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  3. Bl1tz

Posts by Bl1tz

  • The Hows And Whys of Level Design - Released!

    • Bl1tz
    • December 27, 2006 at 9:41 PM
    Quote from von*ferret

    I live in Wisconsin and I want to purchase the book. Friggin KFS has one and I dont WHere can I get a copy? I need to read up on the CTF section for my side project at home.

    protip : Make one side and then mirror it

  • de_wanda by warby ... final release !

    • Bl1tz
    • December 15, 2006 at 4:07 PM
    Quote from L4zy

    If you only create maps for high ender

    you are absolutely wrong in the job.

    You're so wrong it's not funny. I had this exact same debate on the Steam forums when I released my HL2DM map and there were a bunch of people who were saying the map played like shit for them and how I was a terrible mapper because I mapped for high end people only. Of course, the map ran flawlessly for me on my 9800 PRO with 8 people on the map...I tested the map on a middle of the line video card and it ran solidly, yet I still heard complaint after complaint.

    Even if warby's map is a little more demanding than the average CS map, who cares? At some point you have to try and squeeze everything you can out of an engine to keep people interested in the game. The Quake mapping community is still going for this very reason. No one is interested in making maps that still adhere to what people were expecting in 1996.

  • MapCore Job Census

    • Bl1tz
    • December 9, 2006 at 8:17 PM
    Quote from atrocity

    Thanks guys I start work Jan 8th and I'm pretty pumped.

    So you dissed Raven or did they dis you

  • aim_nexuz_2k7

    • Bl1tz
    • November 22, 2006 at 12:08 AM

    What the hell.

    Quote

    What's up with the heavy concrete wall being supported by corrugated metal?

    My thoughts exactly [Blocked Image: http://img458.imageshack.us/img458/9823/emotcolbertug5.gif]

  • My Game has gone gold!

    • Bl1tz
    • November 16, 2006 at 5:28 AM

    Woot! Congrats man I know that this is one of the few games I've been excited about and most of that excitment is about the art.

  • WIP in WIP, post your level screenshots!

    • Bl1tz
    • November 13, 2006 at 2:39 AM

    Awesome work tomdon That looks like a painting

  • BBC Documentary on the history of Tetris

    • Bl1tz
    • November 10, 2006 at 4:34 PM

    This was an awesome documentary. I remember reading about the Tetris saga way back in a magazine (it was probably NextGen when NextGen was a good magazine) but this was a great refresher + some new tidbits I didn't know about.

    The depressing thing is that Pajitnov would probably be a very very rich man right now considering the insane number of units Tetris sold (they said it sold 7 million on the NES alone) but he never saw a dime of it. You'd think he would be really upset and bitter but he seems happy enough that he has the chance to make his living making games, and he strikes me as a really cool guy.

  • Unreal Engine 3 for 14.99

    • Bl1tz
    • November 10, 2006 at 4:08 PM

    I downloaded this the other day and it actually wasn't too bad of a game but to be honest they didn't seem to make the most of the engine because it felt like it could have been a really polished UT2004 mod. I'm sort of toying with the idea of buying it to check out the editor but I'd hate to get it and then find that like a lot of the functionality is limited or broken compared to like UED3 or D3edit, WorldEdit, Hammer, etc. which are all fully featured.

  • New bi-monthly GameMod magazine needs contributors

    • Bl1tz
    • November 5, 2006 at 6:30 PM
    Quote from hessi

    will there be interviews with famous mapp0rs? if you want, you can have one (-> 1 <-) tutorial of mine while refering to my website to get your mag started.

    I don't want to loose my audience at my website. Its not that much anyway, but getting kind of "ripped off" is something i really hate. I am a really big fan of links!

    And i have to agree to fletch. you magazine needs more than tutorials. special features and stories about artists and projects should be the focus of such a magazine. (collect and search stuff from the web so that noone has to dig for it if he reads your magazine)

    so good luck you guys.

    That's a given that anyone who contributes would be able to plug their website, and yes it's not just tutorials but also interviews, articles, etc. If you're interested all the info is @ the link in the first post.

  • New bi-monthly GameMod magazine needs contributors

    • Bl1tz
    • November 5, 2006 at 4:32 AM

    To clarify about the magazine VS website thing...it is possible that this will actually end up being printed like a normal magazine if there is enough initial interest. I don't really know the details about all of that but from what I understand things are in the works to get it in print.

    But even if it doesn't end up going to print, just look at the Escapist...it's basically a magazine except online and no one really cares about how often they update or whatever because it's actually a quality read.

  • New bi-monthly GameMod magazine needs contributors

    • Bl1tz
    • November 5, 2006 at 12:55 AM

    Hey guys. A friend of mine is starting an online magazine dedicated to all things game modding and he needs some contributors to help kick it off. I've always been impressed with the quality of a lot of the tutorials that get posted here @ mapcore (especially hessi's) so I figured some of you might be interested in helping to contribute to this magazine.

    As far as I know you won't be paid but I'm sure you will be thanked and it's basically an oppurtunity for you to help out some newbies the same way that people helped you out when you were trying to get going doing this game editing thang.

    You can even submit existing content if you're interested in helping out but maybe don't have the time to write a whole new article/tutorial for it!

    This could potentially be a really cool thing to get in on the ground floor of so stop on over and check it out here: http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • Bl1tz
    • October 29, 2006 at 4:44 PM

    It would be cool if for an alternate route in the level, you could go down into a T stop and come up on the other side with some skyscrapers or South Station or something It looks good though, you've definitely got the feel down. Some trees would help too.

  • [UT2k4] DM_Baroque

    • Bl1tz
    • October 20, 2006 at 8:31 PM
    Quote from KIIIA

    Hey i`m feeling honoured, thanks for making it Spotlight!

    This I don`t wanna deny. It`s modeled in one piece, under the aspect of it being vertexlit in the engine, so possible potential of saving polies is caused by that.

    [Blocked Image: http://www.kiiia.com/baroque/decke_render.jpg]

    This looks fucking amazing. Would it be possible for you to post some kind of tutorial on doing that sort of complex architecture in 3DS or whatever 3D program you used? I'd love to see your method and workflow and that sort of thing.

  • CONGRATULATIONS FERRET!

    • Bl1tz
    • October 4, 2006 at 11:18 PM

    Congrats dude! Can't wait to see you in your Ferrari* now that you'll be making that sweet sweet game industry money

    *Joe Ferrari Used Car Company of Madison, WI 1989 Ford Escort, 6 month payment plan

  • Why do you do this?

    • Bl1tz
    • August 18, 2006 at 7:34 AM

    Here are a few of my personal reasons...

    As a Level Designer, you basically start with an empty void and make it into a cohesive fun place for people to escape to. You're an architect, a movie director, and a civil engineer all at once. You have to create an area that looks realistic enough to make people feel immersed but vague enough to make it fun. That's not an easy thing to do by any stretch of the imagination. You have to solve problems in a way that none of those 3 professions can. Game problem solving can't always be solved mathematically or directly -- sometimes the solution is really a duct tape job that just barely holds together but no one will ever know.

    Another thought I've been toying with lately is the idea that I've almost been snake charmed; led Pied-Piper style into the industry by the people whose names I used to see on the boxes of games I played when I was a kid. There's just so much appeal in being able to say that you were the person behind the curtain, you were the one working on this thing that 99.9999% of the world doesn't understand how to create.

    Video games always represented a more colorful, more enriching world to live in compared to my real life. Now they are a more colorful and more enriching world to work in compared to most "real life" jobs

  • Saint's Row on 360

    • Bl1tz
    • August 13, 2006 at 8:37 AM

    Played the demo tonight, thought it was completely shitty and ridiculous. The framerate drops constantly, it offers absolutely nothing new from the GTA series of games, and generally just feels unexciting because of it. I guess people will buy it to fill the gap between now and when the latest GTA actually comes out on the 360. The game is just not fun at all.

  • MapCore Job Census

    • Bl1tz
    • August 3, 2006 at 3:40 AM

    Tom Hanrahan

    Timegate Studios, TX, USA

  • I Got a Job in the Game Industry! ^_^

    • Bl1tz
    • July 29, 2006 at 4:06 AM

    Welcome to the industry!!

    *hands you a jar of Vaseline*

  • F.E.A.R Level Editing

    • Bl1tz
    • July 28, 2006 at 4:44 AM
    Quote

    ":s7sla439]I havent tryed out FEAR's editor yet, but after playing the game and also playing Condemned: Criminal Origins, which I loved I feel tempted. Who knows when I finish my work on Source engine.But thanks for trying to help, that's realy nice of you.

    Any time

    Quote from D3ads

    Is it easier to work with than Source?

    At the moment yes, because for a few months now Hammer has been a buggy piece of shit that Valve can't seem to fix. I've been wanting to finish my CS:S map for a while now, but everytime I load up Hammer something else is broken. And then the fix for that thing breaks something else

    WorldEdit is very easy to get into if you're experienced with either UnrealED, Worldcraft/Hammer, or Radiant. It's also a bit more powerful in some senses because it has some nice modeling type tools built into the editor and a very easy scripting language to do some nice cinematic type stuff with.

    Quote from Belgarion

    what editor does FEAR use anyway? A new version of DEdit?

    It uses an editor called WorldEdit which is freely available as long as you have F.E.A.R. (not sure about Condemned, as I've never looked into it) I never used the tools before now so I can't say whether or not it's just a newer, spiffier version of Dedit but I assume that's the case.

  • F.E.A.R Level Editing

    • Bl1tz
    • July 16, 2006 at 11:18 PM

    Hey everybody. I'm posting this thread in case anyone has engine specific or other issues they encounter when they're in the process of trying to make F.E.A.R maps. I've run into pretty much every error possible since I use it day in and day out professionally.

    I don't know if there's anyone actually doing any level editing for it, but if you're out there feel free to pose your questions in this thread (after you've exhausted the other available online resources)

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