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Everything posted by Campaignjunkie
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Nothing much yet, just trying to break out of the "realistic prison-warehouse canal" kind of theme that everyone (including me) seems to be stuck in. I've since discovered that I find cartoony stuff much more difficult than realism since you just can't copy a photograph and call it done - a lot more "thinking" involved. Ideally I want a cross between Jet Grind Radio and World of Warcraft, but my art skills aren't really up to snuff.
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HL2 materials actually do have detail texture features. But there's already normal + spec maps for a lot of the textures, not to mention cubemaps. It's just a waste of texture memory to have them, since most players won't be staring a few inches down at the ground or at a wall.
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The best part is, I have all of those RMF's! Bwahahahaha! (Oh, and I would take out the first DarkTruths shot, its too weak compared to the others)
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Community Death Match map project (HL2)
Campaignjunkie replied to DrGlass's topic in Non-Professional Recruitment
It's a white texture, a few env_lightglows, and a few (very strong) lights and light_spot's. Geeze, I didn't think so many people would like it. -
Community Death Match map project (HL2)
Campaignjunkie replied to DrGlass's topic in Non-Professional Recruitment
People, people! There's more than enough Campaignjunkie to go around! One at a time please, and no pushing! -
Bastard child of Prince of Persia and HL2 (using stolen CS:S assets as well as my own manglings). Didn't end up looking as good as I thought it would. Fortunately, I've lost the VMF into oblivion, so I guess I'm starting from scratch now. *shrug* EDIT: Already mentioned the lamps in the third screen are obscenely low, btw
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I agree about the dead trees. Especially those dead bramble bushes - I think it just looks awkward. But if you do decide to keep the bushes, you might want to turn off shadows for them at least (it's blackening the ground under them). Plus, what's wrong with the street in the 3rd shot? Rather than displacements, it just looks like a lighting error or something. You might want to fix that somehow. Overall, the map doesn't look too bad, but it kind of looks messy/cramped in general - like you're just cramming as much stuff into it as possible.
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Forsaken seeks talented level designers.
Campaignjunkie replied to n30g3n's topic in Non-Professional Recruitment
Considering I didn't even post in this thread, I would guess Crackerjack. But, err, good luck to this mod anyway! -
Just finished the demo, it's great! Definately going to be picking this one up.
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Well normally I would agree (like with Max Payne), but with BG&E I was really wanting more. The whole world just really felt huge and vast - it just seemed kind of abrupt for me to leave it so soon. I guess it just felt like I was playing an RPG at times, which are usually much more than 10 hours.
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Just beat Beyond Good and Evil. Kind of a let-down after all the hype KFS built up for it! Playtime is shockingly short; it took me 10 hours to do everything possible with lots of fooling around in between. But still, it's put together pretty well I guess. Looking to get BiA in the near future, been hearing lots of good things.
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I agree with the "small mod" kind of thing, keeping the team to a couple of people at most. I kind of went through a phase of mod-joining too, but now I'm pulling back a lot - it's doesn't seem like what it used to be, I guess. These days I just cower in the corner, working on my own little personal projects that will never be released.
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I agree with Ferret a bit. I find the lighting to be a bit unfocused for my tastes - too many fixtures everywhere, pumping light throughout the entire scene. The lighting doesn't really provide any direction it seems, it's just there to make the level and players visible. Irregardless, I still like it, all of the red brick contrasts well with the green jungle outside and the sky.
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Half-Life 2. No custom assets used. It's supposed to somewhat resemble a castle or something. Going to have to raise light levels too so that people with non-crazy monitor gammas can see it properly.
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Thanks for the comments - Yes, performance is rather bad outside, especially if you have reflecting/refracting water enabled. At the time I started, I really had no idea how much Source could do, performance-wise. The map kind of "spiraled out of control" in terms of size, which is a phenomenon I'm sure many of us are accustomed to. Feature-creep = evil. But at least now I've learned some great, valuable lessons.
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WITLESS PRATTLE: I'm not too satisfied nor disappointed with how my competition entry turned out. The result is an incredibly bitter yet somewhat creamy chocolate nougat. In other words, I highly doubt I'm going to win, but at least I had fun. The map kind of borrows-, that is to say "steals", heavily from Half-Life 2. I imagine many members here frown upon it. But I found it to be a fairly unique challenge - trying to figure out how Valve did certain things, certain effects, built certain areas, etc., it was a great learning experience. Plus, I have a new found respect for neon blue-green lights. After all, imitation is the highest form of flattery, eh? DOWNLOAD: http://www.snarkpit.com/maps.php?download=1376 SCREENS:
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Cool skybox with the buildings, and I like the architecture/style. But the lighting is really hurting the map. Really really hurting it. I really disagree with the environment color you chose, too harsh / extreme. Generally way too much of the map is in shadow, and it's important for multiplayer levels to usually be a lot brighter. You seem to only have this problem outdoors, so I would suggest to tweak environmental lighting a lot.
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What was your favorite gun in hl2?
Campaignjunkie replied to InsaneSingingBlender's topic in Off-Topic
I really liked the Overwatch Plasma Rifle-thing. Pretty accurate in general, and the alternate-fire is amazing. I mean, you really get a great sense of the power involved when your enemies are momentarily floating in the air, defying the laws of gravity (while in flames) before exploding. -
Thanks for all the comments. I'll work on better texture-choice and lighting. Yeah, the lack of cathedral-like textures and such aren't really helping when I want to make a cathedral-like map! Stupid me, I guess. It's intended to be a really small map de_ map, more suited towards 5v5 or something. I find when I set my goals obscenely low, I can reach them better.
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Playing around with the Source SDK. Nothing real fancy, still trying to learn things. Originally going to be a run-down church / cathedral type affair, but I don't even know anymore. Water is the new crate, baby!! Terrorists have already tried to blow the place up, but they still need to finish the job with one last bomb. Lack of cube-map generation is really hurting the interior, with weird reflections and way too much shininess. Still testing out the light-glows, I think it's a bit too much though. Need to add more shiz and doodahs inside. Still thinking about how to make cathedral-y windows as well, seeing as the current windows aren't working out too well. Oh, and I fixed the roofs already, they look a lot better now, similar to de_cbble now. Feedback me into the ground!
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On another note, what's the significance of the title of Chapter 2: "Red Letter Day"? Is it a reference to some movie or something? Or am I thinking too hard or not enough?
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Err, yeah, I used black func_illusionary for my cel-shading outlines. It actually worked better than I expected. Total bitch to VIS though, with brush entities everywhere in a giant open area! I got the idea from bb_mars, which is the only HL map (that I've seen) to use cel-shading. It was released around the end of BuzzyBots' life, around version 3.4 I think. Even then, it was used very sparingly. I think I'm the only mapper crazy / stupid enough to try something like that for a whole map. Anyways, this map looks great! Really liking the colors you have going. Glad you got rid of that metal-thingmajig in those earlier shots. All the different kinds of blues and those yellow jump-pads! Wow! Keep it up!
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Thief 1 (Bonehoard, Return to Cathedral, Escape) Thief 3 (Cradle)
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Err, thanks for the compliment. You didn't really have to bump the thread, but since it's up there anyway, here's an update on the map: Salvaging the RMF and making it into a small singleplayer map pack, hopefully released in early November (a week or two). Since it's singleplayer, there will probably be more pointless detail. The towers don't look "right" to me, but I have to move on to other portions if I want to finish this on time. Hurrah? BTW, I won the "people's choice" for the Snarkpit contest, narrowly beating Ferret's much more polished entry. So, uh, yeah. There's a moral in there somewhere.
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Nice stuff! Really has a warm, autumn harvest kind of feeling. I think I recognize the 3rd shot from somewhere though... Destiny?
