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  3. PogoP

Posts by PogoP

  • Mod of the Year Award 2007 - The Winners

    • PogoP
    • February 3, 2008 at 4:19 PM
    Quote from madgernader

    That would be a little hard to do, since they had Black Mesa Source in the "Honerable mentions" category, reason being was they cant win unreleased twice I think.

    Which is a little bit silly really... In my opinion anyway, maybe I'm biased ;p

  • Cloverfield

    • PogoP
    • February 2, 2008 at 12:52 AM

    Wow, brilliant film.

    The partially collapsed building leaning against the other building part was incredible.

  • WIP in WIP, post your level screenshots!

    • PogoP
    • February 2, 2008 at 12:51 AM
    Quote from dux

    blocklight across the door should work.

    It would, if the door was static. If the door opens, then it wouldn't work as it would still block the light.

  • TF2: CP_REDSTONE

    • PogoP
    • January 28, 2008 at 12:53 AM
    Quote from skdr

    Like I said, still work to do on a little things like this but these are things you don't really keep in mind when playing the map. Like Well's huge chimneys in the background, right?

    Well, I can see your reasoning that players won't neccessarily notice it as they play the map more and more, however, I think that the art direction of maps in TF2 plays a much larger role than other games.

    The whole idea of TF2's Red/Blu team bases, as Thrik mentioned, is that they were built under the guise of being normal, everyday, industrial buildings (granaries, train depots etc). I think you need to think about that a little more and refine it for this map.

    I'm not trying to be an awkward twat; I do genuinely like this map. Keep up the good work and I look forward to more updates

  • TF2: CP_REDSTONE

    • PogoP
    • January 27, 2008 at 7:19 PM

    It looks good, but I can't quite fathom out what it the setting of the map is. It seems to be a Granary of some sort, but there's a huge Satellite dish on top of a miniature model of planet Earth?

    I just think the themes conflict a little.

  • BF HEROES, EA GOES TF2 STYLE

    • PogoP
    • January 25, 2008 at 12:05 AM

    Wait... EA published Team Fortress 2. EA are publishing this.

    EA aren't developing the game, they're publishing it.

    Edit - Oh wait, I just found out that DICE are making it, who are a subsidiary of EA <_<

  • Crysis Map ~ Vulcano [WIP]

    • PogoP
    • January 24, 2008 at 11:50 PM

    Free-roam fuh tuh wuh.

  • WIP in WIP, post your level screenshots!

    • PogoP
    • January 24, 2008 at 11:47 PM

    Looks cool. Reminds me of the Alfred Hitchcock film, "Rear Window".

  • TF2: CP_REDSTONE

    • PogoP
    • January 24, 2008 at 11:43 PM

    There's only a certain amount of ways, in terms of architectural structure, one can make a metal walkway, suspended 20 metres in the air, stand without collapsing.

    Come on, something that simple is not really worth bothering about...

  • Cloverfield

    • PogoP
    • January 24, 2008 at 11:32 PM

    I can't believe some people suffer from this so-called, 'motion sickness' haha. Just go ahead and say it, you're scared

  • TF2: CP_REDSTONE

    • PogoP
    • January 14, 2008 at 12:13 PM
    Quote from JeanPaul

    I like it.But please dont directly rip the suspended walkways from Granary, thanks.

    Huh? "Thanks?"

    It looks fine SKDR. Very nice, in fact! Though it seems a little visually cluttered in the exterior.

  • Black Mesa media release

    • PogoP
    • January 6, 2008 at 10:12 PM
    Quote from R_Yell

    First of all, you are clearly overreacting, I have the right to say I'm not impressed, just a few cherry picked shots. No gameplay, no any sign of a game being developed in a few years of media. That's what means PR mod. Burn in hell + smilie = no serious statement. Any problem?

    Don't the majority of mods out there just show renders and screenshots though? No More Room in Hell has not posted any gameplay trailers or anything, and they're certainly not a PR mod.

  • dod_kolsch

    • PogoP
    • January 2, 2008 at 10:40 PM

    That Cathedral looks incredible.

    Is it in the 3d skybox, or is it actually in the map?

  • dod_kolsch

    • PogoP
    • December 24, 2007 at 6:39 PM

    Those screenshots made my penis erect. Need I say any more?

  • Our First models.. Of ourselves!

    • PogoP
    • December 23, 2007 at 1:17 PM

    Your class must look really strange in group photos...

  • ctf_quarry [release]

    • PogoP
    • December 17, 2007 at 5:31 PM

    Hey guys! Version 2 has now been released. You can find the updated information over at the Steampowered forums (http://forums.steampowered.com/forums/s ... p?t=633759). I'll also copy+paste the juicy bits here now.

    The rework has looked at and fixed/improved (or tried to improve) a lot of issues in the first release of the map. Hopefully it should play a lot better now.

    Here's a short changelist:

    ---------------

    - Lower spawn removed.

    - Corridor just off the lower spawn has been increased in size.

    - The two corridors leading into each base have been merged inside the base, meaning there is now a lot more space.

    - Minecarts now come round a split second faster. Should make it impossible for a Scout to run out of the bases without stopping.

    - Everybody now spawns upstairs in the top spawn. To compensate, the respawn room has been removed and everybody now spawns outside on the balcony. The balcony is now a lot bigger and looks better. Also, there are now two ways out of the upper spawn.

    - New route into the flag room, you take the left entrance into the flag room and you carry on going forward. This route leads you into the back of the flag room, just to the left of the desk.

    - Engineers can no longer build on the crane in the middle of the map. They can, however, build on the bits either side of it.

    - Flag room is now more spacious, having removed two of the middle terminals and knocking down a railing/wall.

    - Exit out of the bases into the sniper room and the upper route has been rearranged. You no longer run through the sniper room to get outside, the sniper room is it's own room. Space has been increased in this area.

    - Sniper room windows have been increased in size. They are now as big as the windows in 2fort, which should make it easier for snipers. Snipers also now have cover to duck behind inside the sniper room, and they now have a lot more room to move around in.

    - The boarded up section of the mine route has been unboarded and the junk removed. This gives more space to duck into in the mine.

    - The left route (from ctf_quarry) into the base has had it's door size increased.

    - Staircases in each base have been re-arranged.

    - Bug fixes/texture fixes. For example, no more sniping people as they come out of spawn!

    - Optimization! Should run slightly better (in terms of FPS) in the middle now.

    - Some confusing/silly things removed, eg, Ladders in Blu base.

    - More eye candy! I've added two more inaccessible rooms to each base. A board room overlooking the desert, and an electro-magnetic death-ray gun bunker. These rooms can be found in the new route into the flag room, and the new spawn for each team.

    - More clipping. Should make it easier to navigate the map.

    - Added a default round time of 15 minutes. After this, sudden death (4 minutes, I think) will occur.

    --------------

    However, I'm not really happy with the way people spawn and immediately go into the main room of the base. It means that it is too hard for people to get the Intel. But that was a design flaw from the beginning, one that I overlooked.

    Download: http://files.filefront.com/ctf+quarry+v ... einfo.html

    Hopefully I'll be working on a Portal map or maybe another TF2 map soon. I want to work with the Unreal engine but I've had to remove my DVD drive and hard drive with the game on it, as I'm updating for Christmas.

  • Welcome to the New Forums!!

    • PogoP
    • December 17, 2007 at 12:09 PM

    It's like reading Arabic, from right to left instead of left to right.

  • ctf_quarry [release]

    • PogoP
    • December 14, 2007 at 10:49 PM
    Quote from Zete

    i found the upstairs spawn a rather strangly placed - everytime i spawned i felt like i should be able to go left as well as right but the left portion was a dead end.

    I got that too. Therefore, I've completely re-designed the entire spawn room.

  • ctf_quarry [release]

    • PogoP
    • December 14, 2007 at 3:27 PM

    Just to let you guys know, version 2 is heavily in production. Here's a short list of changes:

    - Lower spawn removed.


    - Corridor just off the lower spawn has been increased in size.

    - The two corridors leading into each base have been merged inside the base, meaning there is now a lot more space.

    - Minecarts now come round a split second faster. Should make it impossible for a Scout to run out of the bases without stopping.

    - Everybody now spawns upstairs in the top spawn. To compensate, the respawn room has been removed and everybody now spawns outside on the balcony. The balcony is now a lot bigger and looks better. Also, there are now two ways out of the upper spawn.

    - New route into the flag room, you take the left entrance into the flag room and you carry on going forward. This route leads you into the back of the flag room, just to the left of the desk.

    - Engineers can no longer build on the crane in the middle of the map. They can, however, build on the bits either side of it.

    - Flag room is now more spacious, having removed two of the middle terminals and knocking down the railing/wall.

    - People can no longer jump on top of the minecarts. Doing so will kill you!

    - Exit out of the bases into the sniper room and the upper route has been rearranged. You no longer run through the sniper room to get outside, the sniper room is it's own room. Space has been increased in this area.

    Here's a few WIP shots.

    Flag room.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry_b20001.jpg]

    Upper balcony spawn.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry_v20010.jpg]

    Blu base exits.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry_v20005.jpg]

  • ctf_quarry [release]

    • PogoP
    • December 13, 2007 at 8:33 AM
    Quote from dux

    Hey pogo what did you do to sort out the texture resolutions in the hammer 3d window? A lot of us are having issues with it. Is it just a case of making the default scale 0.13 instead o 0.25 or... ?http://www.mapcore.net/forums/viewtopic.php?t=10331

    http://www.mapcore.net/forums/viewtopic.php?t=10344

    I think I moved the default scale down to 0.13 originally. However, I then moved a lot of textures back up to 0.25, as I realised that they appear really low resolution in Hammer, yet in-game they appear high resolution.

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