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  3. Sentura

Posts by Sentura

  • World Builder

    • Sentura
    • March 9, 2009 at 10:05 AM
    Quote from Erratic

    Man I hate CG.

    i hate killzone 2! i guess that makes us even

    in all seriousness, i really love the music. i wish you could get that somewhere...

  • Square Enix reveals Eidos bid

    • Sentura
    • March 9, 2009 at 8:17 AM
    Quote from Campaignjunkie

    I don't think it's so extraordinary in Japan though, to make personal "sacrifices" for the company - my sister-in-law still feels a sort of loyalty to Toyota, for instance, and I think I've even heard of (maybe exaggerated?) stories of execs committing suicide for dishonoring companies. My point is, I think a lot of Japanese gamedev execs are going to do this, I don't think it's a strictly Square Enix thing. Blah blah blah.

    i wouldn't put it past them. the culture is so much more built around putting your "soul" into whatever you do, so it somehow doesn't strike me as weird at all. i'm just hoping people from the west would start following the same direction (well okay maybe not murder/death/suicide for the company).

  • dm_sewage: source version

    • Sentura
    • March 9, 2009 at 7:25 AM

    updated the map. now only physics props can be teleported. updated url.

  • portrait work

    • Sentura
    • March 8, 2009 at 3:36 PM

    i still use paintshop because of the easier interface. all in all i don't think there's that much difference when you just focus on drawing/sketching.

  • dm_sewage: source version

    • Sentura
    • March 8, 2009 at 3:33 PM

    gah... i need to rework the teleport system...

  • mapwars: discussion

    • Sentura
    • March 8, 2009 at 1:56 PM

    next mapwar: 21st of march (saturday)

  • [PORTAL] a simple portal map

    • Sentura
    • March 8, 2009 at 11:36 AM

    new version:


    • [*:18reua0a]difficulty curve starting with first puzzle made more gradual
      [*:18reua0a]improved general level user guidance
      [*:18reua0a]fixed model light bug
      [*:18reua0a]fixed portalizing door bug

    any feedback appreciated!

  • dm_sewage: source version

    • Sentura
    • March 8, 2009 at 9:33 AM

    new version released!

    changes:


    • [*:jlb44k6k] added color correction
      [*:jlb44k6k] added significantly more lighting throughout the level
      [*:jlb44k6k] fixed teleporting grenade bug
      [*:jlb44k6k] added minor architectural changes
      [*:jlb44k6k] all models should now be textured properly

    this should resolve the issues i've heard from people. feel free to give more feedback.

  • Square Enix reveals Eidos bid

    • Sentura
    • March 7, 2009 at 4:19 AM

    i applaud people that can stand up for what they believe in... even though it's "only" 15%.

  • Happy Birthday Friechamp!!

    • Sentura
    • March 6, 2009 at 9:53 AM

    happy belated bday!

  • WIP in WIP, post your level screenshots!

    • Sentura
    • March 6, 2009 at 6:28 AM
    Quote from Jetsetlemming

    Because the idea's very.... er, 3d? The basic idea is that Blu starts on a cliff. On one side is a sheer drop and on the opposite side of the drop is the Red fortress. On the other side of the Blu base is a hill that gently slopes downward in a circle that loops back towards Red as it goes down. At its lowest point it reverse direction and starts climbing again, steeper and much thinner, until it loops over itself and cross via a bridge about ten feet above the earlier section. This bridge leads to a large bridge crossing the drop and leading towards Red's base. The bomb tracks follow this path, ending at the Red front gates, which is the goal. There's a road leading straight from the Blu spawn to the start of the big bridge, and in the middle of it is the Red forward spawn. The entrance and exit to this tunnel are blocked at first. The Red forward spawn has an exit to the sloped path. Along the wider part of the sloped path, both in front of the Red forward spawn and the opposite side, has a series of rooms with windows out to the main path, and they have a second floor with balcony. The opposite side second floor balcony comes up level with the Blu spawn, and soldiers, demos, and scouts can jump to the one above Red forward spawn to move around and ambush campers. Once the bomb reaches in front of the Red forward spawn, they move back to spawning in a forward room about twenty feet to the side of their front gates (so they aren't spawning right on top the bomb endgame). A thin tunnel is unlocked that leads from the Red forward spawn, under the hill, and ends up the crossing supports under the bridge to Red, as well as the tunnel that leads from Blu base past the Red forward spawn to the bridge.

    All that underground, overlapping detail is pretty hard to trace out on paper, and I really want to do something in a 3d engine anyway because I'm desperately bored and have no other outlet to my creativity

    you know, you can still draw a layout even if it's 3d on paper. look up topographic maps. in all those shots you've shown me, it literally tells me nothing of your idea, so i think you should try otherwise. a layout is part of understanding the map, and i don't understand where you're going with this.

  • WIP in WIP, post your level screenshots!

    • Sentura
    • March 5, 2009 at 9:44 PM

    what's wrong with just drawing the layout?

  • [UT3] - DM Fort (working name)

    • Sentura
    • March 5, 2009 at 9:40 PM

    i dunno, even if we say that this map had better lighting, it seems like the brushwork is very blocky and that there's a clear difference from where you see props (or whatever they're called in unreal) to the brushwork you've used. prop garden is probably the adequate word here.

  • What have you purchased recently?

    • Sentura
    • March 3, 2009 at 11:30 PM
    Quote from Skjalg

    you should check this one out then Sentura;http://www.komplett.dk/k/ki.aspx?sku=380179

    looks good, though i think 24" will be too big for me. it's also a bit more expensive than a similar lg model. you should perhaps check out these before you order, if only for comparison.

    i'm looking at the 20-22" range at the moment at that same site, it's a hard choice.

  • What have you purchased recently?

    • Sentura
    • March 3, 2009 at 10:54 PM
    Quote from Minotauro

    After reading a thousand reviews on which pc monitors who are the best (I needed something affordable and great, after my 1k$ 24" dell monitor got ruined), then Samsung syncmaster received great reviews everywhere. After about 6 months use I gotta say that I think Samsung bought and paid for every single review.

    Benq 24" ftw next time, got one at work and its superb for the price its beeing sold at.

    I have two Samsung T190 here at the office. Image quality is damn good but their weird touch sensible power off button turns the monitor off every now and then... It happens in a daily basis to another 2 people here so I'm not sure if it's a faulty batch, a design problem or just bad luck

    I´m glad the one I got at home has an old fashioned power off button and won´t turn off in the middle of a mapwars playtest

    i've had a syncmaster 913 for years and i'm thinking about getting another... they should be cheap by now. or alternatively an lg since my lg lcd tv is awesome.

  • dm_sewage: source version

    • Sentura
    • March 3, 2009 at 1:50 PM
    Quote from NykO18

    Dah, you don't have to make it brighter, just add more constrast.Night time doesn't mean everything has to be bland, night time means you can play with powerful light sources and long shadows, if you know what I mean.

    As for sewage, I never visited one myself, but searching for pictures in Google gave me more rusty, dusty, wasted environments.

    But it's OK, you may not want to try, I was just giving my two cents.

    you're probably thinking of a sewage plant. those are normally completely outside, but they do carry a similar look to what i've done inside (see the photos below). my point with this was not to make a sewage plant, but rather to make a part of sewer and an outside area, whether completely realistic or not. the contrast is that you have a cleaner, brighter, colder outside and a dirtier, darker and danker inside.

    this is what i found on google myself, searching for sewage/sewage plant:

    [Blocked Image: http://www.shieldcrete.com/UniqueApplications5/SewageKhabarovsk.jpg]

    [Blocked Image: http://www.hsmm.aecom.com/media/5924.jpg]

  • dm_sewage: source version

    • Sentura
    • March 3, 2009 at 1:34 PM
    Quote from Freak

    I tested the map, and must say I was pretty shocked by the teleporter in the back part (i´ve thrown a grenade back there and it simply exploded beside me <.<), but it´s a good idea.The layout is cool, I´m gonna upload the map on our server and will playtest it with some friends

    good job!

    hah, sorry, the teleporter was supposed to work for physics props only (since oildrums sink). i see that i'll have to make a workaround solution to this though, weapons shouldn't port.

    also, yes, there are a few ep2 textures and models ported/used in the map. no, i didn't ask valve, and i honestly don't think they care.

    the lighting outside probably isn't going to be changed much. it's night time, lighting should be sparse. i think there's too much light as it is already (outside, that is). lighting color code is definitely not going to be changed as it i've used different color light in different areas for significance (blue tint = large areas/outside, greenish/yellow tint = tight spaces, orange/bright light = areas of interest/weapons). i would raise the ambient lighting, but then it gets too bright inside. as for sewage: sewage is the waste water running through the interior canal. i don't think i need more props or decorations, but perhaps i am wrong.

  • WIP in WIP, post your level screenshots!

    • Sentura
    • March 2, 2009 at 3:20 AM

    miyajima is an awesome place, i went there myself 2 years ago. looking forward to see how it has inspired you.

  • mapwars: discussion

    • Sentura
    • March 2, 2009 at 1:03 AM
    Quote from Deathy

    Actually thats what I love about this.. everyone interprets the theme differently and you get creative, sometimes crazy maps.

    ...which is also the point. everyone can model something from a photo or other references, but with a bit of creativity you can get so much more variety. it's not about winning... it's about making/playing

  • dm_sewage: source version

    • Sentura
    • March 1, 2009 at 9:49 PM

    water lod and shadow control are both in place and configured. map has been updated with better spotlights.

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