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About c0w
- Birthday 06/01/1985
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Here is an interesting little bit on this newest bit of news: Mark Hamill Talks Episode VII
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Nice to see some good old BSP still going. Is there still a crowd for Q3 maps?
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Gotta say, that shit was pretty metal.
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Damn, there went my chance to even up the post count.
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Nice work, a very interesting read.
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Yea on that same note, another thing that's nice is coming across health and suit chargers which are inoperative / not full. It gets your hopes up from further away, then when you get close... disappointment
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Just to elaborate. Getting stuck down a hole in most games: GODDAMNIT WHAT IS THIS SHIT Getting stuck down a hole in Half-Life: OH MY GOD WHAT DOES IT MEAN?
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I've been enjoying it a lot lately, it's the first game this year to make me giggle. c0a0 in particular. I don't know if I'll ever get back that first transit ride, but the environments have really gotten a nice treatment from Source. [and the wtf grate with the first barney broke the suspense for me for a moment. must be titanium... ] I'm currently on Residue Processing and it's so sweet. In particular the fast trips underwater, the traps, and that vertical drop where you need to scale down the pipes. You really do get into a different mode during some points in the game. I also love how as you travel along, certain enemies just disappear for a long time. It's just all so fucking well done. I just started thinking about that Mapcorian's article on RPS and... With an FPS, when you've taken away shooting, the only damn thing left that matters is level design. Gordon doesn't need to talk, shit, you don't even need any characters. Not when the environment becomes the central antagonist of your story. BMRF is all the character you need. Kudos to the mappers for doing such a great job on restoring the legendary Valve maps. My 2c.
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Lovin those 45 degree BSP's in the TF2 map. That's how ya do it!
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I've only watched up to S05 E01, so the latest few posts I see are all black text . MUST NOT SPOIL FOR SELF I take it Walt is growing to be quite the egomaniac...
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Here is what I ended up with after following along with 3dbuzz's SOCOM pistol tutorial. When I came to the end of it, I realized that we weren't priming the model for game use. Would definitely have to trim down a bit on the tri-count, which rests around 29,900 =0 I kind of want to move on to something else, but what would it take for this to take to the next level? Go super high-poly? Or trim the fat and work on textures? Hmm.
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I like this place.
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You're over-thinking! Just block it in a bit so the eyes see bigger "chunks". Are we coming from the front? Or the back? If from the front, there's a road or a path. Unless it's a cocaine producing facility. Then there are no visual landmarks. If you put 1000 players in your level, more than half of them would miss your cocaine making building. Go ahead and sandbox the hell out of your level, but please plunk some breadcrumbs along the way for us n00bs is what 2dchris is saying . Btw, there's a lot more "walking space" than what's circled here. The more linear your game path, the more control you have on any events you can throw at the player... http://www.simonoc.com/pages/design/concept/bridgecrane.htm
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Hey. Check this out http://www.scribd.com/doc/942247/stan-lee-how-to-draw-comics-the-marvel-way Those two B&W line drawings look like they could be in print, in a book. "CHAPTER 4" etc. Have you worked on the monochromatic drawing again? I could see that as a loading / level screen for a sweeetass indie game ;D Try gamut masking yourself on a color wheel. It would be neat to see that minimal effect, but with 3 or 4 different colour tones. Then copy the 3 or 4 colors you like around the scene with different tints and shades. Jazzam Sorry, I saw what happened to the UDK scene ;( IMO, to improve the latest scene: 1) You need to commit to the shape of what's going on with the right hand side. Is it a tree right in front of us? 2) It needs a little bit more refinement. The black brush strokes on the lower left mushroom are pulling me out of the picture. Patching that one part would make it look finished. 3) The archway naturally draws the eye and there's nothing there. Don't tease us like that! You should take advantage of that, to tell us what's further up the road. Maybe there is some kind of a silhouette, or maybe a tiny town far away on an opposite hillside....
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Crazy how a guy can be looking at the architecture of florence then imagine it all covered in ice with sci-fi panelling but retaining the shapes ;D Lots of good uses here, tx
