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Everything posted by KungFuSquirrel
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THE CUBE CHALLENGE: Rules and discussion
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
Toss it in the pool with the rest viewtopic.php?f=23&t=15883&start=30 (I think it sounds neat) -
THE CUBE CHALLENGE: Voting!
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
I've extended the voting deadline by another 24 hours to give everyone a chance to better use the weekend for any remaining level playthroughs. The poll will close at ~10:45PM CDT on Sunday -
Greetings! Hopefully you've all had time to look over our submissions for the Cube Challenge. We had 8 entries spanning 6 games and 3 engines. Now, it's time to vote! This is the only vote we'll be holding, so take into account all aspects of the level - layout, gameplay, visuals, creativity, style, etc. You may vote for up to THREE entries. The level with the highest number of votes will be crowned our winner, with the top three being highlighted in the results. Here, once again, are the submissions: vfig_escherisch.jpg[/attachment]DOWNLOAD sargemat_cubeX3.jpg[/attachment]DOWNLOAD campaignjunkie_tintern.jpg[/attachment]DOWNLOAD kungfusquirrel_bender.jpg[/attachment]DOWNLOAD
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THE CUBE CHALLENGE: Rules and discussion
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
No hard feelings! That's why I included the video. Bafflingly, despite Prey keys being valid to activate on Steam (after their digital distribution platform fell through), you apparently can't actually buy it there I'll start poking through everyone's entries tonight. I'll probably open up voting for Friday and Saturday, so you've got most of the week and part of the weekend to check things out and make your picks. -
THE CUBE CHALLENGE: Rules and discussion
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
In other news, the challenge is NOW CLOSED! Check out the submissions and give them a shot! I'll be opening a voting thread later this week. Right now I'm thinking the thread will have a single vote that allows you to vote for up to 3 entries, which should hopefully fix some of the voting problems from last time. Sound good? -
THE CUBE CHALLENGE: Rules and discussion
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
I didn't want to put the video in the submission thread, so enjoy this here: -
THE CUBE CHALLENGE: Submission Thread
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
KFSDM1024: BENDER place kfs3m1024.pk4 into your prey/base/ folder and select "Bender" from the Multiprey "Create Server" menu, or enter "spawnserver game/kfsdm1024" from the console -
THE CUBE CHALLENGE: Rules and discussion
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
That's really distinctive look, well done! Also, welcome to MapCore! Glad to see some new faces pop up from the challenges -
"interesting" cover aside, one of the tidbits I've heard mentioned about this still leaves me with high hopes if they can pull it off.
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Yeah, this was totally all me :science:
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Not that there were many, but Prey was the best game on the Doom III tech (though Brink might technically take that mantle since it's still an evolution of that engine). Absolutely worth playing if you haven't. Can't wait for this one.
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THE CUBE CHALLENGE: Rules and discussion
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
I've still got a loooong ways to go But hey, gravity! -
THE CUBE CHALLENGE: Rules and discussion
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
I've got a looooong ways to go yet; wrapping my head around the gravity has been time consuming - as was last month's milestone at work! This'll be tight [attachment=0]2011-03-13_00002.jpg[/attachment] My goal is to have playable space on all 6 of the border edges of the cube... I've got 5 accounted for, and should be able to get the last one incorporated as I finish up the base layout. 3 gravity directions are represented in this shot -
Please submit your Cube Challenge entries to this thread. This thread is ONLY FOR COMPLETED SUBMISSIONS. Please keep your wip entries in this thread instead. You have until the end of the day SUNDAY, MARCH 20th, giving you 8 more days to wrap things up. OUR RULES: Good luck!
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It looks like the traditional problem of FPS multiplayer animations - when they're just moving normally they can look pretty good, but bits where the legs are spinning around fighting the aiming of the torso... it just doesn't work right. Some of the moves they pull off still look pretty great, though.
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Color me impressed. http://www.pcgamer.com/2011/03/10/hawke ... -megacity/
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That's too narrow a definition when everyone's still streaming levels like mad You can only exist in the same persistent level for so much game.
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Wait, what? Outside of UT3 and maybe some other MP-only stuff that keeps everything in the persistent level, I'd be shocked if there's a single game that's not using some amount of level streaming (and textures can stream automatically).
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Question on prototyping in UE3 with streamed levels
KungFuSquirrel replied to Serenius's topic in Off-Topic
Oh hell. Is it because cars are placed perpendicular to the flow of traffic? Got what you mean by angled roads now. Oh, no, no, that wasn't a comment on that - when I looked at the top-down, I completely missed the cluster of assets that should have made it clear to me that you were using the street and not the elevated side walkways -
Question on prototyping in UE3 with streamed levels
KungFuSquirrel replied to Serenius's topic in Off-Topic
ah, I'm dumb, I was misreading the layout (hey look at all those really obvious assets placed in the street. ) I was for some reason picturing you spending more time on top and crossing over the street. Completely off base, then, don't mind me (but I think the angled road suggestion might still help things a bit ) -
Question on prototyping in UE3 with streamed levels
KungFuSquirrel replied to Serenius's topic in Off-Topic
I realize this may be a little late to suggest it, but why limit yourself to a grid of streets? Even just taking a chunk of the layout and pushing it over at a 1:2 slope might help give you some of the visual doglegging you need. I don't know how deep it is, but what if you had a ruined chunk of elevated walkway that required you to go into a building and down into the street section, which could be a dark, claustrophobic mess of wrecked cars and debris and give you much more controlled sight lines - consider also the read of seeing a landmark/eventual destination poking up in the opening above the street, between the walkways. And of course the entrance and exit to that lower level provides a pair of very natural streaming transitions -
Question on prototyping in UE3 with streamed levels
KungFuSquirrel replied to Serenius's topic in Off-Topic
It's been a couple years since I've been in UE3, but if I'm remembering correctly the move was best handled by 1) copying the objects to the streaming level, 2) cut/paste the kismet to the streaming level (which will then find the same objects from the original level), and 3) delete the original objects. I'd recommend somewhere in the realm of B and C, though; things can get complicated real fast if you try to hack it up later. Depending on what you're using and how, you might also be able to alleviate some annoyance by keeping some of your scripting/script-relevant objects in the persistent level or a dedicated scripting sublevel separate from the geometry. Your mileage may vary, but I do recommend trying to plan for it to whatever extent is possible as early as possible to avoid stress later. -
THE CUBE CHALLENGE: Rules and discussion
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
I was planning on putting the thread up next week, but if you're done now I can get it posted. -
Bump! I think we had enough support in the voting thread to do both the door challenge and the 3x 512 texture challenge (or some variation of a texture-limited one), but I had another thought I wanted to toss into the ring for future consideration: The Design Test Challenge: You have two weeks to build a 5-10 minute single player level in a given theme that incorporates at least one agreed-upon element (one that I did a while back, for example, required some example of physics-based gameplay). Themes ideas would be collected in advance and then one would be drawn randomly on the day the challenge begins to ensure no head starts It's a bit high pressure, but won't take much time off the calendar and might be excellent preparation for those among us who are considering applying for jobs and may be taking tests in the future. Feel free to toss out any other ideas you might have; we can always look at them down the road
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THE CUBE CHALLENGE: Rules and discussion
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
Yes, agreed (sorry for the slow response - It's MIIILESSSTOOOONNNE WEEEEK! ). Test however you like, as often as you like, with anyone you'd like.
