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W01f

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Everything posted by W01f

  1. Yeah the whole "omg im in hell" thing wears off, and then you're stuck with the same repetitive screaming sounds, the same dropping frame rates, and the same not even scary atmosphere.. At least in a base they can vary the environments a bit.
  2. Good job. I played for a while on a server and it was really fun. Would probably be a lot more fun if my ping wasn't 200+ tho I'd still like to see a real CTF mod come out for HL2 tho..with like real flags and new content and stuff. I'm a little iffy about mapping for something like this.
  3. I played this map with a few others a couple days ago. Had about an 8:1 kill/death ratio Pretty fun map, and looks great. You probably know this, but a lot of the barrels don't work properly. Specifically the ones on the hanging ledge with the RL, and the ones right under it on the ground.
  4. W01f

    dm_echo

    Maybe you could submit an unfinished version just for the hell of it, and complete the map and release it to the community when it's totally finished.
  5. Exactly how much experience is required? Can you give a bit more info on the job requirements?
  6. W01f

    Mapcore Members

    I migrated here from map-center/quake3world.org (may it RIP ) since those are both Quake3 oriented sites, so I think I'll make this my HL2 home
  7. Actually I think I do remember you Thanks for the kind comments. For the release, am I supposed to put this in a PAK file like for Quake3, or do I just put the bsp into a zip file and leave it as is?
  8. Come on, that's not entirely true. We've still got Vai and Satriani, two of the most talented guitarists of all time...and then there are the few decent bands today like Tool..
  9. wait..wasn't this going to the contest? A 6th beta just a few days before it ends?
  10. What a shame I mean..sure I'm sorta happy because now I have a better chance in the contest...but still..imagine how amazing this map would be if it played as good as it looks. Maybe the author can forget about the contest and just work on the layout until it's decent.
  11. ^lol, do you honestly think I wouldn't realize this after working on it every day for an entire month? Don't worry As for that last comment about futuristic looking boxes..sounds good, but you can't use custom material for the contest :/
  12. lol. Have you guys ever heard about that guy kiltron and his quake2 remake mod? http://www.doom3world.org/phpbb2/viewto ... sc&start=0 lmao. Talk about "never working in this town again"...
  13. Looks awesome man.. ...You're not sending this into the contest are you...?
  14. yeah I agree, someone needs to actually turn something like this into a map. Though that video I posted looked pretty cool, I'm sure it would make a good DM map. Too bad there would only be like 3 other people to play with. I think Doom3 will be the first game ever to have more singleplayer mods than multiplayer...and with that, I hope we see some jungle, or "happy" maps
  15. There are still a few objects to throw around, just not a billion like in the 2 stock DM maps. Also, they do come back after falling off the edge.. But thanks for the comments and concern
  16. Did you hear of that Toronto rolling stones concert in the summer of 2003? You know, the largest concert in North American history? Well I was there...and so was Justin Timberlake. Imagine being on stage while nearly half a million people and booing and throwing shit at you. Now imagine finishing your set. I don't like his music, but that guy has guts and I respect him. I don't care how bad a musician is, I'd never actually boo them offstage. (though I do admit, it's pretty damn funny)
  17. Some of those concept images look pretty damn sweet...though I won't be impressed until they get some in-game screens up.
  18. Well I guess that somewhat proves me wrong. I hope that guy gets a harsh sentence..
  19. There are only a few..ladders, lights, bonoculars Trust me, I tried it with more and it wasn't fun constantly tripping over them. Thanks for the comments tho
  20. They're creating a mmorpg using source? Link, please. That just boggles my mind.
  21. After a month and 5 days, I've finally completed my entry. I've waited until now to show screenshots because I wanted it to be as unique as possible. Even if just one person said "Hey, I should use a blue laser", that was enough of a reason for me to not show screens. It's the difference between the judges saying "wow, we haven't seen that yet!" and "Cool, another blue laser" (That's just an example, obviously blue laseres are nothing too innovative..) My plan was to create something that can't be overlooked. The first thing I decided on was to use the citadel textures, since they would probably be the least used. Something that catches their eye gives me that much more of an advantage than yet another urban setting. I come from the Quake3 community, so obviously the design is inspired by a lot of amateur q3 maps I've seen. Not really the design itself, but the whole "floating in the void" thing. Hi-res: http://www.infosprite.com/members/W01f/dm_void0009.jpg Hi-res: http://www.infosprite.com/members/W01f/dm_void0230.jpg These screens are out of date, though you probably won't notice: http://www.infosprite.com/members/W01f/dm_void_2.jpg http://www.infosprite.com/members/W01f/dm_void_1.jpg One of my main concerns was the blue. I thought it might just have too much blue. I tried changing the fog colour, but blue looked the best. I tried changing the light colours to orange, multiple shades of green, and white..but blue still looked best. There really was nothing I could do about the monotonous colour scheme without making it look worse overall. Everything blue really does look the best. It took about three days to perfect the lightning. And when I say three days, I mean doing nothing but working on that. It was hard to find the right sounds, since the only lightning sounds in HL2 are backround global sounds, but I ended up finding something, and I think it turned out pretty well. As for gameplay, I probably spent just as much time working on the item layout as I did constructing the brushes (and as you can tell, the brush work isn't exactly something that could be whipped up in a few hours, especially when it's coming straight from my brain to the computer without any reference). It's pretty balanced. Should be a good competitive 1v1 map, and good for small team matches. 8 player DM will probably feel crowded. So tell me what you think. Comments and constructive critisizm are always welcome, though don't expect to see your suggestions make it to the map (unless it's something genius) since it's already burned on CD and ready to go.
  22. (a post on hl2world by wo1f) all i have to say is.... wow And am I wrong? No, didn't think so. I came across multiple more threads just like that on different sections of the forum. Perhaps I was a little out of line saying I hate all Americans, because I don't. I've met plenty of nice Americans. But I can say that I dislike the majority of Americans that I've met, which isn't so for any other country. And again, how many Canadians, or brits, or asians have you heard making fun of this tragety? Because I haven't heard of any at all. That sort of thing sickens me, and if it doesn't sicken you, then perhaps you yourself are sick.
  23. Wow slow down there guys. This is just the first step. Stop taking it like I'm insulting you personally or something. Why can't you just say "That's cool, I didn't know Doom3 could do that"? I'm sure in time we will see more interactivity in such environments, but you gotta start somewhere. Section_Ei8ht: Source can't make evironments that large in the first place, so how can you compare the two like that? Besides, since when were cities built ontop of mountains. If you want to see Doom3 do cities, check this out: http://www.pcgamemods.com/9397/ It's not as detailed as HL2 cities, yet, but it's a WIP. It will be, and is already more impressive than the urban environments seen in HL2 due to the day cycles with dynamic lighting and shadowing.
  24. My engine? Neither is my engine. I'm on a Doom3 mod team, but I'm currently mapping for HL2. I don't understand why you must take this thread as hostile, because it's not. I made this thread to show everyone something that I thought was really cool, and to help everyone understand each engines capabilities. Is that really so horrible? I'm not anti-source. I like the source engine. It's definately the best engine as of right now..but that's only due to the fact that it runs 1000% better on todays hardware than Doom3. But I think we've all really underestimated the Doom3 engine, and as time passes it will only continue to improve, and show its power. Much like Quake 3 did (Go play the new call of duty for proof of that).
  25. It shows just how far the Doom3 engine can be pushed, and this is only a couple months after release. This map itself is just a showpiece for what the Doom3 engne can do, obviously nothing playable. It shuts up the people who claim Doom3 can't do large environments, when in reality, I'm sure it could be modified to create farcry-like maps. About a month ago, I would have said Source is a much better engine than the Doom3 engine, but the more I find out about these engines, the more the tables are turning. Who woulda thought that Doom3 would be the one to be able to have huge ass maps, and HL2 would be the one with limited sizes? If I said that a couple months ago, I would get laughed at. It seems Carmack wins again...It doesn't seem that there is anything the Source engine can do that the Doom3 engine can't do better. (And before someone screams out physics, it is fully possible to impliment a modified version of havok into the Doom3 engine.)
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