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  3. m8nkey

Posts by m8nkey

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • November 27, 2008 at 5:45 PM
    Quote from FrieChamp

    What makes you think more recent technology doesn't have any limitations?

    I don't. I just don't aggree that it's hard to show that you have an artistic sense if you work on old tech. I wasn't trying to get into the great engine debate .

  • Prince of Persia soon to come out...

    • m8nkey
    • November 27, 2008 at 3:34 PM
    Quote from 2d-chris

    You know, I was talking to an artist this morning about art styles. I've predicted since seeing Mirrors edge ages ago, that the overused grunge look will be replaced by a clean modern one. It's funny how most developers follow a trend and that it changes every now and then.

    That's an interesting observation. I wonder if it's the developers, the players, or a combination of both that drive these trends?

    In some respects it makes sense, no different to trends or movements in art, fashion and music culture.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • November 27, 2008 at 12:16 PM
    Quote from Squad

    I think I (partially) disagree with this. If someone makes something really beautiful on an old engine, it's probably more obvious how talented he is. Instead of just throwing some prefabbed models etc in a scene, which may 'look' way better (to the average unknowing gamer) than the level on old tech. But that'd just be beause of all the next-gen technology (shaders etc) instead of the actual design (lighting, ambience etc).

    I disagree too. The more limitations, the more skill is required to work under them to visually convey your idea. It's a lot easier to be lazy when it comes to optimisation these days but working within engine restraints and optimisation is still very important. I still use a lot of little goldsource optimisation tricks when planning my source engine maps, ensuring they aren't too demanding on the engine budget.

  • CS_Metroplex

    • m8nkey
    • November 27, 2008 at 11:45 AM
    Quote from dux

    Very good. My gripe is still that it feels rather empty. Give it some life!

    Edited my post to address you initial crit but you were too quick . I have 7 vehicle models waiting to be ported to source for use on the street. Combined with the advertising and vegetation it'll look much busier than those dated screens.

    My above post states my interntions for the interior areas depicted.

  • CS_Metroplex

    • m8nkey
    • November 27, 2008 at 11:22 AM

    Epic bump.

    Thanks for the crits Dux, Sentura. still a lot of detailing to do. things on my TODO list for those areas include used ticket overlays for the floors, brass rubish bins & stair railings and 3d cutout movie ads. I'm also thinking of implementing some sort of popcorn (maybe a detail prop). I also need to make assorted food packages etc for the cady bar.

    I think some dead cinema employees along with appropriate blood stains and damage to insinuate something bad has happened would be cool too.

    Thanks for the name ideas guys, decided to stick with Metroplex

    No new screenshots but there's been some solid progress behind the scenes. I've made a handful off new models and added a lot of additional detail to the street including vegetation, signage and billboards.

    The vegetation isn't fantastic (I'm sure I'll get some negative crits) but it's the best I could produce. I have too much other content to work on.

    I think the additional street detail has added to the player immersion and sense of scale anyway.

    I have a month off over Christmas + I'm getting a new Core i7 system which will make things a lot easier (my current Athlon regularly fails to boot and is near death).

    Basically I want to get this map out the door so I can focus on E:TCW

  • de_haunts (a "The Haunted Mansion" CS: Source map)

    • m8nkey
    • November 27, 2008 at 11:16 AM

    Nipper's the guy who made a plethora of successful FY maps for the original CS yeah? He'd probably be strung up and burnt on a stake if he showed up round these parts.

  • [REL] 3DS Max 9/2008/2009 SMD Importer plug-in.

    • m8nkey
    • November 27, 2008 at 5:12 AM

    Love your work Wunderboy,

    I want to remove the floating turd from the stock hl2 toilet model so every toilet in my map isn't full of turd. I'll let you know if I run into any drama

  • Prince of Persia soon to come out...

    • m8nkey
    • November 27, 2008 at 4:54 AM

    Wow, impressive artistic style. I thought this comment from the IGN video review described it nicely:

    Playing Prince of Persia is like running through a water colour painting

    Congrats Furyo, you've sold me.

  • The random model thread!

    • m8nkey
    • November 26, 2008 at 1:28 PM

    Looks great Meo. Is it going to be animated? What's the polycount?

  • Mirror's Edge

    • m8nkey
    • November 26, 2008 at 2:12 AM
    Quote from Steppenwolf

    m8nkey, we have australians too working at Grin. One of them is a level design lead.

    That's interesting. There's negligable gaming industry over here that I know of so I wouldn't be suprised if most the talent goes abroad.

    Quote from D3ads

    You guys realise that the PC version will be "secuROMed", right?

    Damn, I didn't even consider that D3ads. I haven't purchased a secuROM game before, it sounds like a particularly unpleasant method of DRM.

    Generaly I'm for the boycott of DRM, but if I really want the game, I would buy it and download a workaround.

  • Mirror's Edge

    • m8nkey
    • November 25, 2008 at 7:48 PM
    Quote

    ":3m53kwtp]I'll buy the PC version as soon as It comes out.

    Shit yeah, besides, the only professional Aussie level designer I know works at Dice

    I really hope it enjoys commercial success in the long term.

  • [INS] ins_mosul (WIP)

    • m8nkey
    • November 25, 2008 at 12:27 PM
    Quote from Majoris

    in real life most residential neighborhoods in northern Iraq are the exact same way; it's like a huge rectangular block, with the front face segments entirely different, while the building height is uniform. Point well made though, hopefully you'll like the new media I'll be posting soon.

    Ironically, sometimes what actually IS real doesn't translate well to games. Building uniformity can make things look too simple and goldsource-like. Your most recent shot is much more visually interesting.

    Your work certainly reflects your insight and experience, I think there's a bit of room for creative license as shown in the latest shot though. Nice one.

  • DeadB4Xmas

    • m8nkey
    • November 25, 2008 at 12:01 PM

    Great concept tomdon. It's an ambitious project, considering all the custom content and the fact Jesus' birthday is only a month away. Good luck.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • November 23, 2008 at 12:15 PM

    Those Max Payne 2 stuff looks awesome Corwin, I'll dust off my copy and check it out on release.

  • Originality in mods

    • m8nkey
    • November 21, 2008 at 10:23 AM
    Quote from KoKo5oVaR

    Is it just me, or does the mod community lacks a lot of ideas these days ?

    Personally, I think originality is overated, ideas are a dime a dozen. For me it's about how well those ideas are executed. A mod that uses simple, tried and true gameplay mechanics that are well imlpemented and fun is a fair accomplishment. Of course unique gameplay elements are great but they greatly complicate things too.

    The cool thing about modding is it's readily accesible to anyone. Of course this also results in a plethora of absolute shit as seen on modDB. 99% of them are dreamt up by kids that never see them to fruition, they are by no means an accurate litmus test for the quality of what's out there.

    Saying there is no originallity is a gross generalisation. The Source engine alone has an impressive range of original mods that impliment unique gamelpay mechanics previously unseen in the engine.

  • Chell's Legend - Site Launch!

    • m8nkey
    • November 21, 2008 at 8:06 AM

    The site and your content look nice. I like the idea of a quaint, seamingly harmless beautician that's a front for a top secret laboritory.

  • de_hydroCo

    • m8nkey
    • November 21, 2008 at 7:37 AM

    Good stuff Sk3tch, light on realism but respectable visuals and great gameplay. I'm sure it'll be popular amongst custom servers.

  • [TF2] cp_gydan

    • m8nkey
    • November 21, 2008 at 7:33 AM

    Looks like a solid start. I'll checkit out when I have a chance.

    Also, I agree with everyone else, I hate links to external image hosting (particularly fucking imageshack). If you include images directly in your post, it's convenient and it allows the screens to be easily compared with one another. You can actually upload your images and imbed them in your post directly so they aren't reliant on outside hosting.

  • DE-RECON by 3D-Mike :D

    • m8nkey
    • November 21, 2008 at 7:25 AM

    I took it for a brief spin yesterday. Love all the personal touches typicall of all your maps. My favourite was the Army of Darkness reference . The birds that take off when distrurbed was also a very nice touch.

    Overall it's impressive though I'm not sure about some of the terrain modelling, some areas appear heavily reliant on brushes, as appose to displacements, and don't look very natural. There's a lot of LOD popping going on too, personally I'd increase the range before the LODs kick in or remove some entirely, it would increase the budget but I think it would be worthwhile.

    I'm looking forward to checking out the gameplay at a LAN next weekend

    Great stuff as always Mike. I hope you continue to occasionally release stuff for Source or future engines.

  • Night Terror Alpha

    • m8nkey
    • November 17, 2008 at 5:57 AM

    I checked it out today and it's a really good start.

    The lighting and atmosphere are excellent though I think it could do with a little more ambient sound. Performance wise the map is well optimised, it's visually coherent and the layout is well designed.

    I have a couple of suggestions. Firstly, create a bumpmap and add specularity for the ground textures that are exposed to the rain so they look shiny and wet. Technically everything is well implemented but I think you need a stronger story and some interesting scripted NPC sequences to make this awesome.

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