Posts by PogoP
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Looks good.
How long did that take you to do? And how much of that is actually modelled? I haven't a clue about Unreal.
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What light_environment settings are you using there? The lighting looks awesome.
Did you compile with HDR?
;p
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Siege was my favourite map in CS, can't wait to try this out.
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Looks good Vivi, but I would be really confused about where the hell I can and cannot place portals.
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I really, really love the contrast between the interior and the exterior. Reminds me of maps I used to think of making when I first started mapping, but done well.
I'll download it and check it out later.
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Quote from Bic-B@ll
i gave it a try the other ngiht and its definitely ebtter than the firstrelease, i still find the mvoement a bit too restricted but theleaning ands tuff is nice. i think one of the biggest thigns missing is the ability to see who is shooting at you, there arent any muzzle flashes or smoke or anything, usually you dont even ehar the person so unless you can spot them quick you're dead. i guess thats how the game is meant to be played but i tend to get screwed a lot
Are you drunk sir?

I don't mean that in a bad way, being drunk is good. Very good.
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The entire scene looks like it's underwater. I don't know whether it's the specular on the rocks or what, but it has that shimmering look that you get underwater. You know, like this:
[Blocked Image: http://www.wildernessadventures.ca/Photos/June%2020-22,%202003%20Kayak%20photos%20by%20Chuck/images/underwater-rocks.jpg]
I also think the blue rocks look a little odd.
Apart from that though, good work

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Quote from Fяэ&a
but maybe a bit too narrow
only think some soldiers or demomans go along that path?It's my intention. It's a single file route into the enemy base, with a minecart that will splat you if you get caught by it. It's a risky way into the base; it's something new and different. I want to see if it works.
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Here's another update on my TF2 map. I've started work on the short routes into each base; each of these routes has a 'run-away' minecart shooting down the rails, so you have to be very quick.
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf20014.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf20015.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf20025.jpg]
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Definitely BF1942. That was incredible when I played that at PC Arena.
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I cracked and got it sooner than Christmas.
The game is brilliant, no denying that, but it doesn't seem as good as Super Mario 64. The music in that game was amazing, and whilst some scores are good in Galaxy, they don't really live up to the crazy tunes of SM64. Music really does make or break a game for me, I think it adds so much to a game.
Maybe it's just nostalgia or something making me think this game is not as good as SM64...
Though the Gusty Garden Galaxy theme is absolutely incredible (http://%7Boption%7D
). I absolutely love that tune, one of my favourites in SMG. Sends shivers down your spine.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
"doesn't look very dod:s i'm afraid :x"
I kid. That looks really good, I like the skyline textures you mentioned, and the second screenshot doesn't scream 'Source!' like most maps tend to.
Are those custom textures, or are they DoD:S textures?
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Quote from Rick_D
uhhhhhhhhhhhhhh
so what tbh
you guys are making out that NOT using 90% brushes is a bad thing. how the fuck you think he made a level so fast.
enjoy your 5 month turnaround on a source level
Uhhhhhhhhhhhhhhhhh
I didn't say that depending on lots of models in a map/engine is a bad thing. For me it is, because I'm clueless when it comes to modelling. But Hourences map looks beautiful.
I think it's time you had a nap Rick_D.
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I'm getting it for Christmas... But Christmas is too damn far away! =(
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Bloody hell I've never seen screenshots of UE without all those models on top... Shows how good the Source engine looks seeming as the majority of it is brushes.
Looking nice, and that's an interesting insight into UE3 mapping, or should I say, modelling ;p
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Here's a few new shots of my map! I'm having a blast still working on this TF2 map. This is the Red base, cleverly disguised behind wooden planks inside a Quarry building.
The entire Red base is nearly complete. I'm going to be working on the main section of the map this week, then I can add in some fun little gameplay ideas I have and hopefully release it just after Crimbo.
Tell me what you think, any CC is more than welcome. On that note, don't forget that this is all WIP, there's still a lot to be done. For example, railings in the Quarry building.
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf2backup0010.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf2backup0006.jpg]
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[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf2backup0009.jpg]
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