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Posts by Lord Ned

  • [TF2] Arena_Draft

    • Lord Ned
    • September 27, 2010 at 3:22 AM

    ARENA Draft

    From Matt "Lord Ned" Hoffman and Ben "Nerdboy" Waters comes:

    [Blocked Image: http://dl.dropbox.com/u/813382/TF2/Draft/draft_promo.png]

    [Blocked Image: http://dl.dropbox.com/u/813382/TF2/Draft/draft_download.png][Blocked Image: http://dl.dropbox.com/u/813382/TF2/Draft/draft_mirrorbar.png][Blocked Image: http://dl.dropbox.com/u/813382/TF2/Draft/draft_threadbar.png]

    (Extra screenshots in the linked thread, they're 1080p so I don't want to link here without a resize-script on the forum)

    So there you have it. Leave a post if you're running it on your server or enjoy it.

    Extra Thanks:

    Thanks to A Boojum Snark and Seba for help with server-list thumbs.

    Thanks to Snacks for uncomplicated some displacements.

    And really thanks to Nerdboy. Even though it's half his map, this guy has just been amazing to work with. I'd close the map in frustration over something and go to bed, and I'd wake up in the morning and Nerdboy would have fixed or detailed or taken care of whatever it was, without me even mentioning it.

    Quote

    The dream began one quiet August night as Lord Ned prepared to resurrect Hydroelectric. The very same night, Nerdboy, master of time and space, challenged him. "Lord Ned, good sir," he commented amidst the glow of the Livestream client, "I do believe it is preposterous for such an arena map to feature a sight line straight across both spawns." Insulted, Lord Ned challenged him to produce a layout that would be better than Hydroelectric's. And so, Nerdboy was off to produce such a layout in under 80 days. He took two hours. The rest is history.

    Produced over the course of a months and eight iterations comes Draft, a new and exciting arena map from the creators of Hydroelectric and Drybed! A mega-fusion of height and options make this map more addicting than Gorge.

    Full Change log available here!

  • Left 4 Dead 2 Tools!

    • Lord Ned
    • January 1, 2010 at 8:46 AM
    Quote from dux

    Heh, compiling? hello 2004.

    Hello UT3/3.5 engine.

  • WIP in WIP, post your level screenshots!

    • Lord Ned
    • December 26, 2009 at 7:47 PM

    I believe there's a client command to increase detail draw distance. However there's a per-prop detail sprite overhead and for a super full field like that it might be easier just to leave it as a prop_static. Just know that lod's is probably encouraged.

  • James Cameron's Avatar

    • Lord Ned
    • December 26, 2009 at 3:10 AM
    Quote from Seldoon182

    [Blocked Image: http://tof.canardpc.com/view/15713bd4-3e56-4a7e-9be3-5a3ad87f1fb5.jpg]Can't wait to watch the full movie!

    Quote

    My guess is unobtainium is a great fuel source which explains why this private group of mercinaries and contractors are so interested in getting it. Judging by the name it's fairly hard to get and if their the only company selling it they'd be very powerful back on Earth.

  • Left 4 Dead 2 Tools!

    • Lord Ned
    • December 24, 2009 at 6:21 PM

    Too bad the Instancing dialogue is broken as per usual Valve.

    (You have to type the filename/path by hand instead of using Browse and hitting Ok)

  • James Cameron's Avatar

    • Lord Ned
    • December 24, 2009 at 6:18 PM

    I just saw it, the work and thought they put into the environment was amazing.

  • James Cameron's Avatar

    • Lord Ned
    • December 23, 2009 at 5:29 PM

    I'm going to go see it at IMax in... 2.5 hours. Woo

  • WIP in WIP, post your level screenshots!

    • Lord Ned
    • December 22, 2009 at 5:50 AM

    Hey Swaty that looks grea- stop hijacking my posts please.

  • WIP in WIP, post your level screenshots!

    • Lord Ned
    • December 21, 2009 at 2:14 AM

    [Blocked Image: http://i50.tinypic.com/9k0xux.jpg]

    I think I'm gonna stick with this lighting.

  • WIP in WIP, post your level screenshots!

    • Lord Ned
    • December 20, 2009 at 8:03 AM

    [Blocked Image: http://i46.tinypic.com/2pzdvuc.jpg]

    Just doing a bit of detail on my Alpha in areas that play well.

    Trying to break up the static world of the roofs by having a multitude of them being perpinicular. I've also tried to break up the skyline and make the buildings more interesting by adding the skybridge. Please don't mind the big white box building .

    I'm aware that the roof textures are a bit repetative and the endless number of brown airvents is too but Valve seems to get away with it Ok on Lumberyard -- Plus not so many are visible from the ground.

    [Blocked Image: http://i46.tinypic.com/30ivok0.jpg]

    Same thing here.

  • Finding energy to work

    • Lord Ned
    • December 20, 2009 at 12:16 AM

    I generally break things down into smaller steps. "Okay this area plays nicely. Let's tear it down, and re-build it into a roughly detailed but 'finished' state."

    Here's an example:

    [Blocked Image: http://i49.tinypic.com/2rvyh00.jpg]

    I threw this down in my 'creative layout mode' when I was first blocking out the map. It was crappy, it was rushed. However, it left a trigger there. Eventually I'd get annoyed at how it looked, and I'd re-make it. Re-making it then catapulted my interest.

    [Blocked Image: http://i45.tinypic.com/b8k75j.jpg]

    Now it's acceptable. It's no where near final detailed but it makes me feel good about having it in my map, which inspires me to work on my map more (Because I like it now vs the fugly blocking stage). I'll then look at later parts of the map and say "This feels so crappy compared to the start" and that starts me off again with working on it to bring it all up to speed.

    Another thing: Don't expend all of your energy in one day. I'll often try to go to bed while I still want to work on my project so that it grows overnight. I then wake up dying to work on it.

    And third: Don't concentrate all on one aspect. This probably applies more to freelance work than paid work but: I'll often like to take breaks to manage the publicity side of things, or to create a new logo or pimp it somewhere else, or make a placeholder model or something. It's just different workflows and difference experiences breaks up the repetition which kills energy.

    Also last time I looked it was 11am. It's now 4pm. D:

  • Ironman - The Movie trailer

    • Lord Ned
    • December 20, 2009 at 12:11 AM

    I'm pretty hyped. I saw the first one and loved it (And later learned there was no script!) so I hope this one doesn't have a script either.

    I think the main bad guy looks a bit like the Prince from Prince of Persia. Can't wait though.

  • Left4Dead 2

    • Lord Ned
    • December 11, 2009 at 3:59 AM

    eeeC eeeP Phone home.

  • 3Ds Max 2008

    • Lord Ned
    • December 9, 2009 at 9:13 PM

    I'm starting to get ticked at Autodesk for this. None of their maxes are forwards compatible as far as filetype (So I can't open a 2009 file on 2008), and the plugins aren't backwards compatible.

    I can see why the plugins wouldn't necessarily be compatible, but instead of refusing to run it should at least try... And if I were to try and help multiple people (All on different versions of max since no one has the money to upgrade every year ) you'd need multiple max installs... Argh.

  • The random model thread!

    • Lord Ned
    • December 9, 2009 at 6:29 AM

    Your cement mixer is all wrong.

    The chute appears to be built wrong, and it's not big nor fat enough.

    [Blocked Image: http://www.cementmixer.org.uk/mixertrucks.jpg]

    There's also no controls for controlling the speed of rotation, the angle of the chute, etc. (I've poured concrete once before from a truck.)

    [Blocked Image: http://www.the-blueprints.com/blueprints-depot/trucks/kraz/kraz-7133p4-concrete-mixer-2007.gif]

  • [GoW] SP - H.O.P.E Chapel

    • Lord Ned
    • December 8, 2009 at 11:35 PM

    Brighter... More oranges.... More color contrast.

    You can have pure white and pure black and it would fit "contrast" but without colors it's still very boring.

  • Dino D-Day - The best HL2 mod ever found?

    • Lord Ned
    • December 7, 2009 at 11:41 PM

    I played their little mod/demo/trailer thing. It sucked. Horrid level design, Dinosaurs are just re-rigged HL2 NPC's..

  • Christmas trees

    • Lord Ned
    • December 7, 2009 at 6:56 AM

    I've got nothin' either.

    We should map/model/design/make a giant Mapcore christmas tree for all of us without ones.

  • XSI > Source Tutorials

    • Lord Ned
    • December 6, 2009 at 11:49 PM

    They've switched to Maya. Now all of their DMX toolset is in Maya plugins, etc. And it's not a plaintext anymore so Wunderboy can't write an importer/exporter for DMX stuff until Valve gives him a few header files.

  • [GoW] SP - H.O.P.E Chapel

    • Lord Ned
    • December 6, 2009 at 7:00 PM

    Lack of contrasting colors!

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