3D_Mike
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*tips hat
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Finally found some time to pick up mapping again I wiped the dust of an older map I never released: DE-RECON. Ive redone most bits, added grass, shootable trees, birds, helikopters, deer and the A-team theme Map will be done in a couple of days, here are some screenies:
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DE_KERK [updated July 5th, new screens page 2 + beta d/l]
3D_Mike replied to Fletch's topic in Level Design
it sucks. -
I will, this is a max screenshot. Ill put some screens up when Ive compiled the complete MDL
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The Killzone 2 trailer however is not realtime. I know this because Killzone 2 (the game) is developed by a bunch of fucking retards here in Amsterdam and the pre-rendered trailers are developed by a scottish company called Axis development. Killzone 2 will undoubtely suck as much as 1 if not more. I dont understand why people keep bringing up Killzone when Halflife2 is mentioned as much as I dont understand why Splinter Cell should be mentioned when an MGS game is. Its like comparing shit with lasagna
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That MGS4 clip is a 100% demonstration of how MGS4 will look ingame. Now go and play MGS3
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There are no handmade textures on those models. Its a hires model projected as a texture on a lowres model. Just like youd normally render normal-maps from hires models and project onto lowres models. Ill add a little dirt in PS but personally Id like to see how far I can get with more material like properties like a a reflective map and mask and some shininess
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Dont EVER mention Splinter s--t in the same sentence as MGS... WHOOPS!
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Not the jamba-stuff, no. Its kind of hard to explain, most of my commercials have phones in m. One phone transforming with speakers on the side, a purple one with a turntable (oldy), lots of silly ones where a phone drops on the floor and the floor changes into these wallpapers Theres a Jamba diss we made a while ago but it was cancelled :/ Itll be alterered now, an Elephant dropping on a mouse instead of an elephant dropping on 3 of the Jamba characters. We still plan to release it on the Net, just to piss Jamba off. Its fun, I dont complain ;P The Jamba commercials (The frog and Tweety) are actually very well made and animated by this guy: http://www.turboforce3d.com/annoying/
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If I had the time Id make something decent, but Im sorry I have to make stupendous amounts of money and bore you all to death by making SMS commercials
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I havent seen your map Ferret, got pics? BigB@ll, Im going for something else. A couple of teleporter fields teleporting you to different points next to eachother should do it.
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Nothing, I had too little time to set up multiple teleport-points. If I dont win anything in the contest I will fix that. And if it f--s up gameplay off course
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:/ cant do much with it *swiftly moves on to css-map Izuno, you a fan of Stalker or acutally working on it? It showed great promise ~nm I saw your location was LA, Stalker is made in Minsk (Russia) if I remember correctly
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hey thnx for the replies dudes! ~ Yes the teleporter, I had to think of something to get the props back up when tossed over the edge so... But it works pretty good, better then I expected really I just heard I can release a beta for playtesting so Ill be looking to release one asap
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Ive replaced screenshot 1 and 5 with more finished versions and added inside screenshots and some overviews. The overviews screenshots show the map from angles you cannot get to ingame and are just there to illustrate the floating island theme better. The map is done now and even though the theme is not exactly HL2 I decided to sent it to Valve contest anyway. The gameplay is (in my opinion) just too interesting. Due to its multi leveled layout amost all firefights turn out both on a horizontal and on a vertical plane. Mouse speed 4 or higher is recommended! (see pic) The map turned out much bigger then I thought itd be and it should be able to support up to 20 players. I realize there are complaints about HL2DM being a bit of a 'physics demo' cause the official maps contain (too) many props so I tried to change that a bit. Inside youll find enough props to toss about but less healthkits and batterys. Ive changed some of the larger props properties so a table cannot be used as a battering ram anymore. You can blast it away but you cannot carry it. Rest assured theres plenty heavy damage props left to toss about Outside is where you can boost your stamina more easily. Outside youll find less props so a more old school DM style should be more appropriate. Off course one can change this by taking more props outside The map should be incredibly fast cause you can easily get to the lower parts by jumping down (jumping down up to 4 levels will only give you 10 damage). But you can also easily get back up by jumping over the edge of the map. This will not kill you but teleport you inmediately to the light at the top of the map (Same goes for any prop thats tossed into the void) In time theyll all fall back to the map from the sky (see pic) The pics: (Images are NOT filtered, sharpened or otherwise manipulated apart from being scaled down to 800x600) Ill release the map as soon as Valve allows it.
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Mawibse drop me a mail, I cant login to the CS.net forums since the forums been hacked :/ Great comments Zacker, thnx Some info: - The middle tower already originates from the roof. - I wont change the lighting, I like it like this, its clean and pretty. - Floating rocks is a good idea cause I need something to fill that void - I need something clouds under the horizon, thos skyboxes dont have much under the horizon, any suggestions on how to achieve this? - I cant make water, f--s fps - Weapons r coming and idd in interesting places - Ill post some crosssections asap, so yall can see the gameflow on the insides and outsides later!
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I can do only so much with this source material :/ so Id appreciate any comments yall might have
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hoooow? *cries
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I feel the same about m rocks but I cant find any better suiting in the sample material :/ And you guys might be right about gameplay, I dont think I can make that deadline without playtesting it well enough to proper balance it. Im going to finish it for now, sent it to valve and after that finish it without any stress
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And yeah Im using smoothing groups. I dont think I can really afford more brushes to make m towers more round :/
