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  3. Psy

Posts by Psy

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 10, 2007 at 10:53 AM
    Quote from ifO

    Hate to be a ball-breaker but if you're making a CS custom map with lots of custom content (which therefore no-one is going to play) does game balance really matter?I really don't get why people waste their time making sexy custom maps for DoD or CS unless it's just for their folios. Where is the satisfaction in having your map never played.. or if played at all only by about 5 people..? :S

    Why not find a worthy mod team and make the map for that?

    Qft. Take Warby's map for instance. (The French one)

    I have never played that map on a UK server. Nobody seems to host it because it's a 70mb map. D:

    A few textures and models is fine as long as the person on the other end doesn't have to wait 10 minutes for the map to download.

  • Hitler's live account banned

    • Psy
    • June 9, 2007 at 5:08 PM

    It's funny because I don't understand a single thing they are saying and the author is applying some subtitles to make it humorous.

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 9, 2007 at 4:49 PM

    Good idea. It makes sense too.

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 9, 2007 at 10:30 AM

    Or I could just stick a ruler on the screen.

    It might work!

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 8, 2007 at 4:28 PM
    Quote from MrBaracuda

    Drink more water!

    I just drank a whole 750ml bottle of water. It worked.

    I'm too tired now anyway. I've had exams all week so I'll leave the blocking out of the map till tomorrow.

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 8, 2007 at 2:32 PM

    Well I'm going to be blocking this out later because now I've got a headache. No, really, I mean it. D:

    Thanks for the feedback guys. Tis very helpful!

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 8, 2007 at 11:25 AM
    Quote from Rick_D

    Sorry to keep going on about it but layout is pretty important, although there's no harm in changing it once you find out something doesn't work - as long as you have the patience to do it

    No problems man. The point of all this effort into planning is so that I don't end up with a mess similar to the last iteration of the map.

    [Blocked Image: http://img443.imageshack.us/img443/9101/simplegw7.png]

    I removed the second way into the route between A and B because I believe it will just cause more hassles for the CTs at A.

    I've added a lower area at A to provide some vertical combat. (Yay!) I've made the route from T Spawn to B a lower area as well and I've also merged the two areas into one.

  • paris hilton is no more in prison...

    • Psy
    • June 7, 2007 at 5:28 PM

    [Blocked Image: http://media.urbandictionary.com/image/large/wtf-18374.jpg]

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 7, 2007 at 4:42 PM

    [Blocked Image: http://img527.imageshack.us/img527/6296/simpleop5.png]

    Righty. So I've connected the middle's balcony to the connection between both of the bombsites and I've widened the entrance to A for the CT's so it's more balanced.

    Quote from Rick_D

    ...just give their entrance some kind of defensive point (book case with gaps so you can shoot through)

    Good idea. I'll have to play around with cover when it comes to play testing. Thanks for the crits you helpful bunch.

  • Post your room pic extravaganza 2007!!!~

    • Psy
    • June 7, 2007 at 11:36 AM

    The first pic...it makes me disorientated.

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 7, 2007 at 11:01 AM

    [Blocked Image: http://xs216.xs.to/xs216/07233/simple.png]

    I've change the way into bombsite B from CT Spawn. The player can either go up the stairs or go straight through the door.

    I think I'll start blocking this out soon unless anybody has any suggestions?

  • Post your room pic extravaganza 2007!!!~

    • Psy
    • June 7, 2007 at 10:29 AM
    Quote from killertomato

    [Blocked Image: http://img405.imageshack.us/img405/4424/dsc00260pm0.jpg][Blocked Image: http://img148.imageshack.us/img148/2505/dsc00255yq7.jpg]

    [Blocked Image: http://img405.imageshack.us/img405/4290/418510535c1petz7.jpg]

    What the hell?

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 7, 2007 at 9:59 AM
    Quote from killertomato

    How did you make such an overview?

    Photoshop of course!

  • this is the Fallout 3 teaser countdooOOooown

    • Psy
    • June 6, 2007 at 6:19 PM

    I was thinking of Pitfall not Fallout when it came to this thread...WTF!

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 6, 2007 at 4:38 PM

    [Blocked Image: http://img503.imageshack.us/img503/1116/simpletw1.png]

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 6, 2007 at 9:27 AM
    Quote from Zombie

    No overlapping rooms? Just from a top down view, it seems the game play could be a bit flat. What sort of theme are you going for?

    The same theme; A grand mansion. Obviously it won't be flat but you can't really show that on a 2D overview.

    There's going to be a lot of vertical combat for sure and I am planning to have two floors in some areas.

    It will make more sense when it's actually made. The overview is just to see how the general layout will flow.

  • WIP in WIP, post your level screenshots!

    • Psy
    • June 5, 2007 at 5:30 PM

    [Blocked Image: http://img267.imageshack.us/img267/3247/simplekn5.png]

    I've decided to start my art map from scratch. This makes it easier for myself and will inevitably make the map better for the end-user.

    So, I've came up with this layout. The old one lacked flow and had far too many hallways, was a bit messy and overcrowded.

  • Harry Potter and the Order of the Phoenix

    • Psy
    • June 4, 2007 at 5:05 PM

    UE3 maybe? It looks pretty nice.

  • de_nighthawk

    • Psy
    • June 3, 2007 at 4:18 PM

    I really like the second from last shot.

  • CryEngine 2: first mod images.

    • Psy
    • June 3, 2007 at 12:03 PM
    Quote from ifO

    Amazing stuff, I just don't ever see myself moving to an engine where I have to model everything in max.

    Qft.

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