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Nexusdog reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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atrocity reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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I hope this game features guns!
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AlexM reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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charlie reacted to a post in a topic:
Counter-Strike: Global Offensive
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The best kind of long term marketing for indie games in my opinion is word of mouth. Give out some free copies through a few different websites or give a few copies to a streamer who has at least a few hundred viewers regularly so they can give away some copies when they're streaming the game. Maybe even do some interviews about the game. I think it would be best for the developers themselves to do all of this and not some hired marketer. Another thing is if your game sucks (not saying it does), word of mouth is probably a bad idea.
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LATTEH reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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I think that the visuals suffer the most because of stock content being used in such a way that doesn't really compliment things like the style of your map, making your map look bland and uninteresting. Edit: I removed the screenshot of my scene and I'm going to avoid posting any more information until the UDK work in question is completely finished.
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charlie reacted to a post in a topic:
[CS:GO] de_coldwater
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FMPONE reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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That is much better!
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charlie reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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leplubodeslapin reacted to a post in a topic:
[CS:GO]de_blackgold
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AlexM reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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Thrik reacted to a post in a topic:
Respawn Entertainment's - Titanfall
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This map looks too over-saturated for me to want to play it competitively.
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I think that's not necessarily true. At least not for a few people. I'm a big fan of Medal of Honor: Allied Assault and Call of Duty 1, and I think that the direction those franchises took after the original developers left went nowhere but downhill. So when I read that a good chunk of the people who worked on each of those games originally (including Vince Zampella) went on to form a new studio to work on a new project, I was very excited to see what they could do. Something new, something innovative - but that was only wishful thinking. I'm more or less indifferent or maybe even against TitanFall now simply because it looks like a glorified later-day Call of Duty reskin after seeing some Alpha gameplay videos. What are the arguments that it isn't a glorified Call of Duty reskin? That it has mechs? That it has jetpacks and wall running? Those thinly added layers of gameplay additions to the gunplay that resembles the later Call of Duty games were hardly innovative or "risky" to have done. This game was a safe bet from the start of development, and I would go so far to say that some people can easily mistake it as a new game in the Call of Duty franchise. But, for the people who are big fans of the later Call of Duty games, I think this is going to be a definite buy for them. And I think that was the point from the beginning.
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⌐■_■ reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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FMPONE reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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I guess this is eligible to post here. I'm using this as an opportunity to understand UDK better and improve on my art/modelling skills in general. More models for the scene are to come. As it is now, it feels pretty desaturated. And like always, everything is still pretty early work in progress.
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For a UDK scene I'm working on.
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I always just assumed the map is faster to compile if I create model references out of brushes that are func_detailed instead of using already existing models. It also saves me time for when I want to export them from hammer to use as an imported reference in 3ds Max 2012.
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I find it necessary to create brush references for detail props and gameplay objects during the early blockout stages if these objects may have an impact on the gameplay and flow of the level design, intentionally or otherwise - or if they help with the scale.
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I have been making slow but satisfactory progress with my demolition map. The blockout is currently less than halfway complete.
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ITT: Post maps/scenes that never saw the light of the day.
charlie replied to Minos's topic in Level Design
A Havana themed map designed for arms race and deathmatch. I finished most of the level design but it ended up not being very fun. -
I don't think this is really worth showing now, but maybe it will inspire somebody.
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