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Posts by JeanPaul

  • Bioshock Infinite (Spoiler free thread)

    • JeanPaul
    • October 21, 2012 at 8:31 PM

    That alone makes me want to purchase it

    Sweet jesus

    Holy shit just think of the multiplayer maps you could make using those mechanics

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 21, 2012 at 5:05 PM

    You have a stark super bright overhead whiteness.

    Give it a low lying morning light with some purples and light blues and we will be set lacabra

    Also, welcome to mapcore you little shit

  • The Art of the first game job.

    • JeanPaul
    • October 21, 2012 at 5:02 PM

    I like what that dude from valve said about getting a job in the industry:

    Just go make things

    No one gives a shit if you can make a few props and render them, go make something that is fun then get back to them.

  • Cs_siege_go

    • JeanPaul
    • October 17, 2012 at 5:02 PM

    Great fucking work guys.

    One thing (its a nitpick) - the window framing in the last shot looks like piss on the inside of those windows.

  • cp_imbricatus

    • JeanPaul
    • October 16, 2012 at 5:23 AM

    I want the map to be fun of course. Come play on tf2maps.net server, we will be playing it periodically

    Alpha 2:

    http://imgur.com/a/gPkR0

    http://jeanpaultron.com/misc/cp_imbricatus_a2.zip

  • cp_imbricatus

    • JeanPaul
    • October 16, 2012 at 12:31 AM

    Okay how does this look then? I really highlighted the entrances to the room + added a few things

    [Removed the images]

    I dont really want to mess with anything else till I test again

  • cp_imbricatus

    • JeanPaul
    • October 15, 2012 at 8:37 PM

    Is this better?

    [Removed the images]

  • cp_imbricatus

    • JeanPaul
    • October 15, 2012 at 8:02 PM

    Yeah actually that is a really good point. Let me try something real quick

  • cp_imbricatus

    • JeanPaul
    • October 15, 2012 at 6:16 PM

    Imbricatus is a 3 CP attack/defend map with an emphasis on height differences and an uphill battle for blue.

    Last night I worked a little more on the final point but had to stop myself because this is only alpha 2

    I wanted the player to have zero confusion as to where the final point was while also highlighting the paths you can take to get there. Did I go to far?

    [Removed the images]

  • Black Mesa Source

    • JeanPaul
    • October 15, 2012 at 5:14 PM

    Im actually happy to hear it was hard as fuck, that was one of my goals in LC - make it harder than the original.

    The bottom reactor room in bm_c3a2g you are talking about is another one of those mystery rooms man. Im not even kidding when I say this but that area of the map has had the most "phantom" bugs I have ever had to deal with. We are talking about bugs that trigger catastrophic FPS level drops on my quad core via physics errors by, are you ready, noclipping out of the room???

    I mean I remember first making the platforms and having them either fall out of sync or instantly kill the player every time they jump on it.

    Oh and one time hammer thought it would be fucking hilarious to say there was a leak in my map and when I loaded the pointfile, it drew a red line from nothing TO FUCKING NOTHING FOR LIKE A MONTH. It wasnt a brush entity origin or anything way outside the or ANYTHING. It just did that for a few weeks and I had to work on other maps. I think copying the contents of the .vmf into a new file worked or something? Fucking source dude

  • Black Mesa Source

    • JeanPaul
    • October 15, 2012 at 7:28 AM

    Ugh dont get me started on how many problems that final teleporter room gave me.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 15, 2012 at 1:05 AM

    Thanks everyone

    Quote from KungFuSquirrel

    (imma gonna re-post this since it got buried on the last page)

    JP, that's a fantastic looking base platform. Love it.

    I completely missed this. Ill totally do this, thanks.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 14, 2012 at 5:25 PM

    Fleshing out C:

    [Blocked Image: http://i.imgur.com/RzFU5.jpg]

    [Blocked Image: http://i.imgur.com/Vvzg2.jpg]

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

    [Blocked Image: http://i.imgur.com/ixNq0.jpg]

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 11, 2012 at 4:48 PM

    I remade A for alpha 2 of my tf2 map

    The view from blue's lowest spawn (and blues medium spawn on the far left)

    [Blocked Image: http://i.imgur.com/fyL7B.jpg]

    View of blue spawn. Far left is blue's tall exit, then low exit then medium exit.

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

    The bridge to A from below

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

    Here is a cool shot showing landmarks in the skybox. In the foreground is A, the two grey smoke stacks to the right is B and the two red smoke stacks on the left is C. Far bottom left is the back alley to A.

    [Blocked Image: http://i.imgur.com/2bn32.jpg]

    Other side of bridge from below facing A

    [Blocked Image: http://i.imgur.com/Fi819.jpg]

    A with C in the background

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

    View from A towards blue spawn

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

    A

    [Blocked Image: http://i.imgur.com/6qt6e.jpg]

    [Blocked Image: http://i.imgur.com/2J05e.jpg]

    A with a view of the back alley from the top towards blue spawn

    [Blocked Image: http://i.imgur.com/7dIfC.jpg]

  • RoboCop (2013)

    • JeanPaul
    • October 10, 2012 at 6:35 PM

    Youre basing the potential crappiness of a story off a costume? How is that fair? its same thing as looking at a video game screenshot and saying "gameplay sux!"

    Also, a lot of movies add cgi shit to costumes, so I still dont know why every one keeps saying this is going to suck.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 10, 2012 at 5:16 PM

    I really do love the attempt at so many colors in your level, but its not done well and comes across as lacking a unifying theme or color pallet.

    I think its because you jump from warm to cold so often which results in a lack of direction for the player.

    Also, make sure your fog color matches your 2d skybox or else you get that weird fogging effect you see on the tower in the second screenshot.

  • RoboCop (2013)

    • JeanPaul
    • October 10, 2012 at 5:07 PM

    Does no one have any faith in hollywood anymore? If this is anything like the recent dredd remake, it will be incredible and sell almost no tickets.

  • Black Mesa Source

    • JeanPaul
    • October 6, 2012 at 6:49 AM

    Go to the other side of the room...?

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 5, 2012 at 11:57 PM

    Okay everyone, here is Alpha 1 of the map:

    http://jeanpaultron.com/misc/cp_imbricatus_a1.zip

    It will be played on TF2maps.net's TF2 server ( usa.tf2maps.net:27015 ) at around 3:00pm Eastern on sunday.

    http://i.imgur.com/Kn61i.jpg

    http://i.imgur.com/otvOb.jpg

    http://i.imgur.com/pMfB8.jpg

    Come play yo!

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 5, 2012 at 7:08 PM

    In my blitzed stupor last night I came up with something I thought you guys would like:

    Once you capture A...

    [Blocked Image: http://i.imgur.com/a9QyM.jpg]

    ...blue's spawn moves up and you spawn directly above the point you just captured

    [Blocked Image: http://i.imgur.com/L4kcp.jpg]

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

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

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