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KungFuSquirrel

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Everything posted by KungFuSquirrel

  1. Please also note that all replies to this forum are moderated and may take time to be approved, if they are at all. ONLY COMMENTS AND QUESTIONS DIRECTLY RELATED TO THE JOB POSTING WILL BE APPROVED. Any other discussion is better suited for one of our other sub-forums.
  2. I kind of waffled on what I thought of the ending until I saw this take on it. I now love it, though I'm curious what their plan for it is (if any - DLC might just slot into the existing story). More than anything, I wanted more out of Still, the repercussions of the ending as presented as well as haunted me for days. It's a mighty fine game. Oh, the other thing that annoyed me more than the ending: WHAT THE HELL HAPPENED TO THE JOURNAL? It worked perfectly fine the previous two games - story missions, side missions, a bulleted list of what you had done and what came next... It's like they rolled back in some prototype ME1 journal code for ME3 and called it good. Horrible navigation, no useful information, no updates. Ew.
  3. Hey guys, Matt released an updated version of the map that has slightly improved lightmap density on the sunlit surfaces and also gets bots working in basic form - they're not super smart with all the jumps and gaps in the layout, but are at least passably playable unlike before. Same links as before; overwrite your old version: http://www.lunaran.com/page.php?id=218 http://www.button-masher.net/content.php?i=1379
  4. 1.3 available now! Beta closes down on March 27th, and the full game's out May 8th.
  5. I fixed your embedded video - you only need to include the video ID, not the whole link. I also haven't had a chance to play this, but this looks really impressive - you nailed the style. Great work!
  6. Great idea, AtsEst, I think that and the Tutorial Challenge should be at the top of the list. So, work has slogged down running these (obviously) for the last few months. I'd like to start up again April 1 if at all possible, and try to settle into a more regular monthly schedule. Also, if anyone else would like to help run these things, it'd be great to have an extra hand and maybe alternate running challenges month to month so it's not so taxing. Anyone interested?
  7. Yesterday's PS Store update took longer than usual, unfortunately, but the beta should be available for everyone now. Give it a go!
  8. MapCoreans: Sometime later today the Starhawk Public Beta will be going fully public for everyone with a PSN account. If you haven't had a chance to play it yet, you should give it a shot - we're still tweaking balance almost daily and have a huge update coming soon with a whole bunch of new features, a new map, and 32 player games. Here's some more info: http://blog.us.playstation.com/2012/02/ ... -top-tips/ (also as a slight personal plug I've designed both of the levels featured in the beta so far as well as the new one we'll be releasing in 1.3, which looks a little something like this: http://www.lightboxinteractive.com/3jsz ... -beta.html )
  9. Trackmania + Online FPS? Yes please. http://www.eurogamer.net/articles/2012- ... ania-storm
  10. This is the best thing ever on MapCore.
  11. I'd like to make one at some point for portfolio purposes. I'll need to get a game together at some point, as bots are less than ideal on this one. You guys at Blizzard have been playing actual games with each other, it looks like? Just the three of you, or have you dragged any other people in? Glad to hear it played well for you! We only did one playtest of this layout that went pretty well except for one of the guys just repeatedly falling/getting rocketed or railed off the edge.
  12. Thanks guys! This was a fun as hell layout to build and it was even more fun starting every conversation with Matt over the last two years by saying, "cubes?"
  13. Donated, finally. SO BUSY.
  14. Love it, it's hard to find an opportunity to create a tutorial level, having it be a challenge would be cool That's a fantastic idea, I'd love to run it. So, sorry for the drop-off in these... stupid "Starhawk" thing has been a bit hectic lately. I have a few things I want to try to get these rolling again on a less formal/more regular basis starting after the first of the year. I just got back from a week-long trip (and 12 hour drive!) so I need to go die for a while, but I'll post some more details soon to see what you guys think.
  15. Always worth checking to see what you can and can't do. I'm lucky enough to have a contract where LightBox owns what I create at work on office property, but retain the rights to work I create at home (though there are still some limitations). At Raven I recall artists owned all their work in their spare time, as many freelanced for RPG books and M:TG and the like. Usually easier for artists to get clauses like that than for other disciplines since it's much easier to do side projects that aren't game-related.
  16. nope, full retail. my copy shows up tuesday \m/
  17. Beautiful. Add user-created level support so I can play around with it when you're done.
  18. Apologies for that, occasionally a few slip by the radar. I approved your last one of the repeat posts; hopefully you've crossed the threshhold now where you should be able to function normally. Post approval is doing wonders for bot spam, but I wonder if it might be a wee bit aggressive right now. :\ I'll bring it up in the moderator forum. Sorry for the delay!
  19. Vimeo has a pretty dumb anti-game footage policy, even regarding your own work. Avoid. I've been happy with YouTube for mine. I noticed between your and Kevin's portfolios that the Guild Hall may have changed their portfolio recommendations? Is this style of design being suggested or taught to you guys now, or was this your own choice? (It's a good layout, either way - glad to see it in favor of the old template lots of GH students had)
  20. I agree with CJ; I think a great example is this shot right here: I look at this and see a really cool warehousey room that reminds me a bit of On a Rail from HL1. You can see where things come, where they go, and all that. But that angled catwalk that jumps across at the top I think ruins it for me. All the geometry in the room points up, up, up, and there's a cool ceiling up there to bring it all together, but so much of the read of the room is blocked where the catwalk cuts across up there. If that's an accessible gameplay space, I'd say cut it off at the near bend at the top of the image, cut a hallway through on the right side, and leave only the catwalk that goes straight across the room to the space on the left. If it's not gameplay space, I'd say rip it out entirely and leave that room open from floor to ceiling. Overall, though, there's some really great looking work here. I think what'll make the difference is just finding that right balance of clutter to make the world appear lived-in without having a negative impact on its composition.
  21. Love it, CJ. Do you have any movement working in it yet?
  22. So, HP, did they just adopt your config for the console version and call it a day? That really was the only way to play that game. Huge improvement.
  23. Is that actually things being culled or just different placement? Looks like the console update has less noise and more composition, honestly. I still think the lighting is a huge upgrade.
  24. Lighting looks way better on the 360, imo. Way more range, outside looks more like outside. There's also clearly still foliage in the game.
  25. If he were as dedicated a fan and supporter as the two guys we brought in (who happened to bring their sons), I'm sure we'd be happy to have him by, let him play the game early, and see what he thinks. In both cases, we were already letting those guys come by, and then said yes when they wanted to bring their sons by, too. We've also got at least a few 30-40ish mothers in the Warhawk crowd, too, but I don't know their children's gaming habits But that's all anecdotal anyway. The core console industry totally is. I'd love to see it be more broad, and I'd actually wager it's far more broad this generation than last generation by way of an older demographic and things like the Wii and Kinect. But that's not the entirety of what we're talking about here. What about MMOs? Social games? Mobile games? PC niche titles (war games were always for old dudes )? All still count. The latter two are blowing the console audiences out of the water. It's easy to focus on the core console market and demographic because it's the loudest and flashiest (and it's where most of us here came from), but it's not the only or biggest kid on the block anymore. I'm with you on all of these points, too. I just don't think these numbers are necessarily misrepresented
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