Schmung
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Everything posted by Schmung
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There's a wagamama in Covent Garden as well. Delicious! That, the museums, Southbank and various train stations is about the extent of my knowledge of London. Imperial War Museum is pretty good as well and the HMS Belfast is pretty interesting.
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I've had the same thing for ages. Haven't touched 3DS in about a month now and I haven't been near hammer for 8 months or so. I just junk everything I start within a few minutes, or can't seem to work out how to translate the design into the editor. Seems like I stall as soon as I can't find the texture/model I want to get to the next stage. Haven't made a map for two/three years now and it frustrates me because it's something I really used to enjoy. I'm not sure if maybe it's the complexity of next gen combined with my own lack of abilities thats stopping me.
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oohh, I missed this thread. Pre ordered this on the basis of the demo. Great fun, but as previously mentioned the finicky nature of the controls makes doing certain tricks a real pain. It's a really good laugh online as well, but I'm stuck and frustrated in SP at the moment.
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I'd love a Blade Runner map. I tried it back in HL1, but never managed it. Someone did make one, but it didn't quite work. It's just such a strong film visually and would make an awesome, awesome map if done properly.
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haha, you want to get oldskool then feel free to rip into any of my TS maps. It'd be kind of interesting to see someone point out all the flaws, even if they are rather old. http://specialistsmod.net/files/files.htm
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Yeah, the environments are a bit repetitive due to over-usage of identical props in every area, but it's damm fun and quite slick.
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Things have changed since the days of HL, back then you could download, play about with and, if you wanted, delete a mod in about an hour. It takes bloody ages to load anything in source and the download sizes are huge. Release early, release often doesn't work so well because the audience expectation is so different from what it was in the days of HL. I think it's still possible, but from what I've seen so far people seem to have the wrong idea. Everyone seems incredibly focused on delivering content on first release, which is bullshit and a waste of effort for all involved. It's especially endemic with source where it's all about how pretty your screenshots are and how many guns/maps your first release has. I'd much rather wait six months, d/l a 200meg file that has two maps and a really good, clear focus on gameplay rather than wait two years, and d/l an 800meg file with x number of maps, but with gameplay that feels barely evolved. I've barely touched any source mods because I see a thread on some forum about the release of some mod and nobodies ever got anything positive to say about the gameplay. Fine, I'll come back in a few weeks when the next versions released and try it again. Except that never happens. A lot of teams are so focused on getting more content into their releases instead of improving their gameplay, the thing that's going keep your mod alive and give you time and motivation to expand. Instead, they spend years slaving away on something and when the first release hits and all they get is a sigh from the public at large and that kills your motivation.
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Fly there, nab a cheapy hotel or hostel for a few nights and give yourself time to recover from jetlag and have a look around between interviews. There are few things worse than ending up somewhere you hate because you think the jobs worth it.
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Gameplay > Realism The kills thing doesn't bother me so much, but the hateful class selection and lack of map etc is beyond reason. We are not the military, this is the internet, you will not be teamed up with people you trained with and know, you're teamed with a 13 year old who just wants to blow shit up and a guy so stoned he can't see the keyboard. In situations like these I'd like to know where my teammates are and not have to potentially die to find out. I can't comment on who the devs are targetting, but it seems they want it successful and that means appealing (at least somewhat) to the foaming masses and that means making concessions to ease of use (not use, not skill in playing) and that fact that most people will be playing in public servers.
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Exactly - the TS community is bitchy at best and much as some maps should be removed for the sake of sanity there community would have a shit fit.
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I reckon magazines would be a better source of ref material. If you got a sample of magazines from certain years/periods and did some sort of analysis of review scores across publications with graphics comparisons and so forth and so on.
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Leffe Blonde is indeed awesome. Can't drunk Heineken in this country anymore, went to Amsterdam and had it there, totally different and far nicer. From the ones on the list, probably Carlsberg. Budvar is probably my fave, but sadly you don't see it very often.
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It's rather odd. You can't copyright the likeness of a building can you? Otherwise movie companies would be shelling out millions every time they filmed part of the New York skyline.
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Awesome concept and very brave targeting it kids as well. Could well end up being a stroke of genius. I really like the demented art style as well. Think I'll give it a go.
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I want to replace the arms in TS and use the default anims, so I have to use the same rig.
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I can change how thick it is, but the length I can't do anything about due to needing to pit it on the existing rig.
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I made some hands. Still lots of tweaking required. They're meant as high poly replacements for the following, which is why the pose is a bit odd. The more astute among you may recognise them as the TS hands. Images linked due to hugeness. Original : http://usera.imagecave.com/schmung/oldtshands.png render : http://usera.imagecave.com/schmung/hugehands.png wires http://usera.imagecave.com/schmung/handswire.png
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Looks like an opportunity to use the stairs as a a trasnition and maybe break up the ceiling as well. Give the feeling one area is older than the other and they've been knocked togethter or somethi.ng
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ppfft, cant we just build a wormhole? :roll:
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Pyjamara and Sorcery ++ on my beloved Amstrad. Fucking solid. Beachead also had some absurd levels and Moto X is the hardest game ever. I went a few years ago and tried these again, hoping that my FPS sharpened reflexes would help. No such luck, even harder now. I've got more pateince than I did when I was 10, but thats about it. Offensively, stupidly, pointlessly, annoyingly bastardly cunting hard games. And always missing the last coin in Treasure Island Dizzy. Anyone remember Days of Thunder on the NES? Another arbitrarily hard game thats impossible to play when you're 8 (ish)
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What I dislike in games is the feeling of 'artificial' difficulty, where you're playing on a different playing field to the AI. That fucks me off. Some of hte GTAs had their moments, but by far the worst I've played recently is STALKER. Fucking hell. The Need For Speed series has irritated fuck out of me at times, but thats more because of the fact that each game is a huge grind. Atlantic Accelerator on Syndicate? Fuck. Never did manage that, mind you, I was about 12. Campaignjunkie : Think that article was by Keiron Gillen (SP possibly) I do remember it because it almost made me want to play Thief. Sadly, I am a complete spacker and grossly impatient to go with it, so I just cant be arsed with it.
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Personally speaking I'd like to see a bit more variation in lighting, I really like how snow looks with different lighting/colours around it.
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doors need modelled handles methinks
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I think it's a very personal thing TBH. The technology/workflow is quite different, so depends what you like. I've never touched either, they're both way too much work for a hobbyist like me. I could never get used to any of the the older UEds because I started with Quake and the CSG cutting shit just seems backwards to me. Source just seems to inneficient for me - I'm a a diabolical texture artist and I like to build things room at a time rather than running through 30 detail passes and making tons of props. Hammer for HL1 was kinda nice because editor complexity was on a par with engine complexity - you only had to dive into a text editor or Max for the real extras. It seems more necessary with Source and UEds total approach is overwhelming if you've only got a few hours to learn it.
