I think the colour is quite nice tbh, it feels relaxed and easy on the eyes.
the rad deal is a good thing to keep in mind for the future ;D
I think the colour is quite nice tbh, it feels relaxed and easy on the eyes.
the rad deal is a good thing to keep in mind for the future ;D
let me guess, 2048 map?
Quote from twiz
That made me chuckle ![]()
EH I like the idea of an SP contest but if it's going to be judged solely on the screen shots then what's the point? Not trying to be a dickhead or anything but what stops someone making a shitty gameplay experience but a few nice looking screenshots of the shitty gameplay in action and winning because of the poor voting system?
I mean if that's the case I'm in ;D
there were a number of playtests in which all maps were played.
But that is of no importance ;D
So the next contest should be "Make a map for a screenshot"
looks great
"I disagree with how things have been run."
I voted grace by the way - minimal, great use of space, no spawn killing, superb layout.I voted on gameplay and use of space, not screenshots ;D
I played that game, It was shit <_
Really nice stuff Mkz. I think you could have made the wall-lights colour a bit more orange - it might have helped create a bit of a contrast with the overall blue. Also some light-glow sprites on those models!
Very nice though.
Weaver looks ok and feels pretty roomy for the space but it's very disconnected when it comes to theme. It's like "here's an underground sewer, and another sewer thing; and oh look it's a weird lobby/office crossover". Just feels broken.
Hostile Intent Phoenix Rising (HIPR for short) is the second outing from the Hostile Intent team, this time using the Source engine.
We are looking for one talented level designer proficient in Hammer to join our team.
You'll be joining an experienced team with all the important positions already in place and working hard: animators, coders, modelers, skinners etc.
We have 3 dedicated and skilled level designers working hard on various projects, however we would like another LD to join and bump up the amount of levels we release with.
You will receive support in the form of world textures, prop models and coders ready to tackle any gameplay features you would like within the level; essentially a full team to back you up and provide support when and where you need it.
HIPR is a team-based tactical shooter which aims to balance realism with gameplay to create a unique style of gameplay that keeps you coming back round after round. If you've ever played Hostile Intent on the GoldSource engine you'll appreciate how original this concept was and how few games or mods have come close to replicating it's uniqueness since.
If you want a piece of the action drop me a PM or better yet email me at:
Our IRC channel is located at:
irc.gamesurge.net
#hostileintent
/msg Rick_D to drop me a line (I frequent #mapcore too <3)
Please provide some examples of your work, whether it's a 100% complete map or a semi-finished piece, we're looking for technical ability and dedication - and a willingness to improve and learn whilst working with us.
Just to avoid the usual "no pics no clicks" here's some media:
doom3 and CSS ![]()
fuck yeah, and this picture too:
yea just about to make that same point - rework the upper area, the angle walls with the ceiling texture on them just look awful.
Thanks Furyo and Pone, that's some really good advice to be honest. I've got some good feedback on previous versions and if I spend another month on further scenes I'm just pushing back time I don't really have.
I'll write up a resume and give it a go, and let you chaps know how many times I get rejected ;D
I want to leave this country - I know where I am going to apply so I am trying to get some opinions from artists who already work there. I do appreciate criticisms, but telling me to wait another year and join some mod teams (things I have already done) don't fill me with high spirits - I want to know if the reel makes an impact not if you think I can't model for shit ![]()
But I agree with some things and not with others - I am just trying to get an overall consensus that it doesn't suck a bag of shit, once I reach that I will apply.
:roll:
I wish to do environment art not level design for a start - I work on two mod teams and a small independent game, there's a big difference in making lots of small pretty generic models for generic games rather than spending time on a large scene (which I did with the building) - what I could always do is rip the building apart, show beauty renders of the individual models and then show them all together and fuck everything else off - however, it seems that everyone has a different opinion, some people say it's ok, others don't like it, some people think it needs more stuff - others less stuff. So frankly buddy I don't think your "Wait another year" plan is very practical.
probably enjoys copulation with sheep