Nerve
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Posts posted by Nerve
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I've had an Xbox since the original and I love them, but I'm seriously considering a PS4 at the minute. I don't like the new dashboard at all and the kinect/tv stuff is just completely gimmicky to me as I don't think it works or is implemented well enough for people to adopt it. The only thing I like is the controller.
This is all going from what I've seen and heard though, I haven't had a proper hands on with either console yet.
What should I do?

Get a hands on. :s
Yeah that would be the obvious thing haha, I plan to. I should've worded that differently, I'm just wondering how you guys are finding the consoles in comparison if you've managed to play/own both.
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Err, everyone I hope. There’s some really good stuff being made in Unity.
I will not disagree that good stuff is made in Unity, but man some things in Unity really is a pain in the ass and are really ugly, like their terrain in example.
I've seen loads of awesome Unity terrains. I love this: http://www.paladinstudios.com/2013/07/05/building-levels-in-unity-part-1-of-3/
Great work Taylor

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I've had an Xbox since the original and I love them, but I'm seriously considering a PS4 at the minute. I don't like the new dashboard at all and the kinect/tv stuff is just completely gimmicky to me as I don't think it works or is implemented well enough for people to adopt it. The only thing I like is the controller.
This is all going from what I've seen and heard though, I haven't had a proper hands on with either console yet.
What should I do?

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Sounds interesting and it's looking good. The images bring back some memories:

I'd love to help out with the testing, would you bear me in mind?

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The happiest cube I've ever seen.
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Like the map so far, one of the things that annoyed me were the plant pots in the centre. The wall they're on is already quite high, so when you come around a corner into that area it's kind of hard to see what's going on at first.
I noticed it more on T side at the start of a round if both sides rush the centre. CT seemed to get to the bottom of the stairs on their side before T get to the doorway on theirs, so they have the vision advantage and can sort out their aim. By the time T get to the doorway, CTs heads are already clipping the walls, blending in with the plant pots and they're scoped in on your face. (Puddy)
I'd probably lower the height of the entire centre piece slightly and remove the plant pots. That's just me being picky though

Can't wait to see it finished, awesome stuff.
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Holy shit, yes.
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I've been using Hammer a few hours a night for the last week now, most of those spent watching/following a guides, but I decided to start messing around on my own tonight and started building a little courtyard. I'm going to add arches to the pillars and an upper area with windows/possibly a small balcony looking over it.

Complete beginner but thought I'd share. If it's something I end up sticking with, I was thinking a 'hogwarts-y' type environment would be cool, potion classrooms and everything.

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The lower water would definitely make for more interesting gameplay imo and I agree with Seir, you'd need some nice detailing.
Are there areas of the map that are underground? I can't really tell from the pictures if there are underground sections in the middle or not. If not, 'sewers' isn't very fitting - I'd maybe consider a different name.
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This is looking awesome Setin, can't wait to see it finished. Do you have any more play tests planned now you've made a few tweaks?
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Missed this, maybe next time

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Either way, surely it's better to be working in a related field such as QA and working on a portfolio for a couple years than it is to be working in a completely unrelated field before I start applying?
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Thanks guys, got it working after adding a light_env, tweaking the skybox settings and adding temporary light entities to the rooms. I wish mat_fullbright 1 worked for quick testing, but oh well!
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I have previous QA Lead experience at a software company but I wasn't sure if a games studio would even consider that relevant.
?!?!?!?!?!?!? WHY THE FUCK NOT?!
Get applying son!I don't know

Spronyvan/Puddy, just out of interest, how much time per day did you spend learning? I'm working full time, so I'm trying to put a few hours in every evening and then more on the weekend.
Well, I got a full time industry job now, so I don't feel the need to focus on learning (beyond business hours). But when I was working intensely on projects for my folio I would spend between 1-4 hours every weekday and up to 10 hours per day during weekends.
I'm hoping to be able to stick to something similar. I'm getting to grips with Hammer at the moment and then I'll hopefully be able to start working on something in a few weeks once I feel comfortable.

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I'll make sure to check for QA positions regularly then. I have previous QA Lead experience at a software company but I wasn't sure if a games studio would even consider that relevant. Thanks for the comments though, if you have any advice for someone applying for QA positions please do tell

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Isn't it difficult to get into QA for Games when you have no prior experience?
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Thanks guys

Spronyvan/Puddy, just out of interest, how much time per day did you spend learning? I'm working full time, so I'm trying to put a few hours in every evening and then more on the weekend.
Going by what people have said, University isn't the best option, so I'm hoping this way I'll still be able to land a job in the future (maybe sooner than I would if I'd had to wait to graduate) and I can save in the meantime.
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Holy balls. Incredible work, both of you, the attention to detail is amazing and I love the colours. TEACH ME MASTERS, I WILL BE YOUR YOUNG PADAWAN.
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Really fun to play, can't wait to see it finished!

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I've been following a few guides online and they haven't mentioned anything about lighting up to this point. Noob question: If it's lighting thats the problem, why do some of the textures inside the building show fine?
Here's the video I'm following: http://youtu.be/9BxKIodPme0?t=5m12s
So, to fix the problem I just need to add light entities?
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I've just been messing around with Hammer, and after compiling and running my map there seems to be (what looks like) a black shadow around two of the walls for no particular reason. It fades the further away you get, so I tweaked the render distance settings to see if that was causing it but no change.
I checked to see if it was a leak but I don't have any errors when compiling, I'm most likely missing something completely obvious.
Any help for a beginner?

edit: Also tried different textures, no luck.

Xbox One
in Off-Topic
Posted
Yeah, there doesn't seem to be much positive stuff around.