overuse of profanity to sound edgy is so 1999.
Posts by Sentura
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actually the first sonic 3d game (back in the 90s as well) was pretty damn decent.
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Quote from Jetsetlemming
Borderlands isn't post-apocalyptic. You're just on an outlying colony world with lots of aliens on it. I mean, when you have a human civilization old enough to have planet colonies there might've been an apocalypse or two somewhere in there, but post-apocalyptic typically means post-society and order, and Borderlands has towns and stores and stuff.
The plot isn't that "oh no aliens have killed everybody, fight back and survive", you're a treasure hunter attracted to this alien-filled world specifically for phat loots.now you're arguing semantics, really.
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Quote from Minotauro
I use a neato max script that moves both the pivot and mesh to 0,0,0 with a simple keyboard command. The nice part is that it also aligns the pivot to the bottom of the mesh. I'm sure you can find scripts to do that on scriptspot or something.
sharing is caring...
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also why not post this in the competitions forum?
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i remember them showcasing this at this year's DADIU showoff. the game designer on this project is a friend of mine...
also basically what warby said.
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please make the tips more sharp, right now they look like
QuoteDICKS
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Quote from Pericolos0
Well with all the assets being too expensive I blame management really and not the artists =). I know this is what you were told to do at streamline!Yeah I know zbrush hardly has any env tutorials, and it seems its tools are mostly aimed to make character stuff. Environment artists have to just be creative and try to use a variety of techniques to make stuff =).
I made this small tutorial at grin, it's a pretty easy thing to get started with for making some hipoly env stuff:
http://www.brameulaers.com/tutorials/ge ... orial.html
this one might help you as well:
not to steal thunder etc., but this is pretty beastly. thanks for tuts!
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some sort of molestation device judging by its looks...
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i like the way you reflect upon your own work, and the way you show use of analysis of other maps/levels for implementation in your own. i find that generally self-assessment shows more of an understanding of mechanics than a portfolio without descriptions. i think it could do some good to add a bit about testing/test strategy (how you planned out testing, how you filtered your results, and what you decided to tweak from said results). you could possibly integrate it with your beta changes.
another thing: i think you should have revised your map layout/game flow; because from what i see here, the counter terrorists have a huge advantage in the sense of (what at least looks like) two sniper lanes. if they aren't, a legend for high/medium/low ground as well as any other topological factors may be necessary for understanding.
other than that, the theoretical part is pretty much what i'd expect to see or hear from a designer in the industry... theory wise (watch them not care).
for the design part, however, i think you're a bit lacking.
for the indoor areas, details look sparse and the map gets the feeling of being incomplete. it needs to be more interesting visibly; you need people to see that the place has a (narrative) purpose. props in a square room or hallway just isn't good design. i would recommend looking into modular pieces and remaking the entire map with them.
for the outdoor areas, you need to show how the original map looks without any color correction. i'm getting the impression that you've tried hard to get the correction values just right; even though it may look better au natural. your arguments for doing the color correction are not strong enough.
all in all: decent analysis, average implementation. also for writing documents such as these, i would recommend you to look through some uni reports from anyone you may know. software projects may in particular be interesting, as they touch upon some of the same issues as you do (albeit in a different context).
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Quote from Skjalg
Who said anything about a celebration, its an anniversary. It's not the same thing.
Most of this day has been about remembering all the shit that happened so it wont happen again.
http://dictionary.reference.com/browse/anniversary
however much you wish for it, you're not going to people to stop waging wars against each other. i'd even believe that we'll have another world war 2 at some point in the future; and that we may have had one we've forgotten about.
the important thing isn't to remember the war (or anything else for that matter) for what it was or what exactly happened; it is to remember the reasons behind why it started. it is only through these lessons we can prevent the rise of similar circumstances that could potentially plunge us into a new world war. this is why i don't think we should be reminded of what happened, but of what we learned from what happened.
you could from here argue whether that would, as a sapient race, limit us in research and development of technological science. war is never a good thing from a humane perspective; but from a technological perspective, war also brings progress. without the technological advancements made during, between and short-after world wars 1 and 2, we would definitely not be anywhere near where we stand today. keep in mind that i only present the perspectives, not my own belief in (either of) them.
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Quote from sock
Some progress on my current map project.[Blocked Image: http://www.simonoc.com/images/design/maps_q3/moteof1bw3l.jpg]
[Blocked Image: http://www.simonoc.com/images/design/maps_q3/moteof1bw4l.jpg]
looks very low poly, what engine is it for?
also those teleports look lovely.
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":qrg935d2]Speaking of which, and a little bit OT.the newest fw 3.0 is awesome!

3d backgrounds and shit, cool!
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.ah yes, more resource hogging :roll:
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looks excellent, did you see it in a cinema or how?
also clint mansell is hands down my favorite movie soundtrack composer. the man is a genius...
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since when do we celebrate the beginning of war and destruction?
next thing we know we'll have a party before apophis hits...
... wait, i'll be hosting that one.
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i chose prototype over it and had a lot of fun..
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i think that's the second time i've ever seen good lighting in unreal - the first was in peris' abandoned colony...
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i don't get it :\