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  3. Jetsetlemming

Posts by Jetsetlemming

  • Wolfenstein

    • Jetsetlemming
    • March 20, 2009 at 5:36 PM

    Where's the ammo counter? The HUD has a radar, health, grenades, and clip, but no total bullet count.

    Also "Press X to reload" :X

    Also BJ looks so.... modern. Kinda out of place.

    Like the sound of bringing the MP upgrades to SP. I mean, if it's made well, of course.

  • Wolfenstein

    • Jetsetlemming
    • March 19, 2009 at 3:34 AM

    I'm firmly in the "I fucking LOVE customization and upgrading based gameplay" camp.

  • Unreal Engine 3 updates

    • Jetsetlemming
    • March 19, 2009 at 3:32 AM
    Quote from Steppenwolf

    Why do you think so? I really see no advantage that bsp has these days. Maybe a bit more control and freedom for the level designer but thats something that gets lost anyway with the job becoming more and more specialized. Visualy it doesn't make a difference on what your engine is based as long as the renderer, art assets and everything is top notch. The main difference is in the workflow and in that regard bsp is just a painfull thing from the past.

    Modding.

  • Wolfenstein

    • Jetsetlemming
    • March 19, 2009 at 3:16 AM

    I'm glad to see the RPG upgrading and Objective based maps are returning. Server size caps are easy as shit to mod out on the PC, I couldn't care less about that. TF2 has a default max player cap of 24, but there are 60 man servers out there. You'll probably want some custom maps designed for bigger player counts but since it's IDTech that shouldn't be a problem (Did ETQW get an SDK?).

    I hope they bring back rifle nades, too. Those owned so hard.

    Edit: I hope "No vehicles" means "No drivable vehicles" and not "No escort the tank maps".

  • GTA Chinatown Wars

    • Jetsetlemming
    • March 19, 2009 at 3:09 AM

    It's fantastic. The game looks FAR better than I'd ever expect, and runs smooth as shit on top of that. The gameplay's fun, and the mission design's way better than any other GTA.

  • WIP in WIP, post your level screenshots!

    • Jetsetlemming
    • March 17, 2009 at 4:50 PM

    The visible seams remaining are two separate brushes touching. There are a few cases where combining them and switching around subtractions and additions can't be done, like with the lower landings of the rails on the stairs.

    Right now I'm working on adding details to make it look like what it's supposed to be (a really cool looking wing at a local college I saw when I visited for a test last week and decided to recreate) instead of some textured boxes with some stairs and tables.

  • Wolfenstein

    • Jetsetlemming
    • March 17, 2009 at 1:32 PM
    Quote

    ":1vlt9bqc]I loved RTCW so much that I'm wiling to give this one a chance... here's hope! :roll:

    Taking the same stance, I heard Splash Damage is doing the MP for this one somewhere, dunno if it's true but if it is

  • Unreal Engine 3 updates

    • Jetsetlemming
    • March 17, 2009 at 1:25 PM
    Quote from KungFuSquirrel

    like mocking up radially-snapping circular static mesh templates,

    Could you, like, provide a screenshot of this? Because I don't have a clue what you're saying. I know what all the individual words are, and even a couple phrases, but all together it just kills braincells fruitlessly if I try to picture it.

  • WIP in WIP, post your level screenshots!

    • Jetsetlemming
    • March 17, 2009 at 1:14 PM

    [Blocked Image: http://img18.imageshack.us/img18/3402/deusex2009031709094209.png]

    [Blocked Image: http://img8.imageshack.us/img8/4802/deusex2009031709095139.png]

    [Blocked Image: http://img9.imageshack.us/img9/42/deusex2009031709100089.png]

    [Blocked Image: http://img6.imageshack.us/img6/616/deusex2009031709101467.png]

    [Blocked Image: http://img7.imageshack.us/img7/7568/deusex2009031709102464.png]

    [Blocked Image: http://img25.imageshack.us/img25/1264/deusex2009031709121959.png]

    Fixed it as far as possible, I think, at least as far as the geometry lines being visible. Still bad banding on the edge of the lights. Going to play wit the settings a bit but I'm doubtful of fixing that, Unreal 1's lightmap generation's just too shitty.

  • Unreal Engine 3 updates

    • Jetsetlemming
    • March 17, 2009 at 12:23 PM
    Quote from Thrik

    I have to say, while Valve makes some excellent games with their engine I seriously can't see any way in which it bests UE3. At first I thought all UE3 games kind of looked the same, but after games like Mirror's Edge — which had quite a Valve style to it IMO — it's impossible to say that. The engine seems to be capable of handling any style and has excellent editing tools, yet is a close cousin to Source and Hammer with regards to overall approach (ie: see Crysis for the opposite end of the spectrum).I suppose what will keep people working with Source for a long time to come is the unbelievable games Valve produces with it (seriously the best), and the tight communities they have.

    I guess the industry agrees, though. Source is pretty much a non-player on the engine licensing scene, whereas UE3 is out of control.

    Source is far better at creating believable human characters than any other engine, especially in their animation system, especially with the new stuff introduced with TF2 and then L4D. Source uses a ton of tiny little shader filtered on character models just like every other next gen engine, but it actually makes them look like a person, and not a shiny soulless doll.

    Of course, the art design of Valve games helps in that department a ton

  • WIP in WIP, post your level screenshots!

    • Jetsetlemming
    • March 17, 2009 at 7:33 AM

    Working in UnrealEd again.

    [Blocked Image: http://img8.imageshack.us/img8/2140/deusex2009031703292352.png]

    [Blocked Image: http://img8.imageshack.us/img8/1561/deusex2009031703293581.png]

    [Blocked Image: http://img8.imageshack.us/img8/5706/deusex2009031703301292.png]

    I'm starting to miss working with Hammer compared to this. I think I can fix this with some extensive rebuilding of the stairs but in Hammer this would just work.

  • Unreal Engine 3 updates

    • Jetsetlemming
    • March 17, 2009 at 5:06 AM

    UnrealEd is vastly better than Hammer in every possible way. There is literally not one advantage Hammer's got.

    Source engine has vastly more realistic, believable graphics and animation, though

  • World Builder

    • Jetsetlemming
    • March 15, 2009 at 12:07 AM

    I would certainly appreciate that interface for making plants and trees!

  • Level design in the Clinton days

    • Jetsetlemming
    • March 14, 2009 at 11:19 AM
    Quote from Minotauro

    Yeah it´s actually awesome considering the game was made in 97 or something like that.

    Hey, Unreal 1 is around the same time, and UnrealEd has real-time preview (though software renderer only).

    That Tomb Raider level editor did seem damn easy to work with though. I think the PC versions of those games might've actually came with the editor too, I think I remember hearing about custom TR levels. Shame the modern remakes/sequels don't have one (and thus DX3 ).

  • WIP in WIP, post your level screenshots!

    • Jetsetlemming
    • March 14, 2009 at 3:01 AM
    Quote from Nurb

    A couple of new screens from my UT3 project.[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_01.jpg]a

    That stone arch on the bottom right looks like it's literally sculpted out of clay.

  • WIP in WIP, post your level screenshots!

    • Jetsetlemming
    • March 7, 2009 at 7:21 AM

    That looks really good- and oddly realistic without the textures. Reminds me of the beach. Really good lighting, I think.

  • WIP in WIP, post your level screenshots!

    • Jetsetlemming
    • March 6, 2009 at 5:01 PM
    Quote from Sentura

    you know, you can still draw a layout even if it's 3d on paper. look up topographic maps. in all those shots you've shown me, it literally tells me nothing of your idea, so i think you should try otherwise. a layout is part of understanding the map, and i don't understand where you're going with this.

    I've pretty clearly abandoned the original idea and am now just dicking around semi-randomly in an editor. It's great fun. I mean, duh, right? Since when does TF2 have military bots and MJ12!?

    Quote from VoodooBenshee

    3D is yesterday scene from the editor

    Hell yes Knytt Stories.

  • WIP in WIP, post your level screenshots!

    • Jetsetlemming
    • March 6, 2009 at 3:41 AM

    [Blocked Image: http://i41.tinypic.com/qz5dw9.png]

    [Blocked Image: http://i44.tinypic.com/10msy7k.png]

    [Blocked Image: http://i43.tinypic.com/16ktdo4.png]

    [Blocked Image: http://i41.tinypic.com/2i6m1z4.png]

    [Blocked Image: http://i39.tinypic.com/2009r8y.png]

    WIP

  • WIP in WIP, post your level screenshots!

    • Jetsetlemming
    • March 5, 2009 at 10:37 PM

    Because the idea's very.... er, 3d?

    The basic idea is that Blu starts on a cliff. On one side is a sheer drop and on the opposite side of the drop is the Red fortress. On the other side of the Blu base is a hill that gently slopes downward in a circle that loops back towards Red as it goes down. At its lowest point it reverse direction and starts climbing again, steeper and much thinner, until it loops over itself and cross via a bridge about ten feet above the earlier section. This bridge leads to a large bridge crossing the drop and leading towards Red's base. The bomb tracks follow this path, ending at the Red front gates, which is the goal. There's a road leading straight from the Blu spawn to the start of the big bridge, and in the middle of it is the Red forward spawn. The entrance and exit to this tunnel are blocked at first. The Red forward spawn has an exit to the sloped path. Along the wider part of the sloped path, both in front of the Red forward spawn and the opposite side, has a series of rooms with windows out to the main path, and they have a second floor with balcony. The opposite side second floor balcony comes up level with the Blu spawn, and soldiers, demos, and scouts can jump to the one above Red forward spawn to move around and ambush campers. Once the bomb reaches in front of the Red forward spawn, they move back to spawning in a forward room about twenty feet to the side of their front gates (so they aren't spawning right on top the bomb endgame). A thin tunnel is unlocked that leads from the Red forward spawn, under the hill, and ends up the crossing supports under the bridge to Red, as well as the tunnel that leads from Blu base past the Red forward spawn to the bridge.

    All that underground, overlapping detail is pretty hard to trace out on paper, and I really want to do something in a 3d engine anyway because I'm desperately bored and have no other outlet to my creativity

  • WIP in WIP, post your level screenshots!

    • Jetsetlemming
    • March 5, 2009 at 8:21 PM

    I had a great idea for a TF2 pl map, but in my computer's current FUBAR sate, I can't work in Hammer. I tried to sculp out the basic design in UnrealEd, to show it to a friend and dick around with it.

    [attachment=2]ramp1.JPG[/attachment]

    [attachment=1]ramp3.JPG[/attachment]

    [attachment=0]ramp4.JPG[/attachment]

    Yeah, this isn't working out.

    I miss displacements.

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