Are members allowed to collaborate for group entries? I'd be interested in entering if that is the case, provided I could find someone to work with.
Posts by m8nkey
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Quote from Majoris
I've been working on the lighting and fog, here's a preview.
I'm really liking it. Introducing some colour to the sky has really livened it up. The fog colour looks appropriate for the lighting and skybox too. Great stuff.
*edit: I'm assuming you're using the fog to simulate a dust storm or just the generally dusty atmosphere in the middle east. It's perfectly feasible to have a blue sky yet a sandy haze on the horizon.
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Quote from sock
Not sure about Quake Live interest, I heard it is closed to community content.
That's a real shame if it's true. Shorter production time and less technical concerns than current engines
mean it would be an ideal platform for casual/enthusiast mappers.
I'd love to see a simple in game UI for managing custom maps, making them easy to install and more conveniant for the average gamer. I know I'm dreaming there though.
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Quote from hessi
i can see a black something and a sky. don't you have better screenshots?
The pictures after the link are much better. It looks like a nice map too.
*edit: Some awesome stuff in the design and materials section of your site. I think you'll see a resurgence of interest once Quake Live is finally released.
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Nice work. It has a unique visual style that's fitting for TF2.
Only crits are the previously mentioned water/skybox colour discrepency and map optimisation. It's fairly resource hungry for a small map that's modest in detail.
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Quote from merkaba
Whatever the nature of this contest, I ask that environment design and image is not a large factor, but rather how it feels and plays. I'm a bit bored of feeling like a map's score should be tied to how beautiful it looks, when really there are far more important, and fun to explore, ways to 'score' a map. I'd almost go as far to say that I hope visual beauty does not matter at all, so long as the main design concept is realised and expressed.
I agree that gameplay is an important factor but, to me, visuals are equally important. A technically brilliant map that looks like shit is just as bad as a good looking map with shit gameplay. Both gameplay and aesthetics should be taken into account. A map doesn't need to be complex or utilise custom content look good, just follow simple design principles.
I like e-freak's idea of limiting the amount of textures you can use. That places everyone on a level playing field.
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Suprisingly, that looked alright. better than I was expecting.
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It's interesting how he perceives colour and perspective.
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Quote from DvS
Looks good, but you could easily optimize the UV better simply by moving the top triangle thing down to the space below it.Also, it would look a lot better with a reflection property. Make it shiny

EDIT: I can see now that they are indeed reflective, but it really isn't obvious. Perhaps make the windows slightly darker to make the reflection easier to make out?
Thanks for the advice DVS. I don't know what I was thinking with that UV map. I've given each model a seperate 512x512 map and optimised the UV as you said.
I took last week off work to concentrate on some solid mapping. Along with the 3d skybox, I also replaced ALL building window textures with 3d modelled Façades. +showbudget says the map is actually more efficient now than before (averaging below 2ms in both world rendering and static prop rendering) due to other geometry optimisation.
I'm also trying to finalise the layout for the outdoor area. I'm extending the perimeter around the map so it doesn't look so much like you're playing in a box. As a result I need to come up with more building designs.
I saw a thread recently where 3d Realms shutdown a Duke3d mod for Source. To avoid any potential problem I'm removing all references to Duke Nukem and changing the map name. The problem is all the cool names for a city map are already taken. The best I've come up with so far is CS_Metroplex. Any ideas?
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Sounds like a cool gameplay mechanic, exploring and foraging around for stuff you need. It reminds me of grinding in MMOs. I'd like to know how/if you implement this.
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I guess it could appeal to someone overwhelmed by the choice in PC hardware. I doubt it'll deprive any sales from the console market though.
Quote from Pericolos0and when the next game comes out you buy a new pc for that too? This isnt a great idea at all, just exactly whats wrong with the pc market. Make your games work on all shitty pc's if you want to sell well with the pc crowd.
I think it makes sense to develop engines geared towards higher end systems. After throwing large wads of cash around I'd want to milk as much life out of it as I can through liscensing, expansions, episodes etc. A decent engine should last several years, beyond the typical hardware during the time it was first released.
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Fucking amazing map Minos. Some of the most interesting and detailed architecture I've seen in Source. The textures, ambient sound, lights, everything falls perfectly into place.
+1 spotlight
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Checked it out ingame today. It's a very well constructed map and a great example of an open, natural environment.
I found the environment light and distance fog a bit unsettling. Personally, I think the fade could be more gradual and the yellow colour doesn't look quite right. Also, the conflicting surface Skacky pointed out is very noticable.
Overall it's very polished and an impressive piece of work. Congrats.
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First post updated
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Sounds like a great concept. I like the way you've considered gameplay progression through 3 distinct areas. It should make an awesome payload map.
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Awesome stuff Pomperi.
Great looking textures BJA, I agree with Pericolos0 that the polycount is a bit excessive though.
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