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  3. m8nkey

Posts by m8nkey

  • Spotlight

    • m8nkey
    • September 10, 2008 at 3:10 PM

    For a while I've thought a lot of talent isn't getting the recognition it deserves from Mapcore. Being a featured artist should be reserved for exceptional work but it's also important to actively reward it where it's due.

    For example, Majoris, a relatively new member of the community, has done fucking amazing work on his Insurgency maps. Ins_Buhriz is easily equal to or greater than some of the maps that have been previously spotlighted.

    Minos last release was also amazing.

    Hessi's dod_kolsch wasn't received particularly well. I thought this showed a fair bit of integrity that everyone didn't sycophantically tell him it was amazing. I also think Hessi is a contender for the most arrogant person on the internets but he's also a fucking good mapper and probably deserved a spotlight for that one.

    I also find it odd that Reno isn't a featured artist. He's an accomplished mapper and even won the 1024 map comp.

    I think the featured artist status should be reserved for maps of the utmost quality but we should also be actively recognising the talent round here. Purhaps a slightly formalised criteria or spotlight submission process could help?

    /rant

  • enterprise-tcw

    • m8nkey
    • September 10, 2008 at 2:38 PM

    I hadn't heard of this mod until today and was really impressed with the polish and quality of their media. I don't even watch Star Trek but the Star Trek universe is so comprehensive and I know it translates well to FPS. I thought the Elite Force series were great games.

    http://%7boption%7d

  • Let's hate on Boll some more!

    • m8nkey
    • September 10, 2008 at 2:25 PM

    I have no idea why but I have a perverse fascination with Uwe and have seen all his films. For me, there's always a mere few seconds of hilarity in each film that redeem the other 90minutes of shit.

    In Postal I was crying with laughter during

    Quote

    the gunfight where children were being shot

    .

    I'd rather watch a Uwe film than the mindless, effects ridden shit Marvel produce. They have the budget and the IP, the stories and characters are more two dimensional than the comics they're derived from though.

  • Competition: Escape!

    • m8nkey
    • September 9, 2008 at 6:32 PM

    I might be wrong but this competition looks doomed to fail like most forum comps seem to. Few people could be bothered working on an entry and even less actually finish what they start. Is anyone actively working on an entry?

    The HL2DM 1024-unit comp was successful with tons of excellent entries and great participation. What about an anual or bi-anual 1024 unit comp?

    Something else I'd be interested in would be a Mapcore collaborative instead of a competition. There's some damn strong TF2 mappers that could lead a project to create a TF2 map with entirely custom content.

  • Tattoos and the games industry

    • m8nkey
    • September 9, 2008 at 4:50 PM

    Being in the Navy I feel weird not having tattoos. I can count on one hand other co-workers who don't.

    A few of my mates are notorious for going out, getting drunk and then tattoed almost on a weekly basis. It's pretty damn funny the shit they get done whilst drunk. I know one guy who has a very impressive chinese style arm sleeve comprising of waves and fish. The same guy also has some of the worst tattoos I've seen including port and starboard written on his left/right feet and also mum and dad written on his left and right elbows.

    Another guy has his brothers and sisters names written along his forearms in the gayest font I've even seen.

    The funniest though is a mate who got the lyrics to a Grinspoon (Australian band) song inscribed on his stomach. Unfortunately his grammar, and the tattooists, weren't great so instead of "More than you are" he ended up with "More then you are".

  • Kane & Lynch director talks about being critically panned

    • m8nkey
    • September 9, 2008 at 4:04 PM

    I tried the demo and thought it is the sort of game that appeals to me, especially because it's co-op. There's not enough co-op games out there.

    I don't let bad reviews diswaid me either. What I like is regularly at odds with what's popular. The sole reason I didn't buy Kane & Lynch was performance. The game was continually caching every few minutes regardless of what was happening. It got very irritating quickly.

  • weird spots on my displacements?

    • m8nkey
    • September 9, 2008 at 12:10 AM
    Quote from skdr

    Delete your light_env and create it from scratch with same settings.

    That resolved the problem in this thread http://%7boption%7d

  • Old Washroom Scene [wip]

    • m8nkey
    • September 7, 2008 at 6:36 PM
    Quote from D3ads

    Excellent work Vivi, as usual! Can't wait to see this finished

    That looks absolutely horrible... :X

    That screenshot isn't very flatering but using overlays to create light falloff can be a nice touch. I usually make mine more transparent and match the gradient colour to that of the light source. For dusty windows I'd use the alpha chanel to reduce the opacity of the effect and diffuse/feather all the edges.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • September 5, 2008 at 5:41 AM

    Looking good Term!nator525. What engine is that for? If possible, I'd suggest some pipes, cables and other interesting models to shake off the geometric, goldsource look.

  • Old Washroom Scene [wip]

    • m8nkey
    • September 5, 2008 at 5:34 AM

    Nice looking stuff Vivi. I'd suggest using overlays to create patches of light on the floor to correspond with the windows. Here's a screenshot from cs_assault of what I'm trying to explain http://%7Boption%7D[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/cs_assault0000.jpg]

    Just create a material with an alpha map gradiant to express the light falloff.

    Here's a VMT template I use to create such overlays.

    UnlitGeneric

    {

    "$basetexture" "directory/VTFname"

    "$additive" "1"

    "$decal" "1"

    "$decalscale" "0.250"

    }

    Quote from generalvivi

    here is my layout and the idea is to make this a small interactive slice of a city. Not sure exactly how just yet but the pieces are falling into place slowly !

    You could release it for Gary's mod. The depth of field post processing in Gary's Mod is really effective for screenshots.

    Last thing I'd suggest is modeling the building windows. I think you can afford the extra polygons.

  • Baguet Map Pack

    • m8nkey
    • September 2, 2008 at 9:20 AM

    Quality work. Look forward to seeing more.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • August 25, 2008 at 1:30 PM
    Quote from n8braker

    nice! how did you make that screenshot?

  • Watershed Arena

    • m8nkey
    • August 23, 2008 at 2:26 AM

    Incredible stuff for 2 days work.

  • CS_Metroplex

    • m8nkey
    • August 20, 2008 at 1:49 AM

    Updated first post. I'm currently working on billboards and building signage. kan3 is working on some custom vehicles.

  • Quake Live Beta

    • m8nkey
    • August 19, 2008 at 12:20 AM

    I'm really impressed with it. My friends and I still regularly play Quake3 over LAN and this feels much more smooth and responsive. Quake3 over a listen server, character models had gerky movement.

  • de_hydrofire (or something like that) 80%

    • m8nkey
    • August 18, 2008 at 4:22 AM

    looking good sk3tch. I'm liking the lighting and colour scheme.

  • Quake Live Beta

    • m8nkey
    • August 15, 2008 at 4:49 AM

    Anyone played the Quake Live Beta? My beta key arrived earlier this week but I haven't checked it out yet.

    http://%7boption%7d

  • [UT3 Scene] BioCulture - WIP thread

    • m8nkey
    • August 15, 2008 at 2:30 AM
    Quote from doylle

    Thanks for the warm welcome fella's Why palm trees, well honestly i have no idea. I had this idea for a long time but I never really thought about the sort of plants, i just always thought about palm trees. I suppose a more sci fi type of vegetation would be better indeed ^^

    What about genetically modified vegies or glowing, radioactive plants in the vein of Decadence http://%7boption%7d?

    Another Idea is to have an area of the lab that's overgrown with the botanical experiment gone bad.

    These ideas may stray too far from your original concept but thought you might find them useful.

  • [UT3 Scene] BioCulture - WIP thread

    • m8nkey
    • August 14, 2008 at 11:59 AM
    Quote

    ":1tyfu2dv]I think the idea of making a scene, instead of a full blown playable map is a very good idea. If you're aiming at a Level / Environment Artist position, it's kind of a waste to spend time on gameplay and boring scripting!

    I agree, it's a great way to show off your modelling/texturing skills.

    Quote from doylle

    The main setting of the scene is some sort of underground lab, where people grow palmtrees. The big hall on the right is where water is stored and recycled. The left area is where the palmthrees grow.

    Nice looking stuff but your concept sounds a little odd to me. Why palm trees?

  • ins_buhriz (Insurgency)

    • m8nkey
    • August 13, 2008 at 11:47 AM
    Quote from Freak

    well, seems like i´m the only one who liked it more before

    The original scheme was well implemented. It was definately atmospheric. Personally, I prefer a bit of variety in colour though, particularly if I'm going to play a map repeatedly.

    Both have merits and I think it just comes down to personal opinion.

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