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BioPulse

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Everything posted by BioPulse

  1. I agree tha the graphics might be not too shabby for an FPS, but I doubt the game will be fully FPS anyway, and the gameplay, going by the prequels, will most likely mak up fo this. As for the armor suits, they've always seemed a bit evil to me but they do look impressive and powerfull which is probarbly the main point of the suit looking the way it does. People (i know they don't!) shouldn't go by the looks of otheres, but by their actions ,as for this suit, it might look evil, but if you save everyone and act like the hero of the day, people won't mind you looking evil right? My point being that looking evil is just badass and you can still be a hero while looking like some kind of killing machine
  2. That's why I don't want to live in the usa
  3. Indeed, you can always adjust your map after it's finished / along the process of building when you ntoice stuff isn't going as you want it to go. But in my opinion you could save tons of time if you do this in the planning process. As for the layout, I think it might help if you'd make th T spawn a lower level and make some sort of stairway or whatever up to A (or maybe an entrance in the lower section of A) This would give CT's a small height advantage for if the T's reach the site before them. Because, in my experience of cs (pre-source versions) the round is pretty much decided if the bomb has been planted and the CT's don't have a layout advantage (if the teams are fair enough). Giving the CT's a height advantage would make it just that tiny bit harder to protect the bomb, but with enough hiding spots for the ct's not to just overpower them. But this is always dependant on the level theme and how filled up a bombsite is, so you might want to take a look at this after you have built the bomb site itself, to see how well T's and CT's of equal skills are matched up in a battle. Note that CT's need to have enough time to reach the site from where they are, neutralize the T's and defuse the bomb. I've seen alot of maps who didn't take defusing of the bomb into account in their layout / gameplay planning which leads to allot of defuses going horribly wrong
  4. *rofles*
  5. Hehehehhe, i heard she was thinking over plans to improve the world and free the world of injustice and hunger etc. while she was behind bars... rofl. They should lock her up for about 6 months in a proper cell, not some kind of private suite more exclusive than the most expensive hotels. What kind of punishment is that, she had more fancy stuff in her cell than I have at home, hope she gets locked up again.
  6. Indeed, blocking out the basic routes can help alot, it doesn't take long, then you can take measurements of how long it takes going from A to B, Ct spawn to A and B and T spawn, and T spawn to ct , A and B. Comparing the times of T and CT you will see who will possibly have the upper hand in what areas. You could even draw a quick nav grid for bots to run about on, and see how balanced it is after about 3 hours of 5on5 or so. According to this you could add shortcuts, or even change the entire layout or make some routers longer/shorter. Taking these steps will probarbly improve gameplay on your map if it's as good a you want it yet.
  7. Hi everyone, It's been a long long time since I've actively worked on a nice project, and due to some issues I'm having with my computer, I'm unable to do any serious work on Source or any other high end engines at the time being. That's why I've decided I want to try a little bit of a different aproach to game development. I'm looking for a mod (preferably a shooter because it's more my style) for which I could compose some / all of the music. I've got quite some experience (about 4 years) of writing my own music in the styles of Death metal, blues, and other forms of guitar playing, and about 1 year of experience in more techno/drum and bass like material. I can write most styles of music but the ones mentioned above are my best sides. I'm able to create certain feelings/atmospheres in music that mods might require, and am able to write tracks in themes other people set for me. Here's some tracks I've made in the Drum and Bass / Breakcore kind of style, I've got alot more music in most genres ranging from classical (bach, beethoven, you know) to slamming brutal death metal to jazz to whatever comes up in my little head. http://media.putfile.com/Massasacre http://media.putfile.com/Bloedbraak http://media.putfile.com/Marterdom I use renoise, Guitar Pro, and my guitar / line in port to write my music, and it would be awsome for me to be able to work on a game writing the themes and tunes. Hope you enjoy these 3 tracks and if you wish to hear more here's some contact details: MSN: Born2Shred 'at' gmail.com E-mail: Sebastian.Huskins 'at' gmail.com IRC: #pandemic and #snarkpit on irc.Quakenet.org Thanks for reading, Sebastian 'Biopulse' Huskins P.S. I don't know if this forum is also for offering help but I wouldn't know where else to post this.
  8. Yeah, that show is pretty interesting. Did anyone notice they used a half life 2 engine based game in the simulator? Funny seeing "user connected" and them having net_graph 3 on
  9. That tapestry (carpet?) in the 5th or so image looks a bit out of place in such a room, maybe try replacing it by some wooden plankts or some kind of decal that would fit in with the scene more. The rest looks pretty solid
  10. It looks nice, but i wouldn't agree on it being finished. The lighting sceme is also a bit boring ,i you'd spice that up with really moody lighting it would do alot of good for such a base map. Sure if it's a port and you want the original concept to be kept alive i can understand that, but there's other thigns besides the brushwork and props that you can improve upon without making the map too different. It would imo make it a bit more interesting.
  11. Looks like a nice solid map from what ican tell on the screenies, i'll give it a shot when i get home
  12. Damn, looks sweet, shame i can't model atall.. maybe i should spend more time in max afterall.......
  13. Nice tutorial, I've always wanted to learn how to create my own textures, and this tutorial answers alot of questions that I had. Thanks.
  14. Sweet sweet map Really liking this.
  15. looks nice, very realistic lighting scemes and areas.
  16. Í thin kthe exterior looks pretty promosing, but as the otheres pointed out some of the inside bits have some oddities, i think the windows i nthe last shot could use a different colour glow comming from them, sicne it's dark outside i really don't see light pouring in like that happening.
  17. On the 4th screenie from the bottom, there's a very narrow building, looks really unreal. Maybe add a bit more depth to that particular building.
  18. Very nice brushwork there looking really nice, but inded add colour scemes (lighting?) or texture variation if only for player aiding, since like this alot of hallways and areas will look alike to the players running through them, and so they will probarbly get lost.
  19. Looks very original for a cs map, really nice imo
  20. Interesting colours, but the image might be too small to see it how it deserves to be seen
  21. no mail >.> no problems logging in
  22. Lol i have to scroll over em for 5 miutes to view em all, and when i finish i can't remember what the other half of the screenie was about ;P does look neat though.
  23. I quit after the expansion, more of the same, the new areas started to bore me when i hit 70, and i really didn't feel lik going through all the raiding etc. all over again. The added PvP also didn't have the charm to keep my playing. Played the game from sicne it was released untill 2 or 3 weeks after TBC.
  24. BioPulse

    commandos 3

    Yes, I think the third game had it's difficultie level adjusted to somewhat lower standards, shame because I always liked the challenge Commandos games gave me, the first 2 were pretty hard
  25. Gave em all a good go on a one on one lan server the other night with a friend of mine. First of all I'd like to say that all the maps were enjoyable and none were really alot worse than the otheres, there were 2 maps however that stood out from the crowd in my and my friends opinion. dm_weaver and dm_tobor, looked best, and had the most fun on them. If I'd had to pick one of them it'd be tobor due to weaver having the rpg in an easy to reach spot, so it might become a bit of an unstable map on public servers, though it was great on a lan game since you won't get as much spammers (you can just slap em irl ) Other than that I'll leave the judging to people with a bit more knowleage of source and hl2dm than me
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