Tuesday Chris. Tuesday....
Posts by Vilham
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Man 20k for a single player custom map is great.
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Quote from 3Dnj
I have to say, some people (so do I) are not very friends with the basic level design process. Making big brush, thinking first about gameplay... When I started making map, only the look was important for me. Of course I changed my mind during the years but still blocking something without any visual researsh sometimes bored me.
But JP is right, the best proces is to make a quick playable version of the map, it can be with a small art pass but not fully detailled.
It goes without saying that you should have a plan for the visual look, but you can block any basic architecture with solids, you don't have to fully detail something.
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haha, I was saying all this until the latest email I just read....
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Quote from Taylor
I agree that is separate, but they’re both part of the recent bi-weekly media outrage that tars the games industry as bigoted pig-dogs. #1reasonwhy is important because, while I don’t think it reflects my experiences in the industry, it does highlight several specific incidents of genuine abuse and appalling behaviour. However, there is no mystery to how individuals like Mr. Truth333 get made when you have shit like the Tomb Raider and girlfriend mode “controversies” firing off constantly as part of the larger "story" of an apparently sexist culture.
These incidents are what discrimination law/sexual harassment law is for. If you are being genuinely discriminated take the company to court or if you are being sexually harassed take it to HR. Personally have yet to see any case of sexual discrimination amongst the 500 or so people I have worked with, heard a few anecdotes.
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Unreal Tournament character no?
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Its unreal. I recognise the doors.
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Quote
' timestamp='1354043659' post='317752']That's the thing, I got so fed up with the way we make our art, it's 2012 and we still don't have a solution for tangent space shading mismatches between baker and render, unless your engine supports the baker you are using, and even then, the whole philosophy behind it, you are using your normal map shading to fight against smoothing groups shading / tangent space errors. Fuck that.
Way I see things going is, we wither use object space normal maps, stick with tilling textures, or both.
Yeah. I understood some of these words...
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Hurry the fuck up vivi. Jeez.
Also I agree no multi is good. Waste of time developing it.
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Got 9 hours out of a single playthrough, longer than most games these days. Had all the powers I wanted by mission 3/4. I was so satisfied by this game that tbh I don't need thief 4.
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Finished it tonight, really good game.
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Wonder how long till some governement forces them to stop.
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Use VBCT, seriously. Just use it. It is by far the best tool to use with hammer.
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Its not.
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As Grand Chief of mapcore I dispute Ricks claim!
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shame i missed this playtest
better publicity on facebook/mapcore next time plz -
Quote from SquadDisplay More
Here are some WIP shots from a CSGO map I'm working on.
It's actually a remake of which I made for CS 1.6 (but never got past releasing a first beta version). Before anyone points it out, it's inspired by some of the first TF2 pictures that were around:
[Blocked Image: http://www.planetfortress.com/tf2/gameinfo/screenshots/italy1sm.jpg]
[Blocked Image: http://www.planetfortress.com/tf2/gameinfo/screenshots/italy2sm.jpg]
Everything is still very much WIP, but any C&C are more than welcome. On to a few screenshots:
[Blocked Image: http://users.telenet.be/gus/csgo01.jpg]
[Blocked Image: http://users.telenet.be/gus/csgo02.jpg]
[Blocked Image: http://users.telenet.be/gus/csgo03.jpg]
[Blocked Image: http://users.telenet.be/gus/csgo04.jpg]
Many thanks and credits so far go to Magnar Jenssen and Rick Underhill for letting me use some of their textures from Mission Improbable and to TopHATTwaffle for a few others as well.
Just from an art thing, try breaking the floor up a bit. Maybe some lifted flagstones or small bricks, grass growing up through gaps etc.