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Bl1tz

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Everything posted by Bl1tz

  1. Saw the news today, very sad. He was way too young. I remember playtesting his HL2DM map with a bunch of other mapcore folks, and then in the crazy small world of gamedev, randomly hanging out with him and a few other folks on a night out in Seattle maybe 6 or 7 years later. He definitely stood out among that crowd - not the typically quiet shy gamedev type but a big loud hurricane of a dude. Definitely a presence. RIP. Also gonna take his passing as a chance to wish well to all the old school folks here and thank those responsible for keeping this place going over the years. Time flies and life's too short.
  2. This is pitch perfect. When I first scrolled past, I was like, "hey it's my neighborhood!" I see a lot of screenshots of people trying to get the feel of a certain city and it's usually with mixed results, buy you nailed it. Would love to see you take a stab at a full level.
  3. Yeah I think you're right. That will probably be the first thing I change if I ever get around to a redesign -- bigger pictures, bigger font, and have the info about the levels and games utilize more screen real estate. Thanks for the feedback.
  4. The last game I worked on just got released so I figure it's time for an update and some fresh eyes looking at my work. http://tomhanrahan.net/
  5. The "Mapping Help" thread on func_msgboard is a great resource for Quake specific level design questions. You might try asking there if you don't find a solution (and it's a good resource in case you run into anything in the future) http://celephais.net/board/view_thread.php?id=4&start=14675
  6. Looks good, but for some reason the slope on those 1:1 staircases is bugging me. I'm sure they must work fine but the aesthetic doesn't look right...too steep. Otherwise looks like it's shaping up nicely
  7. Please tell me the name of the person who runs your studio is George Lycus
  8. I agree with your assessment that you should probably have some images as soon as you load the page. It seems like a waste of space. Most importantly, I think you need more content overall. You only have 3 images in your 2d Art section, 2 top down screenshots in your Levels section, and an overall dearth of content in your portfolio. The formatting and the way it's laid out and everything is fine though.
  9. A company has no obligation to tell anyone why they didn't get a job. In the cases you're talking about where someone is clearly skilled but still not right for the position and maybe you don't want to offend them if the potential is there to hire them later, it's not rude at all to say exactly that. "You're very skilled but not right for the position at this time."
  10. - Establish the first (to my knowledge) game company in the Canary Islands - Fill a big pool full of gold coins and swim in it a la Scrooge McDuck - Forgive all the kids I bullied in school for being such nerds
  11. I'll take it if no one's claimed it! Was about to buy it today, but got Dishonored instead!
  12. Cool stuff Skacky. If you're not already, you should post your stuff over at func_msgboard. It's a more Quake-focused site and you'll probably get more specific feedback there. More specific than "cool stuff"
  13. this. ken20banks & cAyle are both at valve. I'm sure some of you HL legacy dudes worked with them on mod stuff even if they don't ever post on mapcore.
  14. Wrong forum ; ) http://celephais.net/board/
  15. From an old CS:S map I started way back in 2005, I love 2 make mines~~ It takes special talent to make the Source engine look this bad haha
  16. Dude are you fucking kidding me? You come on here asking for advice and then reject what is the most basic common sense advice possible. Congrats on your Naughty Dog interview, you clearly don't need anyone's help here!
  17. Not a direct portfolio comment but...your resume should not be 4 pages long. 2 pages maximum if you really feel you have to squeeze all that info in there. I'd say you can definitely fit it in 1.
  18. Probably still a little too early in development for you to get any really helpful feedback, though I will say to your "making cuts in 3dsmax" problem that the cut tool is not the ideal way to add more faces, as you said you get weird orphaned vertices, etc. You should also probably finalize your layout completely before turning it into anything organic so you don't have to drag that beast of a mesh back and forth between the editor and Max.
  19. This. I thought it was totally brilliant and hilarious : ) Congrats on all the views
  20. Aye, congrats! Nice to see you get a good retail + Steam deal for this Should be proof enough to anyone paying attention that when you let people make the games they want to make, good things happen
  21. Ken!!!!! (this is Tom H, obviously you can tell from my avatar which looks just like me in real life (IRL)) Also, might as well use this post to update my status...I'm no longer at Monolith, I'm now at The Amazing Society.
  22. Some cool lookin' stuff there The trees look pretty good, my only complaint is that in some of the closer screenshots, the tree trunk texture doesn't hold up so well. It looks sort of rubbery and too gray...almost like a tire or something. It could just be the screenshot though...
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