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Everything posted by Scinbed
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This actually puts you in the "Platinum" league (2500-2999). Blizzard needs to clarify these Icons or at least add some UI to show this...
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Name: Ben Edney Nickname: Scinbed Map: DM-Croft Download: https://www.dropbox.com/s/32bb3mj75ihu9p8/DM-Croft_a03-WindowsNoEditor.pak?dl=0 (35mb) “I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).” Changes to a03: (Updated Sunday, May 15th, 2016 Set some surfaces to unlit material Re-cooked for new game build Changes to a02: (Updated Sunday, May 1st, 2016) Some geometry additions and flow improvements, around Stinger Minigun, Rocket Launcher, Flak Cannon and Shield Belt. Added some extra ammo pickups. Added extra and balanced health pickup locations. Many material alignments fixed, or at least improved. Low walls around the top of buildings have some additional cutouts for better attack/defense opportunities. Consistent door-frame trims. Some dodge-ramps added.
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Looks like a terrible, boring, tedious game, regardless of the name or XCOM lineage.
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How do you know that? This looks somewhat more advanced than the Oblivion "persuasion" system, so I don't see why this would be the case.
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Crysis 2 could be using Vertical FOV as opposed to Horizontal FOV. 90 Horizontal FOV is approximately the same as 60 Vertical at 16:9
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genuinely scary/disturbing movies for halloween?
Scinbed replied to robert.briscoe's topic in Off-Topic
Audition is definitely disturbing... -
Off Topic, but I couldn't help but notice your postcode is 12 miles from where I lived during the 90's. SA44 4PB
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Yeah I got bored of this after the third level.
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Or they could just leave the server and play somewhere else. Which is what I do when I get a laggy host.
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Yeah, I remember reading somewhere that the developers chose a low FOV and the position of the camera for those reasons.
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The Redeemer was pretty stupid and unbalanced in UT to begin with. This is on a whole other level though. Once you launch it, it's game over.
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Don't worry, UT3 is still an amazingly popular and fun Multiplayer game.
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It's pretty much the latest build of UE3.
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You're also at risk of being shot by team members being so close to the zombies.
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The hanging vines and green vegetation don't really fit in at all, imo. With the dead trees around too.
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The aim of HOLP is to provide Unreal Tournament 3 levels with high quality gameplay and performance, and oldskool UT visuals. This pack is not meant to rival the graphics found in the retail UT3 levels, using limited bloom, normal maps and clutter. HOLP3 Volume 2 contains the following 12 maps for UT3: CTF-Compression by Sjosz (8 - 10 players) CTF-Delude by Mclogenog (4 - 6 players) CTF-Lapse by Slainchild and Hazel.H (6 - 12 players) CTF-Lime by Sefyra (4 - 8 players) DM-Azul by Hazel.H (2 - 4 players) DM-Ith by milb (3 - 6 players) DM-Psi by Mclogenog (2 - 3 players) DM-Remorse by XYZ8000 (2 - 4 players) DM-Tumult by Daze (2 players) DM-Wounds by Ignotium (6 - 12 players) DM-Z by Cr4zyB4st4rd (2 - 6 players) WAR-Flux by Cr4zyB4st4rd (8 - 12 players) Download the pack (.zip archive 331mb): Beyondunreal Fileworks (don't use the GameWorldNetwork link for now, it only seems to have mirrored part of the file) nuky.geektips.org FilePlay Check out the previous HOLP packs at our website: http://holp.beyondunreal.com/ The HOLP packs are available on the two servers below, as well as those on our servers page. Don't forget we meet up every Friday around 8pm (UK time) for fun and games! Enjoy
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Could do with more light (torches, lanterns etc). Erratic: Lighting looks very flat and the architecture is very square, but i know UT3 doesn't leave you much choice sometimes.
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Just found this on Digg: http://www.gossipgamers.com/monkey-isla ... ngine-mod/ Pretty cool. Is it the same project as the one on the first page here? Still, nice.
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Or make the windows bigger to let more light in. Looks fine otherwise though. Not many good (mostly) indoor maps for TF2.
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Thanks Algor, I see what you mean. The download zips do contain text files with a lot of that information in them, but yeah, I agree it should probably be there before you download it. I might have a go at adding some info about the maps at some point
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Hey, yeah. I ran around a bit and took some notes, can't really comment on the gameplay much since it wasn't online with players. The upper walkways overlooking the control point could do with cover for snipers though (see Viaduct for example). In no particular order... The stone wall texture you used on the fireplace in the spawn room just looks bad imo. I think the texture is badly made in comparison to most TF2 textures, and combined with the rough displacements you have makes it looks worse. Ceilings in the spawn room are very flat, could do with some physical support beams to break it up. The lighting in the spawn rooms is also very flat. I don't know if you are using spotlights or standard lights (should be spotlights), but they cover too large of an area imo, washing it out. Lighting from the spotlights in general is too white, i would give them a slight blue or yellow tint depending on the team side. The lightmap resolution on the floor where you have light shining through wooden boards above could be higher to give better shadows. There is no real indication (that I could find) that the location is built around a secret lab or base like other TF2 maps. Would just help it stick in the TF2 universe better. The rusty corrugated iron wall textures you have on the blue side buildings is repeating vertically and looks bad. There was a ladder halfway up the wall in one room. How do you get to the ladder? Another ladder? :wink: Various props are inside BSP or other props slightly, or floating slightly. I'm not usually a fan of gimmicky additions to maps, like the Alligator causing damage here. It's out of the way of the main play area though, so I guess its ok. That's all really, only small things. Unless you feel like changing the map again I'd just keep them in mind for your next map.
