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Sjosz

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  1. Daily lunch skirmishes in the office on a dedicated LAN server for Quake Wars here. Highly enjoyable.
  2. Sjosz

    skate.

    The greatest and worst thing sometimes is the fact that the skater gets better with your own skill. I don't pick up the game for 2 days and when I get back and start a challenge again I get completely owned. I'm in the PlanB warehouse with the best trick challenge.. how the bots manage to pull of 650+ point tricks while I can't even break 400 is beyond me. (even with hardflip or 360 nollie laserflip wtf) Very nice atmosphere, feel, and controls, but immensely frustrating sometimes.
  3. *grabs a bag of popcorn and watches the pointless battle of comparison rage on* Is it really about what engine/community/whatever is better? You'll grow used to one or the other, and will believe that when learning a second one after that the other is still superior. I won't deny it, I'll take Unreal over Source any day, but that doesn't mean it actually is superior...
  4. I believe the lighting is believable, the sunlight being the main source, and several smaller sources making up for the rest. Though probably slightly on the light side, I think it's not that unrealistic. I had considered putting way more eyecandy in like loose bricks and all that for a really long time too, even tried it in a lot of spots, but it simply made my intended minimalist style ideas go to waste IMO. I'll agree that it could've been detailed a lot more, but I was going for a really sober looking project, and I think I established that well.
  5. I'll try and make a few more later today when I get home, and since I just moved, I won't be able to upload them and post them here before tomorrow morning (at 4 AM in the morning you tend to start forgetting things like making more screenshots)
  6. Reading is hard Anyway, looks like a decent bit of work, too bad I don't have UT2004 so that I can test it. I edited the post after I read Killertomato's, forgot to add the game it was made for, my bad!
  7. CTF-Archanastre is the product of over a year of layout tweaking and about 6 full theme changes, ranging from high tech space station to oriental underground tunnels to what it turned out to be now. The name Archanastre is a blend between the names of 2 major cities in Final Fantasy XII (Archadia and Rabanastre) which formed the main source of inspiration for the final map build's theme. It's supposed to be very minimalist and since I have such a weak spot for BSP, most of the geometry is made out of BSP rather than mesh... I think around 5700-5800 brushes in total... http://www.slainchild.com/files/ctf-archanastre.zip http://nalicity.beyondunreal.com/map_hub.php?mid=9739 http://www.ut-x.net/component/option,com_docman/task,doc_details/gid,143/Itemid,62/ Thanks to Slainchild for hosting, other mirrors will be put up as soon as they're up. EDIT: This level is for Unreal Tournament 2004.
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