Game is gonna pwn so much face I hope I can run it well enough to take in most of the graphics ![]()
Posts by FMPONE
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Quote from FrieChamp
I have been following this thread since page 1. I don't really know why anyone should intervene, as long as FMPone keeps trying to explain to JeanPaul, with the patience of an angel, what is wrong with his destroyed house. The tone could be more friendly, yes, but this isn't the first thread they have been mocking each other..it has the charm of an old couple arguing.
What will happen next? Will Jean Paul fix his building? Or will FMPone completely lose it and drive over to JP's house and burn his trailer? I can't wait to see how this will end!

lol this is the best thread ugh hahha
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SotC is probably one of the best games in history, I don't think GoW really stacks up fun as it is
I'd kiss this guy's feet, though
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Quote from SnipaMasta
Otherwise I'd say it looks decent enough - all buildings in DoD have the problem of looking 'generic'
I don't buy that at all, its a total cop out and I don't think theres anything wrong with pointing it out
god knows how much C17 maps all get called "generic" now because there are thousands of them and they all look the same, its the same concept here just not quite as overdone (yet). And all the better if steps are taken to differentiate the map from the crowd
Quote from JeanPaulOkay Mr. "mapping god" what the hell should I do with this building then?

lmfao and I thought I was terrible at taking crit and... oh boy I don't know maybe read one of my numerous posts on the subject

and maybe this one from six pages back you ignored like most of the actual crit made so far
Quote from FMPONEOh my god, you're an asshole.
Be more constructive with your feedback as well, please.
"You said, asshole, thats really not the best term... sensationalist blowhard is more appropriate"
Anyways, what you showed was an utter disaster. Trash it, I really don't want to be that guy (my map hurrrr), but check out Valve's maps or mine or any other well constructed well thought out DoD: S maps and you'll see that geometry like that is never attempted.
If you break a building, its gotta be a corner, part of one side or not at all. You can't just open a big chunk of it right in the dead center. I'd also start at the bridge area and work out, I didn't recognize that building and it looked like a big old generic structure. Start with the unique shit, that way your map has a sense of identity that isn't a 384 Valve textured building.
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Quote from JeanPaul
I've been saying for a while that the basic idea was dumb
if you sat there and looked at it objectively you'd see the building makes 0 sense (not to mention it looks ugly and generic)
Hey ass, rather than just insulting why not give me crits on how to make it better. I am really getting tired of your worthlessness
lmfao
I don't really see how you were offended by what I said. That same kind of "technique" the displacement hole (2 unit thick brushes sandwiching the bulbous edges) thing is very overdone in DoD maps and generic, and you're totally overdoing it by making it half the building. So 1) unrealistic 2) overdone and of course 3) not worth the effort and time you put into it as a concept
so my advise? yeah don't do it
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Quote from JeanPaul
What are you talking about boy? There is plenty left to hold it up, holy wow can I ever please you guys? Good lord, I have no idea what there is left to do!!! I listened to everyones ideas/fixes only to be presented with more that could have been brought up at an earlier time.
I've been saying for a while that the basic idea was dumb
if you sat there and looked at it objectively you'd see the building makes 0 sense (not to mention it looks ugly and generic)
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Quote from JamesL
Shitty cam phone pic of my corner of our living room inc. a chunk of my record collection. Despite it looking a bunch messier than lots of you guys places I had actually just cleared up.
[Blocked Image: http://www.code303.com/files/images/jrlroom2.jpg]
looks like a fairly large monitor

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Quote from hessi
[Blocked Image: http://www.thomashess.net/CRW_1696.jpg]pure fail!
u bootiful hessi u bootiful
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I think its a good discussion but I think the core of Hourences argument is that Source has some very serious flaws and I would agree.
However even just with the next Valve games, realtime lighting preview and other features will make their way into Source. When they do, Source mappers will get a disproportionately large amount of assistance from the huge community.
I would also agree that more professionals are working with Unreal, thats hardly debatable. I do think Source has some specific advantages, though.
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Quote from Slainchild
Like Hourences mentioned, I think it would be best to revisit this whole debate this time next year, when the engine (UE3) and communities (UT3, GoW, whatever else) have matured to the point Source is at...
(although tbh I'll still think source is shit)Some great work on your site, I'll say that much

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Quote from Hourences
-Source support and community: Again, you cant compare. Source' community is years old. UE3 community doesnt even exist yet because the games havent been released yet. If you want to compare these two at all, you should compare them in 3 years time.
I agree with your post, with the exception of this.
The sheer numbers involved preclude UE ever having a community to rival Source, CS alone has more players than UE3 and GoW PC combined will ever have, and its mapping community alone will tower over what UE3 manages. Not to mention Source is the simplest modern 3d engine around, no matter how familiar you are with UE I think you can agree Hammer is about as simple as editors get.
UE3 may have a nice, welcoming and very helpful community, but Source will have the best (most information, most rescources, most tools, most content) simply because of the numbers involved
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Looking back on my map, every building I wrecked I feel guilty for, it was pretty much because I was too lazy to make anything interesting there.
Its much easier to make a generic bunch of wreckage than a compelling piece of architecture
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Thats better, but honestly I question the wisdom in even doing that. Its not great gameplay wise, optimization wise, visually and its not very plausible in terms of real life, if a building got hit that way it'd fall over on the heavier end no question.
You seem to be making reallllllly overwrought stuff, take a look at the Valve maps. The biggest holes in the buildings are maybe 128 MAYBE. And that technique is REALLY tacky, its overused in DoD:S maps and one of the reasons they all look the same.
Keep shit simple, don't make crazy displacements. Make the focus of the map the architecture itself, don't make the buildings an afterthought for you to put a ton of holes in
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Quote from Zajoman
Thanks. I know of this feature. I should have said that I'm looking for a freeware editor like that. I know just a few - 3D World Studio, Quark, Blender. I really don't know what's the best.
You can download the older versions of the hammer editor for free, google hammer 3.4
sorry if I still misunderstand

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Quote from hessi
hammer editor can export DXF format which is supported by Maya. I don't know what Max and XSI give about DXF but i am sure it is supported in those packages as well.
Yeah, I don't know if you meant something other than hammer or simpler than hammer, but honestly there isn't an editor of any kind that I know of that actually is any simpler than hammer. I can't imagine how you could simplify things anymore

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Quote from ZajomanDisplay More
I've worked with both, Source and UE3 for a few years now. Here are my thoughts about one and the other, in short.+ Positive.
| Neutral.
- Negative.
UE3
+ Material editor. You can easily achieve stunning material effects, just after a few days playing with it.
+ UnrealScript. A Java/C# like programming language, easy to learn, good IDE, safe sand-box compiling. You can create/change almost every aspect of the game/mod. It's here where you create or modify entities, their behavior/communication, etc. The code itself is not documented well, so it's up to you to go down to the roots to learn what does what.
+ Fast and reliable engine. Good actor architecture. Good support for AI (very solid base to build upon).
+ Instancing, archetyping, prefabs. This is a very useful thing, but currently quite unstable. We all believe it will work some day.
+ Package system.
+ On-the-fly playtesting. You can run your map directly from the editor. No need for compiling.
| Kismet. Kismet is a scripting system for high-level level-object based scripting. While in HL2 all your logic making objects like triggers lie directly in the map, in UE3 you control the objects via Kismet, which is a big canvas where you place references to the objects. You have many boxes with inputs/outputs/variables that you connect with cables. This is very simple and useful for beginners or games with very light scripting. The problem is that the canvas gets utterly littered when heavy scripting comes in, and the 'code' is unreadable. I personally prefer clasiccal coding style before this visualization style.
| Epic support. Sometimes, you get a fast and useful response, sometimes, you get nothing of a use.
- Editor. Interface is really terrible in some aspects. Weird key shortcuts.
- Engine undone. Many of the engine's features are undone or currently in reworking progress. The frequent changes in the engine source code can cause many troubles to your project.
- CSG/BSP. If you are familiar with Quake/Half like static-world building/editing, you will get annoyed in a minute using this. Even freeware editors have better user interface for building primitive blocks of your geometry. CSG in UE3 is becoming more and more obsolete and unsupported, thus unstable and generally not usable. So you have to build your worlds in tools like 3DS Max, which we pretty good understand is a suffering.
- Physics. Forget the ease of creating physical puzzles in HL2. If you are familiar with HL2, this is a nightmare. Even though, with a hard work, you can achieve some results, but it really needs a full-time focus/learning.
- Accessibility. As far as I know, you have no chance to get a glimpse of what UE3 is and how it works for free.
Source
+ Support. The best support of all the engines out there, best community, best tutorials, etc.
+ Hammer. Do I need to say more?
+ Direct in-tools support for creating mods.
+ Clean code base.
+ Graphics. Many people say UE3 is an engine capable of rendering the best looking scenes. I don't quite agree. Look for yourselves.
- Need for compiling maps before run, slower tweaking, etc.
- No scripting language built in. You cannot change behaviors or create entities with ease.
I hope this will be useful at least a bit.
fascinating post, where are you working with UE3?
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oh jesus christ I give up
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Quote from Bl1tz
I love PC Gamer because they gave us the highest score of any magazine or site...but KFS heh...I can just see the rage through the computer screen any time you see "PC Gamer"On topic, did anyone really expect Bioshock to score any lower than high 90s?
I think there was alot of concern the game wouldn't live up to its own hype
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Game reviews suck
The best thing you can do is go to a review consensus site or check forums, sites like Gamespot are next to worthless for honesty and integrity. And official magazines are...
complete crap
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think you've got enough of the fingerprint effect going there?