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  3. PogoP

Posts by PogoP

  • The Spire (Gears of War MP)

    • PogoP
    • November 17, 2007 at 1:03 AM

    Looking good, you've grasped the GoW visual style nicely there.

    I wish it were that easy to make things look good in the Source engine

  • WIP in WIP, post your level screenshots!

    • PogoP
    • November 16, 2007 at 10:13 PM

    Triple post I believe Clayman ;p

    Looking pretty good there, I like the hazy, cold atmosphere you've created, Grippy.

  • process of creating the level

    • PogoP
    • November 14, 2007 at 8:38 PM

    That's Hourences way.

    I tend to design a few bits of my map beforehand to get a feel for the kind of atmosphere/environment I want to create, then design a layout and adapt this particular section to my new layout. I then tend to block out this floor layout in Hammer to test distances and timing from different parts of the map. Then I build the map upwards, working my way through it, detailing as I go.

  • Boy dressed as spider-man becomes hero

    • PogoP
    • November 14, 2007 at 4:53 PM

    Would have been better if he were dressed as Fire-man.

    Oh God, that was so bad. :s

  • LEGO BATMAN

    • PogoP
    • November 12, 2007 at 11:07 PM

    I could just see these bloody Lego games turning into the next cash cow for whoever makes the games. They could make a Lego game of everything...

  • Call of Duty 4 (reviews)

    • PogoP
    • November 12, 2007 at 6:15 PM

    Very cool game, but the last levels on Veteran are ridiculously difficult on 360. I'm pretty good at the game, but the enemy always know where you are and even if you go outside of cover for just a split second, they pelt you with bullets and you have to cower inside.

    And don't just say, "Well that's what you get for playing on the hardest difficulty!", because it's too hard.

    I also think the enemies have way too many grenades.

  • ol_undersiege

    • PogoP
    • November 12, 2007 at 7:47 AM

    Looks really realistic; I like the dock and the crane.

    Reminds me of one of my first ever Source maps, a map for No More Room in Hell called Hydrophobia.

  • WIP in WIP, post your level screenshots!

    • PogoP
    • November 11, 2007 at 3:55 AM
    Quote from ultranew_b

    I really like the sky texture ! Do the clouds move? If not you should make it so !

    Good point. The skybox is inspired by AvP2 and its rolling-clouds effect, so I may do that.

    Anyway, while CS:S mapping is seriously broken, I've been playing with the TF2 art assets. I'm having an absolute blast working on this... It's inspired by Evil Genius and Goldeneye. Heh.

    One thing I think many maps are lacking are a real purpose. By that I mean, a lot of rooms in maps have no basis in 'real life'. TF2 nailed this and made things look 'lived in', which is an ethic I'm trying work into this map.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf20007.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf20006.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf20009.jpg]

    There's about 2 day's work there, let me know what you think!

  • HL2 sdk update tomorrow morning

    • PogoP
    • November 11, 2007 at 12:47 AM
    Quote from Erratic

    Anyone else getting disconnected after about a minute when testing their map locally? Not sure if it's sdk/map related or what...

    Yar. Happens to me all the time ._.

  • Duke Nukem Forever

    • PogoP
    • November 10, 2007 at 10:38 PM

    I am really not bothered about DNF.

    A lot of my fond memories of playing Duke Nukem are only good memories due to nostalgia... You know, the good old days of playing games without a worry in the world. They should just leave Duke alone to rest in peace.

    Edit - But that trailer looks kickass! Great use of in-game, first person 'cinematics'.

  • What old games are you playing?

    • PogoP
    • November 8, 2007 at 1:12 AM

    I just played Goldeneye for some TF2 mapping inspiration

  • HL2 sdk update tomorrow morning

    • PogoP
    • November 7, 2007 at 10:31 PM
    Quote from buddy the designer

    Pogo, did you tried in backwards compatibilty mode?

    Not yet, I'll try it out. Though the reason I want to open my map is to see the lighting preview on it, as well as adding some nifty particle effects to the skybox.

    I can however, open my Cs:s map using the Half life 2: Ep 2/TF2/Portal configurations, but obviously a lot of textures are missing and the 3d lighting preview is b0rked.

  • HL2 sdk update tomorrow morning

    • PogoP
    • November 7, 2007 at 9:38 PM

    Wow, works great for me. Haven't tried the ray-traced one, but the other's great. Ill get some shots in a minute.

    Edit - I take all that back. Cs:s editing is completely broken. Maps have all weird lines over them in the 2d views; the 3d view doesn't work; the cursor disappears when you mouse over a 2d view; hammer crashes randomly when loading; a load of errors come up saying something about 'nullface'.

    Just a short list of errors.

    Quote from Pericolos0

    so its basically pretty useless.. raytracing doesnt look anything like radiosity lighting and realtime preview just has no shadows :/

    You can check out general lighting of the scene, (ie, making sure you have the right 'mood') and then refine it later on.

  • WIP in WIP, post your level screenshots!

    • PogoP
    • November 7, 2007 at 8:23 PM
    Quote from Quakis

    I really love the sky, really sets the mood. I think there should be some brighter street lamps about, and possibly some of those neon/bright signs you get around garages too.

    It may not neccessarily be for Cs:s, I'm hoping its going to be used in a... Scarier mod than that

    So I'm trying to limit the amount of lighting. I will add a bit more when I detail it in the next few days. Come to think of it, I have't even added street lights yet, heh.

    Thanks for the crits guys, really appreciate it!

  • WIP in WIP, post your level screenshots!

    • PogoP
    • November 7, 2007 at 5:59 PM

    Here's a little update. Basic map geometry is down, so is the 3d skybox. Next I have to make a load of models and fill up the empty spaces in the map. Detailing is fun!

    It's already very well optimized, with

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/test0021.jpg]

    Above - Changed the gravel texture. They do stick painted lines on gravel, I saw some on Top Gear on Sunday! But admittedly this does look a little better.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/test0020.jpg]

    Above - In the distance you can see the 3d skybox and my custom sky. You can see the seam if you look closely, but at ground level that transition looks perfect.

  • Half-Life: Afraid Of Monsters - Director's Cut

    • PogoP
    • November 5, 2007 at 9:51 PM

    Got a bit annoying. I ran out of battery for my flashlight and just sat in the corner cowering, waiting for it to recharge.

    Then I got to a certain point where you climb down a ladder and when I did so, it killed me. =/

  • WIP in WIP, post your level screenshots!

    • PogoP
    • November 5, 2007 at 12:47 PM
    Quote from fonfa

    lookin pretty good. but the floor's normal map is kinda excessive

    Really? I quite like it, it makes it look more 'gravelly'.

  • WIP in WIP, post your level screenshots!

    • PogoP
    • November 5, 2007 at 12:28 AM

    Another WIP of mine. It was originally going to be simply a portfolio map but I decided to make it for CS:S. Then I had words with an old friend of mine that used to work on NMRiH (No More Room in Hell) with me, and I may submit it to the guys at NMRiH, see if they want it

    It's set in an industrial area, specifically a Shell petrol station surrounded by warehouses and offices. Do please bear in mind that these shots are strictly WIP, it's about a week's worth of work on and off. I will be making more textures and props for this.

    The floor gravel texture, the pavement texture and the Shell yellow/red trim are my own textures. Oh, and the skybox is the first I've ever done in Terragen too!

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/test0006.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/test0007.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/test0008.jpg]

  • PC Gears of War Map Editor Revealed

    • PogoP
    • November 1, 2007 at 8:30 AM

    So ummm, publish is just another word for 'compile'?

    I'm a Source mapper, forgive me for my sins.

  • Crysis demo out

    • PogoP
    • October 31, 2007 at 10:42 AM
    Quote from Algor

    what was the thing that tore up my 'chute?

    I happened to be looking to the right and thus saw nothing when something whacked into me. However, when I played it next time, I looked over to the left... It was an alien that flys into you.

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