Posts by The Horse Strangler
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Quote from blackdog
I like the art!
In the last shot, the lower area is walkable right? Isn't going to be too dispersive? Makes a lot of sense that on a oilrig map you have an "ascension" feeling for one of the teams... so maybe it should be the focus instead of an alternate rout? (something like Vertigo.)
After the test I was thinking you should really have had this catwalk

not sure for the others on the T side, seems there are a bit too many, and with all those pylons the scene seems noisy.I'd be curious to test it btw, it was a fun map!
It for sure is a bit visually noisy, which is a problem I've been struggling on for a while now. Oil rigs are pretty compact, visually noisy looking structures. I've been trying to get the right balance of that so it doesn't totally destroy readability. I am changing a lot of the pipes and some square shapes to be rounded, easier on the eyeballs.
Height it another issue with the element of visual noise. That and overall balance. Vertigo is probably my favorite looking map, but it's the worst for competetive play because the CT's have height advantage the whole time. So we've avoided having any kind of stairs that are accessible near the spawns. Most of of the catwalks are accessible by a longer route, or hopping ontop of stacks of random objects.
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Number 1 thread revivial
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thanks for the notification, can I send you guys an updated version of blackgold?
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Probably not, but their location is unique enough right now. One is inside a building, and the other is on the main drill platform.
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Yeah I don't plan to put any red in there, blue is already the primary contrast, otherwise it's going to look like mcdonalds up in there!
I'd like to get some more orange elements in there, but much more subtle and not as in your face.
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Yeah, the pyramid is the crane placeholder for now.
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I've made the ocean a displacement, I wasn't digging the flat repetitive look the water brush had, even after a giant large custom flowmap. There were some problems with reflections freaking out in the 3d skybox as well.
However I need to adjust the uv scale of the 3d skybox water, it's bigger than the normal playable area ocean. The ocean is till ongoing though. I plan to work on the coloration and spec.
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We are going to try and get it in Wednesdays mapcore playtest. It was quite yellow before. I really wanted to avoid the whole desaturation thing with stock cs:go. It ended up being way too vibrant though, I have the cs_office cc going on, but on a low weight.
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Quote from BungloDisplay More
Basically, I've created three modules so far within max. I have max's grid and snap system setup to match that of CE3's so I know that as long as my ending verts are on a grid line, it'll snap with the other meshes in the editor. You can see in the screen below what I mean.
[Blocked Image: http://i.imgur.com/Wnvxr.jpg]
When it comes time to create the damaged modules, I'll simply cut out areas of the existing modules, bridge the edges to close the open holes, and change the material ids of the newly created faces to the id that corresponds with the damaged texture.
[Blocked Image: http://i.imgur.com/IGo5p.jpg]
I can place the removed chunks on the ground as well so the damaged pieces match up with the damaged arches.
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Simple.
On the archs front faces, you should take the verts and weld them to the corners. You'll save some polies like that.
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Quote from skysilcox
Fair enough but you'll have to get past that way of thinking if you want to make great levels.
lol. I think you misunderstand. It's not that I don't care for feedback like that. The only issue I'm having with your playtesting data is that like mentioned previously, you never look up. This REALLY surprises me considering it's a portal chamber. Theres a consistent way of scoping out a chamber when you walk into it, and that generally involves looking at up at some point in time.
I realized you noticed the exit was above you after 8 minutes. Regardless thanks for taking the time to record yourself playing.
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Quote from skysilcox
I grew tired of the Wheatly and Glados dialog since it played such a pivotal role in the SP game. It just felt out of place here to me. I missed the big set piece transformation of the chamber. May need some more visual cues to direct the player to look at it at the proper time. I am a pretty impatient player and grew tired of falling to my death so I gave up. You may need some more cues to let player know where they are aiming to go. As I wasn't exactly sure at first.Pretty interesting. Needs more visual breadcrumbing.
Demo: http://%7boption%7d
Interesting. I have the cube spawn right across the gap, not sure how much more I can do to highlight that though.
After watching the demo there's not much more I can say aside the fact that you genuinely aren't paying attention to the area. Like some of the oddest situations where events were taking place, and at one time you where staring at the floor
. I also noticed you never bother looking up. I specifically put the Wheatley monitor up so high near the exit so that players could see it. I understand that players generally never look up, so theres not much more I think I can do for a visual cue on that one.Previously the chamber area with the funnel was open, so the player could walk around in there while the intro scene played out. I limited the player to a smaller space to force an importance on the space ahead, mainly the gap.
I'll try a few things to grab more player attention, not really seeing what else I can do at this point though. The next step is really just putting a big fat sign right over the chamber set pieces.
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Whaddup playas'. Been working on this map for the summer inaitive over at ThinkingWithPortals.com, wanted to get some more crits and crots on it:
QuoteInfinifling pits the player directly into a chamber filled with redirections (we had to have some) and mechanics built on prevailing mid-air portaling techniques, though with less difficulty and more fun.
File Name: sp_geardev_infiniflingV2.7z
File Size: 7.3 MiB
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I've been working on city17 still and whatnot, but in my spare time have been making P2 maps and fiddling with the new SDK. I spent about two weeks on this one, and finished it up mostly yesterday and today.

This coop map revolves around redirecting redirection cubes via funnels, and the magic that follows. This map is a little tough though, you might wan to pre-lube for it. On a scale of 1 out of 10 in terms of difficulty where 5 is normal, we give it a 7.5.
It's hopefully the first in a series of coop maps to come.
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File Name: mp_coop_gear_redirections.7z
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Those were some good tips Happy. I had no idea about the cntrl+shift+alt+s on Photochop.
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It's looking good bro!
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Recently the City 17: Episode 1 team has been in search of an animator for our mod.
City 17: Episode 1 has now been in development for nearly 2 years and is reaching its release. As the mod has developed over the years, we've found ourselves needing more custom character and weapon animations to replace Half-Life 2's stock animations. As the mod is in the final stretch of development, we've decided to recruit an animator to start replacing those animations with higher quality ones.
Animators out there will find themselves joining a hard working team that is committed to releasing a quality project. Currently we use SVN to store all the mod files and a wiki to store important information about the mod for users to access easily. Benefits of joining our team include moral and loving support from your fellow team mates. There are also opportunities to continue working with Gear Development on future projects.
Below are a few screenshots of levels from the mod. Any media shown below is subject to change before release.
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If you're interested in seeing more media or information about the mod, take a look at our [email protected] with any questions.
Responsibilities
[*:lxj61o7x] Creating first person weapon animations to replace the stock Half-Life 2 animations.
[*:lxj61o7x] Creating character animations for map specific scenarios. (i.e: Jumping over debris)
[*:lxj61o7x] Fully animating a 4 legged creature with idle animations, attack animations, movement animations, ETC.
[*:lxj61o7x] Creating first person camera animations. (i.e: Create an animation that makes the players camera move as if getting up off of the ground)
Requirements
[*:lxj61o7x] Able to create character animations, weapon animations and 4 legged creature animations in the 3D Application of your choice. 3DS Max, Maya or XSI Mod Tool is preferred.
[*:lxj61o7x] Able to stay focused and on task while working
[*:lxj61o7x] Manage your tasks and update your work across a wiki to keep other members informed of progress.
[*:lxj61o7x] Able to donate a decent amount of time to the project. We can work around timezones if needed.
Plusses
[*:lxj61o7x] Experience rigging models for animation.
[*:lxj61o7x] Experience importing models into Source.
[*:lxj61o7x] Experience with Valve's Faceposer tool.
[*:lxj61o7x] Experience creating Cinematic Explosions. Animations for map specific scenarios.
[*:lxj61o7x] Familiar with SVN software.
If you're interested in joining the team, please e-mail MrTwoVideoCards at [email protected] with examples of your prior animations and a list of experience with Mod/Game development. Thanks for your time!
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Working on minor things at the moment like Color Correction and the like. I'm still toying with fog.
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