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  3. JeanPaul

Posts by JeanPaul

  • Untitled project

    • JeanPaul
    • November 2, 2012 at 8:06 PM

    Well you are honestly the first of this kind. But did you not read my original post? Half life inspired level layouts would definitely be the break in that blandness you see in painkiller. Currently in games it seems like there is a mutual exclusivity with wave based shooters and objective based shooters. I thought why not combine the two?

    Also what do you think was painkiller's larger scale problem? That it was just shooting?

  • Untitled project

    • JeanPaul
    • November 2, 2012 at 3:29 PM

    Care to elaborate your feelings?

  • Untitled project

    • JeanPaul
    • November 2, 2012 at 4:18 AM

    So I have had this concept for a game in my head for quite some time now. Having the time recently, I decided to get the concept out real early and test to see how it works. I dont know what or where this will turn into but I figured making it in black mesa would be a cool start just to get some concepts out. I mean worst case I could just turn it into a map pack or something way down the road, right?

    The fundamental concept:

    Half Life level layouts with Painkiller gameplay.

    -Half life revolutionized what a first person shooter map could be with insane new layout ideas, puzzles and nonlinearity.

    -Painkiller perfected the the first person shooter mechanics with awesome weapons and just polished as fuck core mechanics. Painkiller overwhelmed the player with NPC's and it was always awesome.

    So, why not combine the two?

    Anywhoo, I spent a few hours making a concept in Black Mesa for all to play. Its just one hallway and the gameplay will last like 30 seconds. It just shows my of the NPC interaction with the player. Again, this is a VERY early concept and is currently hacked together. You have unlimited ammo via a weird map hack because I didnt want that to be a problem during gameplay. And yes you only get two weapons because they are powerful (like painkiller) and dont use magazines or clips so you can fire forever.

    Download:

    http://jeanpaultron.com/maps/untitledproject1.zip

    [Blocked Image: http://i.imgur.com/i7hbW.jpg]

    [Blocked Image: http://i.imgur.com/mE5Dp.jpg]

    [Blocked Image: http://i.imgur.com/9ItD2.jpg]

    [Blocked Image: http://i.imgur.com/fVZPC.jpg]

  • cp_imbricatus

    • JeanPaul
    • November 2, 2012 at 4:05 AM

    This isnt dead! Im working on alpha 4 as we speak. Here is a work in progress shot I thought you guys would appreciate (lighting is obviously not final)

    [Blocked Image: http://i.imgur.com/kw57r.jpg]

    This is the last hallway before the final point. You follow the curve of the final point's outer wall to get there.

  • CS_Museum by FMPONE

    • JeanPaul
    • November 1, 2012 at 9:42 PM

    Man that looks great, I love the colors on the interior.

    Maybe put in on the server to test? I really dont see how you can make a map without testing it!

  • (Halloween Map!)

    • JeanPaul
    • November 1, 2012 at 9:40 PM

    Yeah his second post makes him look like a cock.

  • PainKiller Hell and Damnation

    • JeanPaul
    • November 1, 2012 at 7:01 PM

    Do you know anything more specific? Like do I just download unreal developer kit from steam or something? (im clueless)

  • PainKiller Hell and Damnation

    • JeanPaul
    • November 1, 2012 at 6:16 PM

    Okay so painkiller was one of my favorite shooters ever so I was really hoping this game was good. I bought it this morning and let me tell you, its fucking awesome. And unless this game starts to suck half way through, its just super fun.

    Everything looks, feels and plays incredibly well. The gore is done very well and the weapons feel just as powerful as the original, if not even more. You guys honestly managed to improve painkiller and holy shit thats an accomplishment.

    Get this game now.

    Do you guys plan on releasing the tools or anything or whats up here? I know its unreal 3 so the editor would be just the normal unreal editor? Man I want to make a map for this game so insanely bad!

  • (Halloween Map!)

    • JeanPaul
    • October 31, 2012 at 3:02 PM

    I am going to tackle this because this is mapcore and a map name with more than 3 underscores is going to be ignored completely around here.

    So, is this a deathmatch map? A garry's mod map? Im confused here. To add to the confusion, none of your images draw my eye to anything, its just very busy with no direction. You have several light props that are still using their off skin and your sprites are ALL over the place. Most of your scenes need more contrast in the lighting and a lot of your ceilings are flat surfaces using wall textures and that just looks weird.

    EDIT: For future reference, no one gives a shit what programs you used.

  • The Natural Selection 2 Thread

    • JeanPaul
    • October 31, 2012 at 3:39 AM

    Just played tonight and everything feels really nicely polished. I look forward to actually learning what the fuck tits is going on.

    Also how do I get access to the level editor? HOW? TELL ME

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 30, 2012 at 4:55 PM

    I agree its a little too busy, but thats nothing removing a few icicle awnings cant solve.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 30, 2012 at 2:59 AM

    I meant it not being realistic as a good thing. sorry, I should have clarified.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 30, 2012 at 1:58 AM

    Nothing about any of this architecture is realistic or viable, but you have a refined color pallet here and I love it.

    Keep going with it and hopefully it plays well.

    Id scale the window texture down on the right hand side in both images or maybe use a glass texture that has a bottom trim on it because the current one just sort of cuts off randomly. I would add some height variation in the second image or around the whole map in general.

  • Brutal Doom

    • JeanPaul
    • October 28, 2012 at 6:06 PM

    I love this

  • Mapcore CSGO Server

    • JeanPaul
    • October 27, 2012 at 12:31 AM

    I might have to try my hand at a cs map

  • Cs_siege_go

    • JeanPaul
    • October 26, 2012 at 5:34 PM

    First few scenes need a little more contrast

  • cp_imbricatus

    • JeanPaul
    • October 23, 2012 at 9:07 PM

    So, after some small tests on tf2maps.net's server, the results are in!

    Okay so here are my solutions for alpha 4, tell me what you guys think!

    Alpha 3 stage 1.

    [Blocked Image: http://i.imgur.com/8d2k8.jpg]

    Problems:

    -shit red spawn

    -maybe a little open for sentries to be effective

    Alpha 3 stage 2

    [Blocked Image: http://i.imgur.com/mBPcl.jpg]

    Problems:

    -shit red spawn

    -some extraneous paths

    -a little large in parts

    Alpha 3 stage 3

    [Blocked Image: http://i.imgur.com/LrX6Y.jpg]

    Problems:

    -complex paths to get to final point

    -kind of a long walk for blue, resulting in less action at the point

    -not super readable from red's standpoint

    The solutions

    Alpha 4 stage 1

    [Blocked Image: http://i.imgur.com/MSXPE.jpg]

    Fixes:

    -red doesnt spawn on top of A and now have to go up a hill to get to A, so if A is being capped by a large part of the team, red's best option is to start defense on B

    Alpha 4 stage 2

    [Blocked Image: http://i.imgur.com/atYke.jpg]

    Fixes:

    -red will now be immediately near B

    -blue spawns and runs down a hill and underneath red spawn and is immediately at B

    -more cohesive so players know where blue and red are coming from

    Alpha 4 stage 3

    [Blocked Image: http://i.imgur.com/9ubjK.jpg]

    Fixes:

    -blu has now captured B and therefore doesnt need to go down a hill again and instead just cuts right over to C

    -blue has a lot shorter of a walk

    -C will be more easily readable

    Whole map:

    -red now has only one spawn and upon the start of the round will have large vista views of both B and C via one way windows. Dont worry, they wont both be visible at the same time, Ive got things to optimize you know!

    -going to condense certain areas a little and maybe add some more cover to make sentries a little more effective. I still want to test sentries more though.

    -improving player direction by adding some signs and shit

    So, what do you guys think? Any suggestions?

    Also, how in the flying fuck do I remove image tags off old posts in this new confounded forum board shit?

  • Mathis Widrat - Environment Artist

    • JeanPaul
    • October 23, 2012 at 7:14 PM

    That badlands map for L4D is some of the most impressive source engine stuff I have seen.

    This might be just arguing semantics but when you say its footage from an alpha and its fully detailed, I get confused.

  • cp_imbricatus

    • JeanPaul
    • October 23, 2012 at 12:18 AM

    ALPHA 3

    [Blocked Image: http://i.imgur.com/E0FM8.jpg]

    [Blocked Image: http://i.imgur.com/nbDQT.jpg]

    [Blocked Image: http://i.imgur.com/FafI8.jpg]

    [Blocked Image: http://i.imgur.com/EkLzO.jpg]

    [Blocked Image: http://i.imgur.com/eEYgc.jpg]

    [Blocked Image: http://i.imgur.com/AWKRM.jpg]

    [Blocked Image: http://i.imgur.com/ELNcX.jpg]

    [Blocked Image: http://i.imgur.com/HppRf.jpg]

    [Blocked Image: http://i.imgur.com/sBDNP.jpg]

    Lets play!

    http://%7boption%7d

  • [GoW Map] Mp_Belltower (Wip)

    • JeanPaul
    • October 22, 2012 at 4:53 AM

    This map is struggling on what it wants to be - thematically.

    Also your lighting needs a lot more contrast.

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