e-freak Posted December 11, 2010 Report Posted December 11, 2010 Haha, I think it's just great, seeing this in line with the other mini mods you created. As long as the game doesnt force you to watch any of this (which then would be offensive) the hint of it is just a great way of telling a part of the character/story. Quote
Hipshot Posted December 12, 2010 Report Posted December 12, 2010 Not really a level. More of a scene I made for a project a while back. It required some fine tuning so I've been working on it tonight. I started something with a similar style late 2006, when I had HL2 ambitions =) Stupid gravity gun always trashed my ideas... worst random weapon ever. Not even close to your scene, but I guess if I had giving it more time I could have made something cool with it. Quote
JeanPaul Posted December 12, 2010 Report Posted December 12, 2010 Did you just say the gravity gun was the worst gun ever? BLASPHEMY! Quote
m8nkey Posted December 23, 2010 Report Posted December 23, 2010 Haha, I think it's just great, seeing this in line with the other mini mods you created. As long as the game doesnt force you to watch any of this (which then would be offensive) the hint of it is just a great way of telling a part of the character/story. The web browser in the screens offends me more than their content Quote
Campaignjunkie Posted December 26, 2010 Report Posted December 26, 2010 Hipshot: you should've finished that!... Whatever it was. Or tweaked / changed your mechanics if the grav gun wasn't working out. Happy: That's awesome and really realistic. Anyway! Here's some of my Doom 3 level, for a Thief-style mod called "Dark Mod." They've just released 1.03 publicly and already have 30+ levels out. If you guys like Thief, you should look into mapping for it, their version of Radiant is pretty alright and they have a lot of textures / props (a lot of them are bad, but you find the good ones quickly enough). Going to Doom 3 from Source is kinda weird, but it's fun to figure out the quirks. The standard for map size is pretty great too, a lot of maps are just a handful of rooms but they're praised and loved, and I imagine a DM level would round out a portfolio quite nicely and prove you can learn a new engine properly as well as digest new single player mechanics... cough cough. (I miss light maps) Quote
Sentura Posted December 27, 2010 Report Posted December 27, 2010 hmm maybe i should get doom 3 then, i loved thief Quote
Skacky Posted December 27, 2010 Report Posted December 27, 2010 TDM is great, and it needs more maps. Good start, however I think this is a little too bright for a thief to move in. Quote
tonystockert Posted December 28, 2010 Report Posted December 28, 2010 that's awesome, happy. i'd suggest enabling motion on the physics objects right before the impact though, it would look a whole lot more realistic. Quote
Mr. Happy Posted December 28, 2010 Report Posted December 28, 2010 @Campaign Looks cool, very arty and the design elements flow well. Too bright though as has been said. I completely changed the way the raft sequence works (was props on a train, now is props in carefully calibrated push volumes) and it looks much better. For demoman tf2 community submission: what distances should I make the LOD's for? I'm thinking 70, 150, 256. Does that sound right? I used sculptris on the handle which, compared to zbrush, is like sculpting with your mind, amazing! Quote
Serenius Posted December 28, 2010 Report Posted December 28, 2010 That Thief room is only too bright if the mod doesn't have water arrows/that light can't be snuffed out. Quote
Skacky Posted December 28, 2010 Report Posted December 28, 2010 Some people like to play Perfect Thief (no moss/noisemaker/water arrows, no alerts, no damage, etc), and going through a room like this would be impossible or may be very tough. But yeah the mod does have water arrows and stuff, but if you look closely you'll see that the light source is an electric chandelier, so water arrows won't work on it. Junkie: I didn't notice at first, but you should make these railings models instead of a texture Mr. Happy: it's looking good, I'm eager to decapitate people with that. Quote
Froyok Posted January 5, 2011 Report Posted January 5, 2011 Working hard since 3/4 days on my game, for the moment only on the code : Inside the udk with : -custom camera -custom walljump -forward dodge when the player is behind a hole (not in the video) Next : the wallrun ! Quote
Serenius Posted January 5, 2011 Report Posted January 5, 2011 Cool stuff! Reminds me of a trailer for a game from a long time ago that had wall jumps and the like. Sadly, I can't remember what it was. Quote
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