Been designing for many years, self taught in Web Design, Graphics Design, Video Editing, Sound Engineering and now Source SDK and Hammer World Editor. Check out the Homepage link for more info!
I lurk in the shadows ;)
Hah awesome another parkour buff and aussie too..
Haven't had a run is so bloody long, best i could do was like turn palms on cars and rails and just got the king kong down before i moved into the bush where there is nowhere to jump around :/
Sounds like we got a bit in common lol, i'm a composer/musician and have been for about 9 years or more now, been doing parkour since before i even knew what it was.. been a modder for about 3 years now and hope to one day get into the games industry lol
Btw awesome concepts mate :)
This is the doctors quarters. He is not a very sane man. Be weary of his plants and animal life.
In his spare time, the doc likes to listen to old jazz records on his AM Radio (seen pictured).
Here we have another view of the "Comms room".
Move along people nothing to see here.
It may be difficult to see here, but someone really does need help, and food.
Whoever has written this may be severely mentally disturbed and highly dangerous. Approach with caution
Here we have the communications room or "Comms room" for short.
I advice to not read the monitors or any scattered papers laying around, your head just may explode if you do.
Here we see the living quarters on the left, with some more careless engineer handy work with the floor panel being replace with a wooden plank. Must be the same guys. They deserve to be punished
This room will be soon full of weird experimental plant life. Don't touch anything or you will be either eaten or worse.
This is looking back towards the start of the map with the security corridor on the right.
Those pesky engineers shouldn't be leaving those floor panels opened. They will be dealt with harshly.
This is the Decontamination chamber standard issue: #147
Suitable for max 3 persons
On the right is the entrance to the Decontamination chamber and on the left is a security corridor behind bullet proof glass.
This screenshot is looking back from where you will drop into the map from the previous.
Thanks Chris :)
Yeah that first video was to see how everyone liked the sounds i had made for the PulseRifle, i don't think we'll be posting another video for quite a while.
nice concepts :)
no i made the door from a tutorial in the 3D Game Textures book by Luke Ahern
I seem to be experiencing an annoying bug with this mod, it might actually be in the main CNC3 aswell but i play this mod so damn much the Vanilla CNC3 is too boring these days :P
When I (or others) spam heaps of Fanatics (suicide bombers) some remain in the battlefield dead but spinning backwards like an infinite backflip...
Do you guys know if it's your mod or a side effect of CNC3 itself?
I also have a similar annoying problem when using/spamming more than about 30 GDI Vertigo Bombers, after i use their power to teleport from one side of the battlefield to another
(can't remember the power's name atm) some (or all) of the Bombers freeze in mid air and cannot be used again at all (They are also un-targetable by the enemy which can work in my favour if they are frozen ontop of their base because the fog of war is clear xD)
Amazingly (and to your credit) these are the only 2 bugs in the whole mod (And game) that i've ever experienced.
I am a fellow modder myself (but for a different engine) and i have to credit you guys for the awesome job on this subtle yet very well made mod. Have you guys ever thought about using the unused GDI unit that's in the game? He looks like a sniper but has a weird backpack thing on, i was thinking you should make him a mobile Radar (bit like the radar buggy in Generals).. Just a thought really :)
Good luck with the next version, thanks again for an awesome mod
Ok for all the people wondering how to "activate" mods it's really simple and you don't have to place them in any certian folder, just drop the .SkuDef and .big file in your main CNC3 folder, and create a batch file with the following;
For 64BIT Vista & XP users
"C:\Program Files (x86)\Electronic Arts\Command & Conquer 3\CNC3.exe" -modconfig "C:\Program Files (x86)\Electronic Arts\Command & Conquer 3\MODNAME.SkuDef"
For 32BIT Vista & XP Users;
"C:\Program Files\Electronic Arts\Command & Conquer 3\CNC3.exe" -modconfig "C:\Program Files\Electronic Arts\Command & Conquer 3\MODNAME.SkuDef"
The only difference is the "Program Files" folder.
Launch this batch file to launch CNC directly into the mod (Which Bypasses the manager screen)
That's it for you advanced users, but if you don't know how to create a batch file, it's very easy,
Right click in a blank space in the folder,
go New > Text Document
Rename New Text Document.txt to MODNAME.bat (it should ask you to change the extension click YES)
Make sure you have file extensions showing, this may or may not be default on your computer, if it isn't,
go Tools > Folder Options > View > scroll down to "Show known extensions for file types" > hit Apply and OK.
Now you should be able to Launch this batch file by double clicking it.
This to me is the easiest way to get a mod working (or as you guys say "activated")
It is not required to put the SkuDef and .BIG file in the game folder (THEY MUST BE IN THE SAME FOLDER THO!), it just makes things neater.
OH and also, you can actually play the older versions of CNC3 using this method, each Patch comes with a .SkuDef file, just change the MODNAME.SkuDef in your batch file to something like, CNC3_english_1.4.SkuDef and bam you can play CNC3 Version 1.4
>BUT DO NOT MOVE THESE OFFICIAL FILES - THEY ARE NEEDED BY THE GAME<
Hope this helps everyone who is having problems getting a mod to work.
Greetings fellow Loper :)
So this is like Kula World in Source engine then :D?
Hello fellow musicians :)
I should introduce myself since i just joined the group;
My name is Jenkins and i'm lead developer on a mod for Orangebox called ToxisResiduum.
Currently i am the programmer, composer, artist and mapper for the mod and i have one other team mate who is also mapping...
I joined this group because i've been composing and creating music for about 6 or 7 years now and tried just about every program and instrument out there.
Self taught myself just about everything and i'm planning on releasing my second album soon which will be a double cd.
You can check out some of my older tracks over on Acidplanet.com
There's a homebrew program for PSP called Rhythm 7 looks alot like this and supports Wav loops aswell :)
Lol you can't compare Reason to Fruityloops, it's like comparing an apple to a suitcase.
Fruityloops is for making loops, Reason is not really designed to create loops with a piano roll it was more of a mixing station VST GUI type thing.
FL8 is the best that has ever come out of Image Line and well worth the $800 :)
6 is the best :)
That's kinda the point of making maps for Gmod...
gm_flatgrass and gm_construct are nothing special either but look how popular they are compared to something like phys_drydock...
See my point? Peice of brush with grass painted on it and 1 piece of concrete and people will play it for eternity but when you take that piece of grass and concrete slab and add to it then all of a sudden it becomes less worthy than what you started with.
It's called gm_racetrack not gm_omg_this_is_the_best_gmod_map_ever.bsp
So, here's a small tip for giving crits mate, don't tell me that it's nothing special because i already know that, how about suggesting what needs improving, or maybe even making a small compliment i dont care just dont state the obvious around me or i will let you know that stating the obvious is cheap way to leave a comment.
Very nice tunnels :D
LOL yeah i need to remove some cables because atm on my i7 rig im getting about 20fps in this map (where other large maps i get around 120) :P
They mean it as an example, even though it's not a game engine, it's still an open source engine :)
Exactly what i needed thanks man :)
I'll be posting up some more screenshots of the other custom crosshairs a bit later on.
For now we are using the standard HL2 weapons but that will soon change, the only exception being the Dual Pistols i've coded.
For now they are the Elites from CS:S but that will also change. :)
Stay tuned there's plenty more to come!
Cheers for the watch man! :D
Nice idea mate, i like your thinking.
Not planned at this time no, but the more ideas i have the better!
Thanks for commenting :)