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About Albatros

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    Environment and Level Artist
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    http://www.albatros-ld.com, www.zeitgeist-thegame.de

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  1. Hey, thanks it's good to be around again! We're trying to do a lot of stuff with Source, although I must admit that my jaw must still be lying around somewhere under my kitchen table after playing Dear Esther yesterday. It's the final proof that Source still does have the potential needed to create stunning visuals. The Zeitgeist Ouverture is online now. The wmv. video is on http://www.facebook.com/video/video.php ... 2423&saved and, still in mp3-format, available for download from zeitgeist-thegame.de / downloads. I'm currently translating the prologue of the novel with the help of an expert; I can't tell exactly how fast I'll progress, but I'll try to make updates with two or three pages every two or three days via facebook and, eventually, as a whole on the ModDB. Cheers, Til
  2. Hey, some of you may remember me from a couple of DoD:S and RnL maps I made years ago. I'm afraid I went into inward emigration after noticing I was literally not working on the level I wanted to work on, so I took some time off to improve my modeling, texturing and level design techniques to hopefully become a somewhat more complete artist by working on a project I could be really enthusiastic about. So I scratched all my sketches and the rest of my money together, rented a server, started some levels, put them online and ended up with a 14-person-project single player total conversion called "Zeitgeist", set in the 1930s of an alternate reality where history took a couple of different turns. My current function is that of the lead level- and environmental artist, story author and project manager aka :monkey: . The Story: The story behind Zeitgeist takes place in the 1930s of a fictional time line. The 'Great War', as it is called, did not end in the autumn of 1918; with the Lusitania never having been sunk, the Russian Revolution failed and Italy having left the Entente due to an internal crisis, the war lasted until the summer of 1929 when most of the reserves were gone and the continent's economy finally collapsed. Now, in 1934, a league of nations is about to be founded in London: an end to war and a solution to all the national conflicts. Then, a terrible attack crushes the hopes of the european people in a heartbeat. Peace now depends on Richard Czerny, a journalist who happens to bump into the terrorist right after he planted the bomb in the conference hotel. In a race against time, Czerny, wrongfully accused of being the terrorist himself, must defend himself against the police, a radical militia and an ancient secret organisation trying to keep the flames of war burning. The next and probably final episode of the 'Great War' seems inevitable as scientists in Copenhagen and Berlin make a discovery that could change the face of warfare forever. The Setting: Zeitgeist features several European cities such as London, Prague and Venice. The fictional 1930s allowed us to place intact old towns, baroque and renaissance buildings next to modern art deco, art nouveau and bauhaus-architecture. Neon signs and imperial insignia might appear in the same scene, just as horse-drawn carriages, steam trains, Zeppelins and highly modern streamlined vehicles. In order to keep the technical and historical background's credibility working, we spent years on recherche and employ, among others, a trained art historian, an engineer and a transportation designer. The Images: As by now the number of finished or almost-finished levels has increased over the years, I'll try not to show more pictures than necessary to give you a first impression of the visuals we're trying to create for Zeitgeist. (I'll keep spamming pictures in here every once in a while, and only savage criticism and personal insults can stop me, so you know what you've got to do ). The Books: I'm currently working on three novels about Zeitgeist, right now on the second book. In the beginning, writing the books was only necessary for the creation of a plot and a cast for the game. Then it turned out to be more fun than I was hoping for, I developed a kind of workflow and now the first novel totalling 700 pages is mostly ready for printing. I am still looking for a publisher - in case I'll find a solution for that, I'll have the books translated into English by a professional. Naturally, there are lots of minor characters, locations and story twists that will not make it into the game because of their complexity and the enormous amount of time needed to include them, so reading the novels might be an option for those who'd like to know more about the story. The Trailer: The Zeitgeist prologue trailer. Thanks to Stefan B., formerly RnL, for the Prussian P08. Our Communities: We are active in lots of different communities so we can maintain connections with other developers and creative artists all around the globe. We've also been featured in podcasts and several print media articles, but I want to spare you from having to read or listen to all that stuff, too. Zeitgeist has the following communities, accounts and pages: http://www.moddb.com/mods/zeitgeist If you want to know more about the history of Zeitgeist's development, our "news" section is our backlog with all the important updates between the beginnings and today. http://www.facebook.com/zeitgeist1934 The Zeitgeist-Facebook page. Started only yesterday, going to be updated most regularly. http://www.twitter.com/zeitgeist1934 My brain is not capable of using this twitter software program thing yet. Still, here it is! http://www.zeitgeist-thegame.de The official Zeitgeist website featuring print media articles, more images, information about the team & the Zeitgeist ouverture. http://www.northcapestudios.com Our showcase & studios website. We also have a Steam Community. I'm sure that you (like anybody else with a life, a job and / or friends) have a dozen better things to do, but if you wish to support us by joining our groups or even our team, you're welcome! We're happy about any visitor and we'll try to answer any questions. Cheers, Til / Albatros P.S.: My apologies if you've read parts of this posting in other places before. Descriptions and images don't change within days, and I think there is no benefit in rewriting a synopsis or a technical description if making it look different it is the only purpose of the rewrite.
  3. Oh well, 400 polies for each one of the three. I'll make something truely medieval soon, hence I need to make some common props like these. Cheers.
  4. I've been working on that scene for 5 months now ;) it's a crazy amount of work. @Hessi: Sure thing, I've used that method for DoD_Nuernberg, too. Larger portions of big cities completely rebuilt 1 : 1 in source... still a no go, I'm afraid. So yeah, reception and creativity are the tools I need to make this work :/. I already exchanged the huge Quellenhof for Berlin's Kaiserhof (called "Hotel Kaiser" in RnL_Aachen), and the walking distances shouldn't exceed 20% of the real distances. Makes the Tram take some unusually tight corners along it's way, but once again the good old trade-off between playability, historical accuracy and technical practicability. In other words: it what sucks.
  5. @ [email protected]: Oh well. Different colours for the same building's exterior are a common thing for buildings of that period: http://www.schwarzaufweiss.de/belgien/i ... dstil9.jpg http://www.acfbi.ch/images/Riga/Riga%20 ... il%201.JPG http://www.designladen.com/metz/source/ ... l-4267.jpg http://www.guenter-gusek.de/assets/imag ... ndstil.jpg http://www.wokalamps.com/bilder/info/wagnerwienz3.jpg http://i1.trekearth.com/photos/7949/trekbonnsnow12.jpg http://www.imhof-multimedia-consulting. ... _ganz2.jpg http://www.imhof-multimedia-consulting. ... hnitt4.jpg http://www.rackmann.de/1996-Dateien/image008.jpg http://cdn.fotocommunity.com/photos/16210292.jpg http://www.baukunst-nuernberg.de/aeu_bayr_70.jpg http://zeitungsviertel.de/img/aldo-ross ... mbnail.jpg They're creating contrast, no constantly uniform colour schemes, which is intended, too, I believe. Also, a building of that size has many different and independent structural components - I don't think it's that odd to let the walls collapse while the pillars and columns still are intact. Some of my references: http://germanhistorydocs.ghi-dc.org/ima ... 2665-p.jpg http://images.google.com/hosted/life/f? ... 1c965f227f http://tbn0.google.com/hosted/images/c? ... cd_landing http://gsb.download.bva.bund.de/BR/scha ... g/40-2.jpg Cheers. P.S.: @VoodooBenshee: I'm trying to map an area around the Stadttheater and the Hotel Quellenhof. I'd have loved to get the Dome or the main square into the setting, but that'd have meant overkill both model- and vis-wise .
  6. No new compile yet, just another screener.
  7. Alright, I guess keeping my position now would make me look rather stubborn As I said before, I'll gladly fill up the most "likely to collapse" parts of those bricks and then give you guys an update & see what happens. I still fail to see the shocking dimension of this brickwork though, and I - honestly - wouldn't have noticed it myself. The idea behind placing those bricks was to keep a line of them next to the concrete beams / pillars, so they wouldn't look all "naked" - an idea I got from my ruins picture collection, once again. But yeah, I'll just add some supporting elements/additional brickwork around the most fragile spots and maybe the problem will be solved then. Cheers
  8. Hey again, yeah, there have been pros and cons, and, frankly, I did show those shots around on lots of communities and - as always -, opinions were very much divided. I'll pass those first bricks a piece of supporting wall for the next compile so the gap (which is what you refer to as the missing row of bricks, that kind of "floating" effect) is closed and there's some downwards-curving in the bricks, but I don't think this'll change that much. The missing row of bricks, that I can understand and it needs fixing; but as for the normal collapsing wall of bricks that looks just like "cut off", I know it's a thing that just simply exists, even though it may look odd at first. @Sentura: I already answered that on the last page. I'm always glad about useful feedback, but for this particular discussion, please check my last postings again and you'll find that I did in fact give this problem a lot of thought and I've come to a conclusion over the past six or seven years. If it's not the bricks, then it's something else that stirrs up the same kind of discussion where people have a tendency to either like or dislike a feature/detail, sometimes with good reasons on both sides. That's no arrogance of mine by refusing to take advice, not at all , and I really don't want to be misunderstood there. Cheers, Til
  9. Thanks Narby for pointing that out again. As you said, you're marking some "typical" lines of collapsing walls there. I also do get your point and I do know that the typical line has to be the guideline in most of the places in a map. But I don't think it's that much of a contradiction to use bricks the way I do, taking your images as example... Seriously, I don't think this is leading anywhere. P.S.: Basically, I can fix that one line, and it does need at least to have that gap closed, that much I admit . But there's always a why, why *that* particular set of bricks might have an additional support, and why *this* wall-bit looks out of place... it's just a matter of spotting it, accepting it as possible and leaving the rest to the author, as long as it's not totally out of place. My opinion, but I'll stick with it for now. Cheers, Til
  10. Hi Sentura, I don't intend to place anything in the map that doesn't make sense from the logical point of view. Those bricks up there would doubtlessly be held together by mortar, and there is no reason to believe such a structure would collapse immediately, since I've literally seen thousands of pictures of similar ruins. Which is the point where I take the liberty of trusting my own judgement more than that of others who - just an assumption of mine - haven't made the same effort. Now, I could start a poll for any controversial detail on the maps, and I'm sure there would pretty often be a 50/50 situation where people like a detail that others dislike, and in all of those situations, I'd choose to keep that detail if I like it that way. The problem is, between those bricks shown in the upper picture and, for example, these: ... there's hardly any difference. Yet, if I was consequent, I'd use neither and, if I continued combing out my maps for any debatable thing I'd need to abandon tons of interesting minor detail, which I'm not willing to do. I've had this discussion many times over the years, and it's not getting any more interesting. So, all I can say is: I don't think it doesn't look right. Cheers, Til P.S.: still glad about any helpful feedback!
  11. Hey guys , don't want to make this a fundamental thing, but Hessi is right there. Theoretically, it's no problem. Physically, it's no problem. And practically, it's not a problem, either. Just think about this one point. When I'm making a map, I need a considerable amount of time for looking up references before I can even start . I've been making WW2-maps for almost 7 years now, so I've seen thousands of pictures of ruined sceneries and still keep gathering tons of pictures for every new project. One of the lessons I've learned is: ruined cities always look different from what you'd normally expect. Some odd, grotesque shapes are created by the detonations and firestorms, and more than once, walls, decoration and details in otherwise completely devastated cities will appear to be totally intact. http://www.belvue.be/_imgs/parcours/Fronttoerisme.jpg http://www.geschichteinchronologie.ch/2 ... 1944ca.jpg So... trust me when I say that everything you see in my maps has it's purpose, unless it's WIP, which those bricks aren't . And, IMO, a map that consists only of things the observer expects can't be a map that stands out. Cheers, Albatros
  12. Hot stuff tanuki . Changed the lighting, rescaled skybox props, added... stuff. Getting there. Thanks everybody for the feedback . - Albatros
  13. Organized and well structured - it'll play ace. On the other hand, it looks all warm and fuzzy due to the lighting, and the architecture + detail has a quality that makes me feel at home instantly. Considering it's a Beta and considering it's for DoD... a whooping 5 outta 5 from my side . Great work SE.
  14. Shhht! In the extremely-early-wip-part, actually . Cheers. Oh and neat stuff, I like it .
  15. Long time no see - haven't really had anything to show in the past months, just been way too busy working on those four Mods I thought I could handle. Well, up to now I actually could, more or less. This is going to be a map for Resistance and Liberation when it's done. Right now, it's in early WIP stage and I'm about to complete the main objectives. The city that is portraied is called Aachen, where the Germans and the US forces fought battles that were not decisive from a tactical, but from a strategical point of view since Aachen used to be the city in which the German emperors were crowned. Anyways, cheers. Til / Albatros
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