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  3. m8nkey

Posts by m8nkey

  • Finally, Adam Foster joins Valve

    • m8nkey
    • July 17, 2008 at 5:54 PM
    Quote

    ":1o663dqw]Is he registered on mapcore?

    http://%7boption%7d

    not really an active user. Amazing level designer though. Even the storyline, provided through txt on the HUD, is excellent.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • July 14, 2008 at 8:37 PM

    Looking good John. Are you using a custom skybox? The stock night skyboxes look like shit in a HDR map.

  • The random model thread!

    • m8nkey
    • July 13, 2008 at 7:49 AM

    A bin I made today. Uses a 512x512 diffuse and a 256x256 spec map. I'm not going to make a normal, I don't think it's worthwhile.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/bin1.jpg]

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/bin2.jpg]

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/bin.jpg]

  • INS_Abdallah

    • m8nkey
    • July 13, 2008 at 3:58 AM

    Stunning looking map Minos. I'll try to make some time to checkit out ingame next week.

  • [WIP] City of Stuttgart, sometime in WW2

    • m8nkey
    • July 13, 2008 at 3:56 AM

    Realy unique looking map. I love the art deco architecture and neon lighting.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • July 10, 2008 at 8:37 AM

    Looks great PaulH. I like the before and after concept you've gone for. The explosion looks awesome too.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • July 8, 2008 at 9:45 PM
    Quote from Nurb

    Looking good Slainchild, although I'm not a fan of generic sci-fi maps

    Touché . Both are looking great.

    I think the vegitation in Nurb's map is feasible, there are shards of light entering the cave through the ceiling. I also agree with Slainchild that even non-realistic maps need to look plausible to suspend the belief of the player.

  • ins_buhriz (Insurgency)

    • m8nkey
    • July 7, 2008 at 7:14 AM

    Certainly an impressive, natural and open looking landscape. Regardless of personal opinion on the yellow lighting, it's certainly unique and well implemented. I'll be sure to check it out ingame once it's released.

  • MMOs on CryEngine (FarCry 1)?

    • m8nkey
    • June 26, 2008 at 7:42 PM

    I stumbled accross this only yesterday:

    http://%7boption%7d

    Official Site (haven't checked it out, it's blocked from my work):

    http://%7boption%7d

    It's a Korean anime MMO that uses the Source engine. It's free to download so I'm going to check it out over the weekend. I can't imagine the Source engine being suitable for an MMO, one thing I found very irritating about Hellgate London was the insane amount of instancing and loading screens. It really effects the players immersion, an essential part of an MMO.

  • [TF2] cp_unnamed (updated)

    • m8nkey
    • June 26, 2008 at 5:38 PM
    Quote from Sindwiller

    Looks bad ass. The sand texture doesn't fit though. Try something brighter, with patterns maybe.

    I aggree, the sand doesn't look as stylised as the other textures you've created. Other than that your textures and colour scheme are working nicely.

  • TF2 Purple Reflections?

    • m8nkey
    • June 26, 2008 at 2:12 AM
    Quote from DvS

    Solved, apparently you have to load another map after building your cubemaps with mat_specular 0, then reload your map...

    I've always had this issue using EP1 SDK, neither reloading materials nor mat_specular 0 resolved it.

    I just load a different map after building the cubemaps, no need to change mat_specular. It's pretty annoying though.

  • Crysis Map ~ Operation Codename: Vulcano

    • m8nkey
    • June 17, 2008 at 11:49 PM

    Surely the first CryEngine 2 spotlight?

  • dm_backwash (hl2dm)

    • m8nkey
    • June 15, 2008 at 12:42 AM
    Quote from aaron_da_killa

    And yeah, the performance on this map is pretty bad, but this was my first map and I wasn't really sure of the engines capabilities.

    Using +Showbudget I found my system was spending way too much time processing the world rendering. It sat at between 5-10ms with spikes up to 15ms. A typical map sits at around 3-5ms.

    Visually the map looks great. Nice work.

  • dm_backwash (hl2dm)

    • m8nkey
    • June 12, 2008 at 9:37 PM

    Looks good. I'll download it and check it out over the weekend. Good to see another aussie on mapcore

  • [PORTAL] a simple portal map

    • m8nkey
    • June 10, 2008 at 8:36 AM

    I thoroughly enjoyed portal but personally, I had my fill simply finishing it and don't go actively looking for maps for it.

    That said, this looks like a respectable release. Admitedly I gave up after getting stuck for a few minutes but what I did play was enjoyable. As it's all about the puzzles, I don't think you need to add custom content to produce a good map and as you said it could actually hinder or complicate the gameplay.

    I only have one crit. I noticed some missing materials on my system. I thought it may have been the cubemaps but I rebuilt them and the problem persisted. Here's a screenshot of an effected area

    http://%7Boption%7D[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/simple0000.jpg]

    I noticed in your screens this problem isn't there.

  • Crysis Map ~ Vulcano [WIP]

    • m8nkey
    • June 2, 2008 at 9:28 PM

    Really impressive stuff HP. Great variation between natural, man-made, interior and exterior environments. This map would definately be a contender in any comp.

  • Idiot steals my work - What to do?

    • m8nkey
    • May 28, 2008 at 11:45 PM

    I think this is inevitable and not a very big deal. Throwing lawsuites around is a massive overeaction. As mentioned this is probably just some teenager starving for attention. It's not depriving you of any income, I'm sure he's not making any money from it and I'm guessing he's probably completely butchered your work.

    I'd only be concerned if someone used my work without credit to produce something commercial or a reputable mapper/mod produced something awesome using my shit.

    Quote from hessi

    that's why warby and i agreed on allowing that anybody might use dod_kolsch content, since those who ask for it usually get it and those who don't ask get it anyway.

    This is a pretty good attitude, some people will use your shit whether you give them permission or not. These sort of people only produce crap anyway. Not worth losing sleep over.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • May 28, 2008 at 8:16 AM

    Really original looking style Albatros, nice one.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • May 27, 2008 at 11:30 AM
    Quote from Sentura

    I've found a tutorial a while ago which explain you how to convert a brush to a model using XSI but I can't find it...

    i could use this as well. any chance you remember the site?

    I don't know of any tutorials for it, but I'm guessing it envolves exporting a DXF from hammer then converting that into an SMD using XSI. If this is the case the resulting models probably aren't very efficient. I find exporting DXFs from hammer a useful scale reference though.

  • CS:S map project

    • m8nkey
    • May 25, 2008 at 1:00 AM

    That's looking damn nice Marcos .

    Maybe add some vehicles to the outside areas for cover? The map looks very industrial/warehouse like. For the interior, machinary could be used to provide cover. Some forklifts would be cool if you can get your hands on a model. It would also make palletes and crates far more acceptable.

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