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Posts by GregBoffins

  • Project Top Secret!

    • GregBoffins
    • September 26, 2007 at 7:46 AM
    Quote from insta

    "More than 52,000 people signed up to help design the game."I'll guess that at least 51 950 of them are "idea guys", the other 50 are struggling to download a keygen for 3dsmax.

    Lol

    Or my first uv's.

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 23, 2007 at 4:08 PM

    Well the thing below the clouds is the ground, so it would seem even weirder if that rotated. Just incase no body is aware, that crater is in Africa.

    I went for darker colours, but I kinda liked it colourful and it worked out so I am gonna leave it like that now. I am rebuilding the skydome and a cloud plane with different layers of clouds to surroud the maelstrom.

  • cp_lazytown - the first custom tf2 map

    • GregBoffins
    • September 23, 2007 at 2:25 PM

    Looks alright, clean and simple (if that's what you were going for).

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 23, 2007 at 1:51 PM
    Quote from Psyshokiller

    So that blueish center is aprt of the skybox texture?Why not make it rotate on a plane?

    And have the clouds static?

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 23, 2007 at 8:15 AM
    Quote from Skjalg

    Looks a little better, but perhaps you should go for harsher colors and not something warm, I'd also try mr. happys suggestion with maybe some dark clouds and lightning

    Harsher colours? Which range?

    Here is a quick vid: http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 23, 2007 at 8:14 AM

    [Blocked Image: http://zombie.planetdoom.gamespy.com/shots/doom3/outside.jpg]

    That is what it looks like from the outside of the skyportal.

    Obviously it looks completely different when you're in skybox looking around etc. Those black dots are some meteors I animated hurling across the sky

    Although I think for the time being and my first skybox it'll do. The particle system in D3 is a bit rubbish and I am having difficulty trying to get some good effects happening

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 23, 2007 at 1:38 AM

    http://%7boption%7d

    Added some colour to it, seems to be a bit better.

    Off to bed now!

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 22, 2007 at 11:13 PM

    [Blocked Image: http://zombie.planetdoom.gamespy.com/shots/doom3/storm02.jpg]

    Working on a new portal sky model and effects for Doom 3. Probably whip up a map to go with it (something simple).

    At the moment I have set up some fake looking lightning that looks quite neat. Anyone got any ideas on what I could mash in there to make it feel more dramatic? I was thinking stuff like debri being sucked in and possibly something like meteors flying through the sky.

  • Original Game: 1944 D-Day : Environment & Texture Artist

    • GregBoffins
    • September 22, 2007 at 2:48 PM

    Sure it's another WW2 GAME, but if you're having fun making it, then who am I or anyone else for that matter going to whine about it

    Good luck and I hope it gets released at least, whether it's going to be good is another story.

    Edit: Fixed mod/game.

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 21, 2007 at 2:15 PM
    Quote from D3ads

    Nice ideas dude, I will incorperate them

    Glad to be of some use.

    When I get some more ideas that people overlook I'll share em. Can never have too many fresh ideas.

  • Afrika, PS3

    • GregBoffins
    • September 21, 2007 at 8:41 AM

    Wow that is really pretty

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 21, 2007 at 6:38 AM
    Quote from Method

    Zombie: You make yourself look a bit funny here man, saying things like "Why can't there be something else that is different?" If you have some great ideas, why don't you share it with us? It's like saying that someone's idea is stupid, yet you cannot contribute with nothign else. See how that makes you look? Since you do this for a living, why don't you enlighten us and give that feedback that showcases unique details.I post my stuff not to "show how cool I'm". I do that so I can become better by listening to variety of feedback.

    -Method

    Couldn't give a rats arse how I am perceived on mapcore

    Each to their own.

    In regards to details there 2 things I haven't seen (could be wrong) and that's wooden walls with wall paper that's peeling down with wooden planks missing, revealing water pipes and cables. Second thing is battle or worn down concrete walls with reinforcing showing. I haven't seen that kinda stuff and that would be some cool new-ish details.

    But yeah I am working on something that is different (not entirely different, like pink walls with crushed mangos for ceilings) but a bit of a different spin on the whole decayed thing.... so I will show you when I have enough to show.

    Until then, drop it with the attacks huh.

  • Infinity

    • GregBoffins
    • September 20, 2007 at 10:20 PM

    Cool indie games are fun to work on. I hope it gets out there!

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 20, 2007 at 10:17 PM
    Quote from Method

    It would be stacked because when a Janitor sees it's broken, he'll put it aside to remember that it needs to be replaced. I saw tiles on the side before. What it does by standing up is connecting and makes that back wall less flat.

    Tiles have to fall to create more opportunity for detail. To see what's up in that ceiling and what can come/fall down.

    Instead of criticizing my feedback, post some of yours and also some new stuff you created. It's kinda pointless to say that "everyone has same shit" when you haven't posted anything since DA-Prison.

    -Method

    What I meant by my reply was why do you have to have THESE types of details, why can't there be something else that is different?

    Anywho, I guess you can't all have the same opinion about something eh.

    Don't have a go at me for not posting anything or giving feedback, I do it for a living. Also I am not into this source stuff that is preffered here so I don't give feedback on it. I have made 2 maps in the last year, plus a texture set and now I am working on multiple projects. I don't feel the need to show anyone since I am only doing it for my enjoyment not to try and make out how cool I am :roll:

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 20, 2007 at 7:04 PM
    Quote from dux

    Always being grumpy

    Maybe

    But I have been laughing all day, I have to balance it out.

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 20, 2007 at 6:17 PM
    Quote from bitmap

    because it adds a little spice to the level.mmkay?

    Yeah but everyone has that same shit, over and over again

    Maybe I am just being grumpy.

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 20, 2007 at 3:16 PM
    Quote from Method

    D3ads: As a fellow RUST brotha, I'll be hard on you man. Good theme selection, but some things must be fixed and could be improved. Things to fix are the low res texture of the elevators that stands out too much. Make the trim and elevator doors seperate brushes. Bust one of the lights and have more shadow. That will create better atmosphere. Have some of those ceiling tiles lay on the floor and a bunch of cables falling out of the hole. Use red/blue light in the ceiling hole to bring the eye to that detail. Break up floor tiles as well. Add pipes. Maybe change the shape of the room so it won't be too rectangular. Those are some of things I think will improve your work.Did a quick sketch on what I mean:

    [Blocked Image: http://www.methodonline.com/temp/d3_feedback.jpg]

    -Method

    Why would a tile be stacked on the side?

    Why do tiles HAVE to fall from the ceiling?

  • Insta's first map!

    • GregBoffins
    • September 20, 2007 at 1:35 PM

    http://%7boption%7d

  • Insta's first map!

    • GregBoffins
    • September 20, 2007 at 12:47 PM

    http://%7boption%7d

  • Insta's first map!

    • GregBoffins
    • September 20, 2007 at 12:38 PM

    http://%7boption%7d

    new map

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