I might do this with my school.
And then train on it when I go postal and shoot everyone, because I've trained on video games so much it's made me a psychopathic killer.
I might do this with my school.
And then train on it when I go postal and shoot everyone, because I've trained on video games so much it's made me a psychopathic killer.
With this level of ingenuity I wonder if CoD 5 will be set in the future! ![]()
The trailer looks good, but not enough "ingame" footage for my liking. All I can really tell from it is that the graphics look nice.
Just noticed you posted this over at Poisonville too. Great stuff!
I'm just going to contradict everyone by saying that I like the lighting. I think that where the map lacks at the moment is random detail, just stuff laying on the floor, graffiti (if that fits with the map, at all), broken walls/floors etc. - something to make the area look a bit more "used".
I love those latest screenshots, the colouring in them makes the map look fantastic.
But not every map can be striking in originality, especially when sometimes the idea the person has may just be considered "cliche" and that making completely/mostly custom maps requires a hell of a lot of work to do that some people can't do. Not saying that's the case here, but some people may just want to do an industrial map, or an office map - and the best way of going about that is using default content because it keeps the size down, and it's the small custom maps that are more frequently played. And most players don't look at the map and decide "oh, I'm not downloading that since the screenshots vaguely remind me of some of default maps".
Gameplay is far more important in a custom map than the graphical originality. The same design could have been taken and used in a completely different environment, with all manner of custom content, but the gameplay would remain the same and the download would be bigger and way more than 2 months would be spent making it. And when it boils down to it, if it's got a larger filesize it won't be used on many custom servers.
It's hard to make your own style with default content though, I think calling a map unoriginal because it doesn't use shedloads of custom models and textures is very unhelpful. I would certainly agree that this map doesn't really look like any default maps though.
Quote from hessithe rest looks pretty solid, but lacks of originality
I can't think of any maps that are 'original'. I mean, even Corse is similar to Inferno. Telling people that their work "isn't original" really isn't helpful, especially when barely any maps are. And saying it right after they've spent 2 months on it certainly isn't very motivating.
If you add broken stuff to that it will tile horribly. Better to do it with a decal (like CS_Militia did, I think).
That's without a doubt the hottest DOD map I've seen. I actually can't think of anything useful to say, but if you can make it better, do so. ![]()
Use it as a vehicle. All it needs is machine guns.
Quote from hessiman i hate to be such rude, but this is really noob-style to release a map that no one can extract. i hope you better try out for your self next time.
though a release of 2,7Mbyte with 3kbyte/s isnt very satisfying.
He made a mistake, no need to be so harsh :\
Frankly, while the setting is generic, few settings actually are - I mean if you make a map in a small village it's easily comparable to Inferno or Italy. I think more could have been done to make the world more detailed but otherwise it's good. Learning how to make custom content would benefit you since you would have to rely less on the default stuff - but then it keeps file size down and for this kind of map, it's not very necessary given the content available.
Already went through that - most likely problem is the hyper threading/dual processor thing, but the patch they link to is a broken link! ![]()
Edit: Just remembered the "Set affinity" thing I did for Thief 2 a while back, tried it, and it works like a charm ![]()
I can't get it to run properly ![]()
I've tried the "safe_texture_manager" in the cam.cfg - that didn't work. The "Fixed EXE" version works but it constantly crashes. ![]()
Quote from TailgunnerThe scale looks wierd, to big, but they look good
Blame the Ion Storm level designers, I've kept the same texture scale ![]()
Edit: Shit, you're right on the first one actually! Thanks for pointing that out - I'm used to the "1:2" portion images to be 128X256 but this one was 64X128, so I put the wrong draw scale in for the texture.
New one - doesn't really look realistic but I quite like it. Basically made the geometry in Max, then applied some base metals and rendered it with AO and shadows.
[Blocked Image: http://img253.imageshack.us/img253/7505/doors1bm5.jpg]
[Blocked Image: http://img253.imageshack.us/img253/8411/doors2ia2.jpg]
Some stuff I've been doing for Deus Ex:
[Blocked Image: http://img46.imageshack.us/img46/7382/shot01fj6.jpg]
[Blocked Image: http://img73.imageshack.us/img73/9084/shot02yo6.jpg]
(Just realized I used the same photosource as Dark on this one)
[Blocked Image: http://img151.imageshack.us/img151/4375/ingame2yu4.jpg]
Btw dark, I'd recommend you take that small lighter yellow brick in the texture out - it tiles horribly because it really sticks out. There's plenty of others you can take from the photo and replace it. Sharpening the image would also make it look better, I think.
It's nice that they've done it, but they've missed lots of their best games (Deus Ex and Thief being the obvious ones).
Use the sharpen tool, the photosource's are very blurry. Or get a high-resolution metal image, desaturate it and use it as an overlay.