Been a long time lurking, decided to join to making tracking/watching mods, and indie games far easier on myself.
why o.O nothing wrong with spring at all.
Texture contrast/saturation seems to be off comparing it to the building behind it; and the -massive- tank next to it. Also seems to be some issues with the bright greens not having defined lines/edges, might just wanna 1px black edge those. That or there's stretching issues on the UV map. (Or its missing an AO pass from the Highpoly; if the engine even uses normal maps, never played around with C&C3 before)
The concentrated 'detail' (plate lines/body lines) on the tank looks ridiculous compared to the simple lines of the mastodon, seems to me that you need to unify all the textures to make everything more cohesive.
Ah, the weapon that forced the SAS to invent the term doubletap, brilliant :D
L85, MG3, and M80 had an orgy, and this is the resulting bastard love child. xD Brilliant job guys. Just makesure the bipod doesn't clip the foregrip (or does it fold forward like a Harris?)
eh just positioning and stuff, things that cause my OCD to go off xD
Now, from previous comments I've gathered your running some type of solid-state caseless projectile (Similar to those being tested in Metal-Storm applications, etc.), so barrel length might not be a huge issue, however the standard 47" overall/16"-20" barrel AR-style feels a bit more, well AR then DMR (Although this issue with the length, might be related to the perspective). Might just be me because I've grown so used to my own DMR, but the Free Floating RIS there should run to about 1-2 inches behind the flash hider, typically because the DMR fills the roll between support-snipers and the average infantryman, they run a Bipod of some kind (may I suggest a Harris-styled?) along with a Vertical Fore-Grip for added dexterity for off-hand/bone support shots.
Also I see your running backup/MBUS styled flip-sights, very nice, but the reason the forward sight is as far "forward" as it typically is, is due to the fact the farther distance you have between the Rear and the Front to "draw a straight line", the more accurate your ironsights will be, out to a greater range. Sorta like the differences between say an AKs "short" sights, and an ARs "long" sights. Both weapons can be insanely accurate in the right hands; but it takes less mis-alignment on the AK with its short sights, to throw you off target then it does the AR styled sights, with further spacing between them.
Again, not trying to be a ****, just offering my 2 cents ^^
actually I agree with your sense on the proportions, but if you look at the art-style for these concepts in general, this is kinda how it works. Looks brilliant, and Maniac I'd like to see you do better :P
Well the concept is not completely 'original' (but what is xD)
(Yes, I know the scale is different/etc, but its the same rough theme, so thought I mind as well show-off the Ma.K stuff :P)
something I've been wondering about, is this inspired at all by Ma.K/Maschinen Krueger?
Reminds me a bit of Child's Play, goodluck guys!
No I was referring to the patching for Vanilla stalker, not to patching LURK itself. (ie; why I didn't say LURK 1.0552, I said Stalker 1.0005)
Assuming because the previous release of lurk required stalker to be patched to 1.0005, that this release will require that aswell?
Can you prove this? Because after doing some digging, I can't even find any solid images of the weapon your talking about, in game or otherwise.
Also, its a fethin pipe, you can only model it so many ways bud. Not like its a unique design in itself :P
For the bases, are we looking at a Heroes of Might and Magic style construction system? Ie; one building per 'turn', or a relative amount of turns for each piece of construction, and you don't control the placement of the buildings, or will we be looking at more of a heavily interactive placement as seen in games like Battlezone 2/C&C Renegade/etc?
....why have I never heard of this before!?
iDTech 4** not 'D3' :P
Well I'll think about grabbing this MTX file, however, if your going to be using a torrent client, is it really that hard to have a compiled & ready .exe/OS Specific Installer?
Moddb.com Read that. *rolls eyes*
Hah great to see this is still alive! Was getting a bit worried since GW/THQ/or -someone- sent the other UDK/Unreal Engine WH40k Game a C&D letter, brilliant model too btw.
Youknow what, I loved how this was going, and the attention you sunk into both the community (as small as it seems to have been) as well as the project itself, was and is astounding, I think I'll track the studio you've made just to keep an eye out for your future projects!
Wow, just, wow. Will the hands & weapons be receiving texture upgrades? Also, will the mod be compatible with the Fan Patch/Unofficial 6.9 Patch?
"Meet the Tank: T-Tex" a play on the words T-Rex and Tank, or a simple mistake? :P
And you guys don't gotta sell me on buying it, always had plans to *thumbs up*
No problem man! It's a pain in the *** and I barely know how to do what I -did- correctly, and even then I learned through experimentation! Playing around is the best way to learn (for me), and this is still an amazing sculpt.
If I may make a recommendation; I understand its supposed to be some form of android, as such it needs an organic & inorganic feel, stiffening the edges around the 'pads'/'armor of the legs, and the central circle's walls (the one of the characters left side/viewpoint right side)could use a touch of it as well.
The collar feels like a space-helmet's locking collar, and I like that actually, after seeing the painting you did on the previous model I have no doubt you'll be able to pull that look off, but making it feel/seem more like a machined piece of metal, stiffening/pinching the edges down, and smoothing/flattening the stiff areas around the 'holes' you see there, would go a long way.
I know I'm no master at this, infact I'm far from even being able to do what you've done there I'm sure, but I took some time and highlighted areas that seem to need more refinement, *this is just my opinion remember*
If I may make a recommendation as well, the 'joining' area, between the 'collar' and the suit, look like poorly defined cables/tubes, might just be me but I'd love the look of two black, ribbed cables/tubes there.
I393.photobucket.com I used that for a Borg/Evil-Cyborg piece I worked on awhile back, simply adding the 'ribbing' you see there on the center, would make that joining area look amazing.
whale man demands more camera-mooning action!
Other then as a long range scout, how will this be played? Or is it a representation for 'spectator' players?
Well, it looks of the same quality, as Stalker + Lurk with Full Dynamic Lighting on :P
Hell, no I'll give it to you guys, even as a die hard Stalker/LURK fan, this looks even -better-.
I know its not supposed to be exact in anyway; but heres just my 2-bits. Pitch the shocks back twords the rear wheel a little more, extend the connection bar from the top of the springs, out to the front of what looks like the connection point/axle.
Titling the headlights back, as well as lowering the top (and bringing up the plate) of the buggies front windshield area, letting it pitch down more, as well as 'hollowing' the 'wing's of the buggy, were the doors would naturally be on a normal car. Extend the rear rollcage out a little more as well, or the whole body the model, it wouldn't be insane harsh just, a small tug. Also, again this is all my opinion, I wouldn't've created the Axles, like that, using them as a separate mesh and joining them into it later, would add more detail and would look cleaner then a simple block.
I know this model is *far* from a In-game, but those are just my 2-bits, goodluck ^^
Thief meets dark messiah? Cause that is what it reminds me of, and not in a badway!
While orks can be equal to space marines; Imperial Guard face them -regularly- on a lot of battlefields, the touch of Corruption that the Plague Lord Nurgle brings in, adds a bit more depth in my opinion, and matches the 'infected' theme. I believe it was shortly after the battle (or durring) for Apocalypse/Apocalypse Campaign, that a plague daemon (or perhaps Nurlge his-pestilential self)brought forth a Zombie-Plague, that would raise the dead.*
(*Also Seen twords the end of Space Wolves; Book 2)
As per it being Ogryn, they are known to fall to chaos, but wouldn't it be a bit harder to remodel it into an Ogryn form, also considering they wouldn't move the same way, new animations/new bones/etc would need to be rigged and animated (as far as my understanding goes.) So I think this works, and this concept art has been great guys, keep it up!
One would only imagine so lol
Norton, I need a drink.
My one complaint?
Torcher, I believe you mean Torture? The rest of the mod looks great, have to see were its headed in further updates though.
2nd reply (and I hope double posting isn't against the rules), but this game is great, I'll admit the puzzles at times were a *tiny* bit weak, but I feel thats beacuse the Board tool was to big, the tiny 'pips' or 'rivets' on the end, 1 set of those (say the right side) is what needs to be shaved off in my opinion.
Also the inertia from death on some levels (happened to me twice) *can* carry you backwards off the platform when you respawn. It's not a big deal but just something I thought you might want to know.
Other then that, my only wish besides more levels *no doubt this is happening lol* is some sort of level editor. I think designing and sharing your own maps for something like this would really bring it a step farther.
But, all in all, its a 4/5 Game, I didn't give it a 5/5 simply because of the inertia glitch I described above =\ if one was on a set amount of lives, that would be infuriating.
Also the Camera movement, the panning on the screen, seemed to be a *touch* slow, I'm not fully sure why this is, but yeah. It just seemed that way to me at least, might not for others, but as I've said, this is just my opinion.
Oh P.S. make the Erase icon a little bit better, or a bit easier to see, maybe its my short attention span; or the fact I haven't slept in awhile lol, but I actually didn't even notice it till my 2nd new game, because I couldn't erase the props/structures given to complete the level.
Hm, looks interesting to say the least; it could fizzle out but, I have high hopes for it, besides that who can complain about an indie game right?
Cause orange, is the color of the Lit Promethium, spewing forth from the Heavy Flamers of the Chapter ;)
Hrm..aren't the lenses red on -all- space marine suits anyways? Or is it one of those artistic-licenses painters typically take?
Brilliant job :D
Also, quick question (can't recall if I've seen it asked before) will the Scouts/Initiates still be playing a role?
Thumbs up for barrel weights *thumbsup*
hey man not a problem!
So stick to the old GW Standards for bashing? Yeah I don't know if you've kept up with the models, but Space Wolves are getting to be old news :P
...now, Lamenters, there's an idea ;)
Also, there -are- afew games coming out with Ultra Marines being the template; in internal testing (to the best of my knowledge)Dark Millennium (the 40k MMO) was using UMs, as -well- as the new "Space Marine" game is Ultramarines Based.
Actually getting a hell of a lot better! My personal project has ground to a halt but that's because I need to do a -lot- of concept work first, but I now have a 'firm' grip on the basics of the UDK ^^
KRIEG, KRIEG, KRIEG <3
So, I'll admit I'm dying for this mod, even more so now that I've gone to the homepage there and checked-out the weapons, OTs-33 <33333
Alright I'm going to be blunt with you because it seems to be the only way to get you to understand what I'm saying, True Scale marines are closer to the Fluff/Lore, created by Games Workshop.
The miniatures issued by GW, -fit- what they are ment to do, meaning they represent Space Marines. However, using the scales, referenced in the lore/fluff/material offered by GW they don't 'fit' the universe they created. So fans have taken it upon themselves to create "True" Scale Space Marines, true, being an abstract reference to the 'true' height of space marines, IN said universe; IN said "fluff."
No see, now the comment is gone but it was aimed at heavy flame, sorry lads xD
Don't forget WHF's Gotrek & Felix Omnibus releases ^^
Actually, I'm an IG fan :P, but yeah, you did a brilliant job, keep it up! ^^
wait, what do you think I was showing you? True Scale marines are entirely different; and not offered by GW at all. They are made by fans, modifying Terminator parts and Space Marine parts to make them 'truer' to the scale of the Warhammer Universe.
Hell even on the image I linked you to, that isn't "perfect" true scale space marines, but considering it varies from artist to artist what can you expect? :P
Bolter & Chainsword there have a good topic on the scale of space marines by Tsuro. His conversion work there is amazing, if a bit..clunky, although that's to be expected when upscaling like that without a huge amount of artistic license.
These guys have been working on a mod like this since l4d, I highly doubt your project will come anywhere near completion without the set of skills these guys have.
Well, as people like Scray failed to figure out; this right here is what I was worried about, and thus, why I 'flamed' all of the small-minded retards who made Killzone references.
That being said, I love -both- models; the sights are rather interesting! Also your modeler did another amazing job, although I would like to ask a quick question, the 'forward assist' there in a bullpup design, seems rather ill placed ^^;;; Typically its 'tapped' forward to ensure a good seating of the round; or pulled back to extract a jammed round/casing/misfired round.
I apologize if I come across rather harsh when berating these people; but having spent most of my life around firearms, I personally can't -stand- it when people do that. It's almost as bad as people making references to MWF2 when they look at Airsoft or -actual- Military personnel! Mind as well stop the idiocy where & when I can.
forgot to add this to my previous comment but I wanted to ask are you basing that opinion of "The chest looks very wide and perhaps 20% too tall." on the miniatures issued by GW, or "truescale" Space Marines?
Left - GW SM
Middle - TS SM
Right - IG
As you can see; the typical Space Marine miniature, is completely out of scale (then again, let's face it, WH40k as a miniatures game is completely mucked up when it comes to scale on the vehicles vs infantry :P)considering to the best of my recollection from the Fluff/Lore, a space marine out of armor was a "head" above most IG, ie; 6-7 feet, 8-9 in armor.
Terminators of course standing 9-10 (12 probably with Cyclone Missile Launcher.) inside of their armor, unless you count Pre-Hersey, then I think they pushed 13+ feet, being basically giant walking tanks that could rip holes in starships.
That is, until the Techpriests met the Squats, and looted all of their technical knowledge :P ;)
Nigh a bit pissy eh?
However, he is right. Let's face it; the game is 'top down', you won't see the head details all to often. It's a great model, couldn't've (and haven't, although I'd like to say the one I made is close :P) made it better myself.
However for the sake of clipping (or to put it a better way; to keep your meshes -from- clipping into itself.) I would have to say ChromeAngel is right about the knee joint & the back of the boots. It'd look a touch strange if every footstep caused the rear of his boot to clip into his armor.
Although I suppose it'd work for walking, and while they Know no Fear; they do know when to take cover or run :P
Well something I don't think that was pointed out in this article, is that the game was released free (and with full mod support), not as a true 'game', but only as a gameplay mechanic. Designed as a shell for the modding/indie community to use as a framework for their own creations. (thus the short main campaign.)
I think Valve definitely took notice at the amazing work being done by the fans, in the L4D User Created campaigns, and wanted to maximize on that fanbase; and that creativity.
That's both a positive, and negative thing; We can expect a trillion lackluster 'zombie' mods to come, but for every fifty of those perhaps we'll get a gem or two out of this amazing release.
Not really; its the texture for a Laser Rifle :P
what on earth are you talking about, with the *possible* exception of the floor, I don't see -any- HL2 stock textures.
God your doing amazing.
Amusingly enough this was the -first- mod I thought of when I heard about Alien Swarm releasing a full SDK. Brilliant job guys, goodluck! Hopefully you can recycle some of your current models, save some time ^^
'Stick' Magazines are over-rated ;) :P
I have one on a Para USA TTR ^^ looks amazing on a dedicated marksmans weapon, but terrible on your typical Assault Rifle.
You've come a long way! Glad to see your mapping, just started doing mapping myself in the UDK, takes a bit to get into eh? (yes, I know your in source, but it's similar in manner you go about creating maps) xD
Also ignore the negative comments your Locust, there's only so many ways to do a Vertical Take-off & Landing Craft, and what've you've done is on-par with the current developments in small-unit/small carrying capacity designs.
Perhaps posting up some Wireframe/X-Ray views on the Rifle would help get you some crits? That is, if you're looking for them :P
Suppose the XM LR3000/Para USA TTR remind you of it as well, or perhaps because it's a bullpup the FAMAS G1/G2?
Anyways, glad you posted some wire-ish/x-ray frames, lets us see how awesome your modeler is :P
Yeah because having a shotgun as an under mounted attachment, was invented by killzone.
huh, Robert E. Howard reference?
God I missed the first release of this, and I've been dying to try it out, huzzah for its rebirth!
Can I just say..YESYESYESYES..Yes.
hah that sucks man! <3 online backups (specially drop-box)
How's the project coming?
Hey man, sorry for the lack of updates here :S I don't really have any production-grade work finished :P Have to basically re-learn modeling from the ground up.
Other then that, pretty good, you?
..Must...Resist...FIRE TILL YOU SEE THE GLOW OF MA BARRELS
..This was source engine, or was some douche just putting that up there? xD
Could this be used in junction with a much like Discovery Freelancer? (or does it already contain something like this in the firstplace o.o been ages since I played classic freelancer)
Because its supposed to be really.
Wow, just, Wow.
My father purchased a copy of the Original Battlezone, ages and ages ago. And then (years later), we ran across a copy of Battlezone 2 in a half-price bin, and its been one of the few, few, games that we have been able to play, and its probably been maybe 8-9 years.
Seriously, if anyone see this, run out, find a used or ebay copy of the game, play it straight through, grab this mod, and get a bunch of people together for LAN.
(Also <3 Hidden and Dangerous :P...but not 2, H&D2 gets no love D: bloody demo sucked, and the game was terrible in general. )
Those look to be scratches/damage, and actually they are pretty realistic from what I've seen. Great mod, great models, got a follower in me! ^^
A 40k, L4D mod/Campaign..
Mine was a complete build, with the exception of the Case & Monitor :S so, you just gotta shop around and get the good deals when they show up lol.
Hrm, it seems my comment didn't go through *curse you internets*
I fail to see how you get away with saying 400 isn't bad for a "gaming PC" I built mine, with some rather handy deals from newegg & tiger direct, that runs crisis just fine on medium and with minimal loss on high, for about 250-275 :S
Also; its basically impossible at this point, to the best of my understanding, to run Crysis on the 360. Simply put, the 360, doesn't run mods at this point. (Or probably ever, <3 you Tuesday Update for killing Free60)
As per the PS3, I believe, believe, it has been showcased running mods correct? But I believe, those are only for the Unreal 3 Engine.
Your concept, is rough around the edges and very ambitious, I wish you well, all be it I also want to say this might be something you want to put on the back burner, till you have a slowly built up portfolio and skill set in Modding/3D, etc. Granted, I know I'm not one to talk considering I only have a minimal set of Modeling skills, but you have to understand the...monumental amount of work you have listed there.
Also gotta ask, were did you come up with the idea that creating a great mod, would lend t'words your being hired by a game studio?
Yes a, "great" mod would help this, I'm sure, but hard work by the individuals; not necessarily because of this mod, would earn the person that chance. Bluntly put, not all of a 'team' would get hired, if any at all.
Boiled Down; In my opinion. Get a team, pick a smaller project, and work on this on the side with afew or all of those team members. Start small, dream big. Although I'm fairly sure anything I can say here, will be dismissed as trolling/flaming :P