Deleted the sob-story as I'm at least considering getting back into this stuff.
Bio otherwise left blank until I care to do something with it.
It's true that you should have a light entity wherever you're using light_spot entities (unless you're outdoors in which case environmental lighting should usually be sufficient), but you don't necessarily need a 1:1 ratio. A single light entity can often provide good pan-directional lighting for several light sources.
Any thoughts on the death of your Dear Leader & personal hero? Sorry for your loss.
Tbh I enjoyed this far more which is the same basic idea: (admittedly in 2d though)
and while the environmental design was cool, it could use quite a bit more polishing. Still, props for doing something like this in source, I think this is a great start to what perhaps could be a meatier game.
Hey, some nice looking screenshots you've got here. Just wanted to say hi and make your profile a bit less comment-less and lonely.
No, I think the one about the lights is pretty major, but maybe it could be made more general. Something like "Use directional lighting as well as omni-directional lighting." I think something like list 2 #6 belongs in the first list, talking about how gameplay should come before aesthetics. Lastly, what exactly do you mean by list 2, number 10? I didn't get it...
They changed it to this:
"This list is incomplete; you can help by expanding this article to provide more information."
for that reason. :(
This looks like an interlopers all-star group practically...
All very shifty and bureaucratic, reading these papers was awesome! :D
What about blue? Or am I missing something?
This is all very interesting, but I'm kind of wondering if its a good idea to have so many unique attributes of the psychics. I feel like the more of these attributes you add, the harder it will be to flesh them all out in the actual game, even if they make a very cool and reasonable explanation for the phsycics' powers in text form.
Also as a minor thing, you shifted between singular and plural tenses in the first sentence of the "symbiosis" paragraph.
Yeah I also found that my framerate dropped a fair bit in some of the levels for chapter 1 (the first one for one). Also was the point in chapter 3 after the Farnsworth house bit when the portal level slides in (I'm guessing that was the spot you're referring to). It definitely wasn't anything gamebreaking or too annoying though.
Oh my god I'm so glad this is still alive! Remember me from the old thread back on interlopers? That was ages ago. Awaiting this as excitedly as I was back then.
Agreed entirely doodoo. Honestly though, if those are actually your models, then I think you have too much talent to be making a project like this. Making any mod is tough but making what is basically a port of an existing AAA game is nearly impossible, and even if you complete it, it's likely to pale in comparison to ODST itself. I'm not trying to be too harsh but there really are just way too many people trying to make mods just to expand on a game they like, and if you want to be a serious modder it isn't the path to take.
All the same, modelling is good (once again, if it's yours) and I wish you at least luck with that if not on this project.
Best combine architecture I've ever seen outside Minerva: Metastasis, easily.
Very nice but I think that the posters stretching to the very edge of the brick texture looks unrealistic on that right wall. Overall the right side looks a bit flat to me.
You aren't cremator from interlopers are you?
Looks great. Only problem is teeth, they shouldn't curl around the back of his mouth, it makes them look more like that stuff whales have in their mouths.
Ok, guys, I've seen work from almost all of you, and guess what: YOU'RE ALL GOOD. And people need to stop coming to this mod's page criticizing it, because what you think is crap is really amazing post-post-modernist high art, you're just not sophisticated enough to understand it.
Oh, and the model's lookin great! Though the colors are kinda metallic, need moar kooky.
I think I'll introduce myself in addition. A fairly new member of the team, I'm deathbagel aka aaron and I'm (so far) the sole mapper on this project. I've been mapping for about a year now and I'm personally really excited to be working on this project. Right now I'm working on making an intro movie for the game which you guys might get as a trailer.
Can I get an invite?
You made it in January, the depth of winter, symbolizing the cold icy sheet of the combine spreading its way down over the freedom and hope of what little of mankind remains, deadening the course of human progress until it emerges triumphant once again in spring??
I don't know, I'm just throwing stuff out there :)
I like the light placement, but I think the color could be a little less white, maybe make those lights blue and add a floodlight in a corner with a more yellow light for contrast. Anyways, your stuff is looking good, I'm going to give this a track> :)
Do you still need a mapper? I'd love to help out! I'll pm you with info if you're interested. You could also just check out my page here on moddb: Moddb.com
I like it, though it could use some more work. The concrete textures (of which there were a lot, I think too many, for any mod) were out of place. You would never find large amounts of concrete on a ship, after all, concrete's entire purpose is its extreme density, and so a ship with that much concrete would sink as soon as it got in the water. Still, looking good!
thanks, 5 minutes in paint can pay off :)
I don't like belts with big buckles....
I'm glad I don't live in the south/praries. I think I'd go insane.
Um... no my flashlight isn't on. There isn't really much to see. I just did this to work on detailing environments. This was the first thing I've ever done with proper textures, lighting, and models.
I agree with Korge. Lets put it this way:
I'm a new member of the fashion industry. Now I want some recognition and so I decide to include in my brand name the name of a world-wide fashion designer. But that's okay, because I own suits by this designer!
You can't tell me that's right.
Don't they shave your head?
Or is that just the American marines?
Only 6 weeks?
That's impressively fast to build a game with its own engine.
Good work. I always liked these sort of puzzle games.