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2d-chris

Mapcore Staff
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Everything posted by 2d-chris

  1. Can't wait for DoW2, but starcraft 2 for me at least is more exciting than this, at least from a gameplay perspective, I prefer managing seperate units to squads and always found SC to be much deeper tactically, not so much down to raw force and churning out units. I'm also not a fan of super units that all RTS games seem to have these days, I know why they have them but at least the ones in SC2 don't act anything like the ones in DoW It's this constant push to make MP games shorter by adding finishing units that cheese me off, SC got it just right, most MP games are over pretty quick without the need for super units or crazy game rules.
  2. So I've been playing and loving TF2 the last few months so I finally decided to make a map for something other than a mod cp_yeehaw Please note this is very WIP, should have a beta out pretty soon (few weeks) I'm trying to keep to the tf2 style, also performance is a big concern so i'm not going overboard with details and I don't want to make a really close combat level design, those fustrate me a bit :\ Gameplay will be like cp_dustbowl (the first level) but a little more ranged! *edit* the map above is darn sexy, good job.
  3. Lighting is ofcourse a trial and error thing, very much so in Source due to the lack of any real lighting preview. Recently I've really put allot of thought into how best to light a scene, rather than slapping a few lights in i try to think about interesting shadows and light sources. In this scene I created two windows with an exterior light source to make interesting shadows and contrast in the lighting. Also I used a coloured red light hidden away in a vent shaft (good olde cs style) to give the scene some interesting glow. I then use very gentle point lights of brightness (1 or 2) around and about to give some blue tints. In this scene I tried to have a light source emiiting on all surfaces, but instead of a single big light source I used a combination of spot lights, ambient colour, moon brightness, point light ambients and another classic red styled spot light. So the TIP here is try to light a scene from more than a single lightsource and colour, then consider how shadows will affect the scene and use high lightmap scales so you get lots of shadow detail. When it comes to exterior day maps your often limited in terms of light sources, you have the sun and ambient, so make sure the settings you use are as good as you can make them! Instead of simply matching the light direction to the skybox texture adjust the environment light so it gives you the best effect. Slap in an env_sun where it should be and hey presto you have two suns! I'd be damned if anyone notices, if your that bothered make a new skybox, the lighting and shadows far outweighs the importance of a weird directional sun in the skybox texture.
  4. Hello my fellow mapcorians, Us lot over at http://www.nomoreroominhell.com would love an additional level designer that is experienced with Valve Hammer and Source engine. The project is going great and there is no better time to help out . Although we have a very strong art and level design team more maps would be even better! You'll work with a great art and sound team on a project that really is looking like a late summer public beta release. If your looking for the chance to create a great map for your portfolio or just the love of making them please contact me @ chris_mapper@hotmail.com Level Designer(s) -Experienced with Valve Source engine. -Requires at least 1 finished level for any Source engine game/mod of a high standard. -The ability to work in a team and see a project through to it's finish. -Texture creation and 3d modeling skills are a plus. -Enjoy Zombies in a weird sexual way. I'll let the website content speak for itself in terms of what the mod is all about ... So check it out. look forward to hear from you. Cheers -2d
  5. hehe cheers mate Oh is that the level that used to be during daytime? Yeh, although there is still a day version of Haditha We are planning a neat night map concept hence i spent the time to do the night lighting
  6. hehe cheers mate
  7. Actually most modern hardware still suffers with w_poly so high, the engine was simply not coded with such EXTREME poly counts. I also remember various levels suffering when you used to many prop type models, servers kept freezing for several seconds
  8. ok first shot of my map ... im not to bothered about r_speeds so im aiming to keep under 1000 Sorry for large image but i have yet to download and install a image editing package, so im stuck with paint ^^ More to follow!
  9. Omai ... the 2d has something cooking Looking great fellas!
  10. looks hot - nice work my man!
  11. grats man
  12. Well, im totaly for this in games, far as i know some games such as matrix online use giant sponsored advertising boards ingame! If it helps the games industry without screwing up gameplay then its a plus in my books Didnt an EA game include pepsi product placement somewhere?
  13. nice work man!
  14. hot, very hot
  15. HA, never guess what enspired me aswell? btw its looking hot dewd.
  16. for the best remake of a cs level gameplay wise id stick with cobble, all was good with the first css levels, now tutrtle rock keep changing what make the levels so damn fun. Ofcourse from an art point of view i'd say train or inferno, but when was cs ever about art? cs_militia is such an awesome level, i hope they don't screw that up
  17. what more can it be than more hl2 action is that a bad thing?
  18. haha i cant see anything to sujest he got the job, either way all the best
  19. Name : Chris Kay Location : UK Timezone : GMT Skills : Half decent level designer, 7 years experiance with editors like hammer, unrealed, radient. Experiance with 3d max and maya. Overall good knowledge of design to art pipelines. Im willing to help out with an initial design don't have the time to practicaly make it tho i could find time to help with lighting the enviroment
  20. 2d-chris

    Sin gameplay vid

    yea we watched the vid at work today, pritty much everyone thought it looked to much like hl2, in all honesty tho insurgency a mod team is creating 100% custom content, why couldnt ritual? I might buy it, but is it worth it when we have hl2?
  21. hehe awesome
  22. i heard from within the industry midway have sworn there future on a certain next generation engine Really sucks when a studio closes down ;/ no doubt somebody of zaps experiance can find a job to suit him.
  23. yea good, although if you can find me a mod team that works like this i will chew my own head ... (don't quote me on that) Either way its good advise wether you take it or not.
  24. Im all for totaly custom levels, but in all honesty i think its to much work even if we have 5 or so levels using a set mapcore texture/model set. Im building a fun shotgun map (remake of an old cs map i made) i don't have enough spare time to work on a completely new cs_ or de_ level Either way, is the pack just limmited to cs_ de_? or can we not include very well made fun maps aswell?
  25. crackerjack you newb, if im on the team you know what its like
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