 PM
    Quote from D3ads

    Well it's a beta, so it's obviously going to improve for the final product.. I'd hope so anyway.It really does look very poor though, there's hardly any real lighting in the environments on that video and I can see a lot of obvious texture tiling, so much for Megatexture

    Betas very RARELY change at all. But you knew that.

    At this point in development a beta is basically a finished product, besides a few bugs and errors here and there. Nothing will be changed in the maps visually really (except bug fixes) so the maps are going to stay boring and bland.

    The maps are a little on the low poly side yes. We did this to allow a more broader range of pc's to be able to run the game at acceptable speeds.

    Megatextures aren't used on the walls, only on the outside terrain, which doesn't really tile.

    I'm not one to really defend the game, but ffs you can't out rightly bash something when you got no clue on how it works

  • Multiplayer in Action-RPGs, what works?

    • GregBoffins
    • June 19, 2007 at 10:12 PM
    Quote from st0lve

    You played Fallout on multiplayer? Only tactics afaik had multiplayer, and there was no real RPG features in it.

    Can Stalker be on that list?

    Well to get technical, the only true role playing game on the list really is Baldurs Gate.

    Games like Guildwars, Diablo 2 are just top down view hack and slash, there is no character bios, or anything like that.

  • Multiplayer in Action-RPGs, what works?

    • GregBoffins
    • June 19, 2007 at 11:34 AM
    Quote from KoKo5oVaR

    Seiken densetsu, don't ask me why, you know it already [Blocked Image: http://members.chello.at/gut.jutta.gerhard/spiele/manatree.jpg]

    [Blocked Image: http://img.gkblogger.com/blog/imgdb/000/000/027/253_1.gif]

    Quote

    Further, they aren't really looking at Japanese MP-RPG games.

    You nub.

    Guildwars, Ultima series, Fallout come to mind

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • June 16, 2007 at 11:42 AM
    Quote from JeanPaul

    More like [/excuses] or even [/Doesnt have ability to use new editors] but definitely not [/rant]

    You need a kick in the teeth son.

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • June 14, 2007 at 1:55 PM

    Looks very good.

    Not a fan of the spotlights that point out though. If I was a bit drunk walking past those, it'd blind me and I'd fall over and hurt my knee

  • id's new game / engine

    • GregBoffins
    • June 13, 2007 at 12:42 PM
    Quote from KungFuSquirrel

    Another engine that wont run on consoles? I think every id game so far (including it's engine) has gone to consoles.

    Well, Doom 3 tech was a nightmare enough on the 360, let alone for D3 on the original Xbox when they called Raven in to help out VV. We got raped CPU-side on Q4 on the 360, but apparently the 360 GPU didn't even crack a sweat. I don't envy Nerve or Z-Axis (who the hell thought that was a good idea, btw?) trying to get QW and Megatexture onto the consoles. I mean, it'll batch well... but that's about it.

    That said, I'll give Carmack credit for keeping id in a fairly strong position; without his tech (console-friendly or otherwise) I think they'd be in a lot of trouble. Interested to see how long they carry on independently after he retires, which would be after this game if he sticks to his original plan.

    I think lots of alcohol was involved in the console ports :party:

  • id's new game / engine

    • GregBoffins
    • June 13, 2007 at 1:44 AM
    Quote from Fletch

    Woooo another Carmack engine that won't run on consoles!! GJ mate. Keep tanking id.

    Another engine that wont run on consoles? I think every id game so far (including it's engine) has gone to consoles.

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • June 11, 2007 at 8:26 PM
    Quote from Psycho

    Wow. I really am a noob. Steam wouldn't start up and gave me this application error so I decided to uninstall Steam and install it again.BIG MISTAKE!

    Now I have to re download all my games again and the little work I did on the map has to be started again.

    In the Windows Add/Remove Window it said Steam was 1.98MB which I assumed that it was just talking about the program and not the games included.

    I phailed.

    I wouldn't think custom files would be registered to be uninstalled? I know in the past when I've uinstalled games I've made stuff for, it's left it all intact.

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • June 10, 2007 at 11:10 AM
    Quote from Rick_D

    Yeah, I wouldn't use it all the time but if you have a design that you've painstakingly designed then it can be helpful to replicate it as closely as you can - and _then_ make changes, rather than trying to make everything the same and failing and wondering why your map failed :SI never used radiant, but did it do that thing where you import it in and whenever you scroll or zoom in the viewport that plane follows you, coz that'd be pretty useless

    Iirc you drew out a brush and then imported the image on to that (could really wrong, been a few years).

    The best way to go with planning out maps is to use grid paper. I've been using it a long time now and it's great, I can quickly draw out a layout of a certain area of a map, then throw it into Radiant with the same scale.

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • June 10, 2007 at 1:54 AM
    Quote from fonfa

    dude thats so freaking smart! why havent i thought of that before?

    you just gotta draw your map on photoshop with the grid on!

    GtkRadiant had this feature quite a few years a go now. It's a bit useless.

    In saying that, when doing terrain meshes in maya or something, it's good to rough out a quick texture of the layout and slap it on the mesh, then get on with the sculpting.

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