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Posts by Scinbed

  • Monkey Islands! Plural!

    • Scinbed
    • September 21, 2009 at 9:49 PM

    Just found this on Digg: http://www.gossipgamers.com/monkey-isla ... ngine-mod/

    Pretty cool. Is it the same project as the one on the first page here? Still, nice.

  • [TF2] koth + arena_malevolence [Beta]

    • Scinbed
    • September 21, 2009 at 3:11 PM

    Or make the windows bigger to let more light in.

    Looks fine otherwise though. Not many good (mostly) indoor maps for TF2.

  • Ben Edney - Level Designer

    • Scinbed
    • September 19, 2009 at 1:50 PM

    Thanks Algor, I see what you mean. The download zips do contain text files with a lot of that information in them, but yeah, I agree it should probably be there before you download it.

    I might have a go at adding some info about the maps at some point

  • The random model thread!

    • Scinbed
    • September 16, 2009 at 4:17 PM

    Comic Sans!

  • [TF2] koth_moonshine

    • Scinbed
    • September 16, 2009 at 4:15 PM

    Hey, yeah.

    I ran around a bit and took some notes, can't really comment on the gameplay much since it wasn't online with players. The upper walkways overlooking the control point could do with cover for snipers though (see Viaduct for example).

    In no particular order...

    The stone wall texture you used on the fireplace in the spawn room just looks bad imo. I think the texture is badly made in comparison to most TF2 textures, and combined with the rough displacements you have makes it looks worse.

    Ceilings in the spawn room are very flat, could do with some physical support beams to break it up. The lighting in the spawn rooms is also very flat. I don't know if you are using spotlights or standard lights (should be spotlights), but they cover too large of an area imo, washing it out.

    Lighting from the spotlights in general is too white, i would give them a slight blue or yellow tint depending on the team side.

    The lightmap resolution on the floor where you have light shining through wooden boards above could be higher to give better shadows.

    There is no real indication (that I could find) that the location is built around a secret lab or base like other TF2 maps. Would just help it stick in the TF2 universe better.

    The rusty corrugated iron wall textures you have on the blue side buildings is repeating vertically and looks bad.

    There was a ladder halfway up the wall in one room. How do you get to the ladder? Another ladder? :wink:

    Various props are inside BSP or other props slightly, or floating slightly.

    I'm not usually a fan of gimmicky additions to maps, like the Alligator causing damage here. It's out of the way of the main play area though, so I guess its ok.

    That's all really, only small things. Unless you feel like changing the map again I'd just keep them in mind for your next map.

  • Ben Edney - Level Designer

    • Scinbed
    • September 16, 2009 at 3:33 PM

    Added a download icon so it should be easier to notice now.

  • Ben Edney - Level Designer

    • Scinbed
    • September 16, 2009 at 1:13 PM

    Cheers.

    Quick question - Is it obvious that the mapnames are download links for the maps? Should I add some text somewhere, "Click the map names to download"?

    Or is the red mouseover text + cursor change enough..

  • Ben Edney - Level Designer

    • Scinbed
    • September 15, 2009 at 2:18 PM

    Thanks.

    Main reason I seperated the maps out was to save people from scrolling too much.

  • WIP in WIP, post your level screenshots!

    • Scinbed
    • September 15, 2009 at 1:14 PM

    Looks good detailing wise, but IMO sunlight may be a bit bright. Or it could be the min/max exposure settings. Probably better when playing it..

    I want more good koth maps. Might make one too someday.

  • Ben Edney - Level Designer

    • Scinbed
    • September 15, 2009 at 12:50 PM

    UT3, UT2004, TF2 http://www.slainchild.com

    Don't think I've posted my portfolio here before, so here it is.

    Yesterday I updated the design/layout and added some new maps. Any suggestions for improvements are welcome.

    edit: the TF2 map isn't finished yet, link is to alpha build 6

  • [TF2] koth_moonshine

    • Scinbed
    • September 11, 2009 at 5:09 PM

    Looks nice, but I can't find a download button on that page.

  • [UT3] HOLP3 Volume 1 Released!

    • Scinbed
    • September 5, 2009 at 7:29 PM

    [Blocked Image: http://img.photobucket.com/albums/v497/Sl…ld/HOLPLogo.png]

    The aim of HOLP is to provide Unreal Tournament 3 levels with high quality gameplay and performance, and oldskool UT visuals. This pack is not meant to rival the graphics found in the retail UT3 levels, using limited bloom, normal maps and clutter.

    HOLP3 Volume 1 contains the following maps for UT3:

    DM-Eluded by Ricco "BradPitt" "vybz" Sobers (2-4 Players)

    [Blocked Image: http://img.photobucket.com/albums/v497/Sl…e1/f17502a6.jpg]

    DM-Faze by Scott "Cr4zyB4st4rd" Coxhead (4-8 Players)

    [Blocked Image: http://img.photobucket.com/albums/v497/Sl…e1/b6cf83b2.jpg]

    DM-Integrity by Ben "Slainchild" Edney (2-6 Players)

    [Blocked Image: http://img.photobucket.com/albums/v497/Sl…e1/c4ca50df.jpg]

    CTF-Isis by Magnus "Sefyra" Olin (6-10 Players)

    [Blocked Image: http://img.photobucket.com/albums/v497/Sl…e1/abf98f85.jpg]

    CTF-Orestes by Samuel "Ignotium" Méndez (6-12 Players)

    [Blocked Image: http://img.photobucket.com/albums/v497/Sl…e1/c27769ba.jpg]

    DM-Oxidized by Ben "Slainchild" Edney (2-4 Players)

    [Blocked Image: http://img.photobucket.com/albums/v497/Sl…e1/534336d9.jpg]

    CTF-Politicos by Andrew "Mclogenog" Yoder (4-8 players)

    [Blocked Image: http://img.photobucket.com/albums/v497/Sl…e1/f557dd55.jpg]

    CTF-Rabalder by Dan "Daze" Banefelt and Dennis Vizins (4-6 Players)

    [Blocked Image: http://img.photobucket.com/albums/v497/Sl…e1/108a00cf.jpg]

    CTF-Tangled by Hazel "HazelH" Whorley (8-12 Players)

    [Blocked Image: http://img.photobucket.com/albums/v497/Sl…e1/35a5bfe3.jpg]

    Download the pack (.zip archive 230mb):

    http://download.beyondunreal.com/fileworks.php/…LP3-Volume1.zip

    Beyondunreal Fileworks

    Fileplay

    Unreal.ie

    nuky.geektips.org

    Self installing version coming soon...

    Check out the previous HOLP packs at our website: http://%7boption%7d

    You can play these maps (and previous HOLP maps) online now at the following Multiplay servers:

    Multiplay.co.uk :: HOLP CTF and Greed + UTComp | 12 Slots

    85.236.101.106:7777

    Multiplay.co.uk :: HOLP DM and TDM + UTComp | 12 Slots

    85.236.101.106:7877

    Multiplay.co.uk :: BTA and BFTA + UTcomp | 10 Slots

    85.236.101.106:8077

    Thanks to all the testers and mirror providers who helped this time around. Enjoy!

  • WIP in WIP, post your level screenshots!

    • Scinbed
    • September 2, 2009 at 10:21 PM

    Red light on the rocks looks weird in the first pic.

  • The Ball - Indie FPS Action/Puzzle Game

    • Scinbed
    • August 23, 2009 at 10:13 PM
    Quote from dux

    I've finally figured out what it is that annoys me the most about unreal 3, it's the lack of anti aliasing.Really like the first shot though.

    And you can tell that Hourences is involved with this because everything is red and dark brown

    I believe there was recently a patch or driver update that enables you to use AA in UE3 games.

    Also: Balls!

  • [TF2] CTF Creak WIP

    • Scinbed
    • August 21, 2009 at 12:47 AM

    New version, Alpha 6: http://slainchild.shackspace.com/files/ctf_creak_a6.zip

    Screenshots:

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/2865e672.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/f389aefd.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/adcef7af.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/3ab1c485.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/c7bc17ab.jpg]

    Changes:

    Alpha 6

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

    +Changed the spawn rooms for new ones with the Spytech theme

    +Detailed more of the Red base rooms

    +New mine shaft areas off to the side of the Red base

    +Constructed and detailed most of the unreachable buildings above the bases

    +Swapped the railings on the outside walkways for better fitting BSP versions

    +The lower passages in the mid section are now cave tunnels

    +Central shed is now accessible from the roof for Soldiers and Demomen rocketjumping or pipebomb jumping

    +New elevator shafts in the mid section side rooms create some extra room (elevators are static)

    +Moved the large health packs into the elevator shafts, put the large ammo crates in their place

    +Added nobuild brushes around the rocks outside to prevent Engineers building sentries on them

    +Various trim and detailing work done throughout the map

    +Player clip volumes on stairs added where needed

    +Texture changes in a few areas

  • [TF2] CTF Creak WIP

    • Scinbed
    • August 20, 2009 at 3:16 AM

    Made some new spytech spawnrooms since the map was missing any kind of shady science organization references:

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/b5e41e32.jpg]

    Work on some previously empty rooms too:

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/ad319422.jpg]

  • Questions about lighting in Unreal 3

    • Scinbed
    • August 17, 2009 at 9:38 PM

    Not sure about the bright edges but why not use BSP for the cubes/buildings for now?

  • [TF2] CTF Creak WIP

    • Scinbed
    • July 17, 2009 at 3:11 PM

    Been on holiday for a while so I've only got back to working on this in the last few days.

    Mines!

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/3b1b204d.jpg]

    Factories!

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/58834ac7.jpg]

  • [TF2] CTF Creak WIP

    • Scinbed
    • June 28, 2009 at 4:56 PM

    Alpha 5 is ready for download: http://slainchild.shackspace.com/files/ctf_creak_a5.zip

    Alpha 5

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

    +Added sloped roofs and trim to front of bases

    +Changed terrain texture on Blu side

    +Added a new underwater tunnel route to the mid section rooms from the base side corridors

    +Made the middle water pool smaller

    +Brightness and bloom of the outdoor lighting reduced

    +Detailed Sniper bunker rooms

    +Remade the cliffs above the bases

    +Various texturing and trim work

    +Added a few more arrow signs around the bases pointing to the enemy base

    +Raised the ceiling in the long stairwells

    +Changed and tweaked some of the spotlights/lightbulbs

    +Added missing player clip brushes to steps that needed them

    +Changed ramps into steps where needed

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/85f280de.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/216cf42b.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/80394b69.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/167445fe.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/5d5b3478.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/114cb363.jpg]

  • [TF2] CTF Creak WIP

    • Scinbed
    • June 26, 2009 at 8:38 PM

    Cheers.

    Been working a bit on the sniper "pillbox" room today:

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/809c48f0.jpg]

    Complete with jars of piss you can shoot around

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/53211b89.jpg]

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