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New location, update on progress, new blog announcement

Posted by Albatros44 on Nov 21st, 2010

Have you been to the museum lately?

Well, whenever it was, certainly it's been too long ago! The museum is always worth a visit. There is so much to see! Sculptures from Egypt, paintings from the continent, rare books... and, honestly, are YOU always certain that this is "just an old, dusty mummy" in that coffin next to you?

As you can see, we spent a lot of time creating new assets and improving the existing material. Also, with the more modern touch of the Bauhaus and "Art Modern" style buildings both in the 3D-skybox and the accessible parts of the level, we hope that the Steam- and Dieselpunk fans and Dystopia-worshippers among you can sleep a little bit easier now. This new location bordering Montague Place will be of quite some importance to the story, as back in 1934 (and, also, in Zeitgeist's 1934...), the British Library had been a part of the museum. As you can imagine, Mr. Czerny is an enthusiastic reader...

We would also like to point your attention towards our new Blog . In that blog, we are going to talk about our progress with Zeitgeist, probably some random facts and comparisons between architecture and lifestyle from the 1920s/30s area and today, and, which is probably more important, share all that we know with you through tutorials.

For starters, Patrick and Bastian wrote a pretty much all-explaining Maya 2011 specific tutorial due to a brutal lack of Maya and source workflow tutorials. It will explain the whole process of creating a cube in maya and compiling it for source; we hope that it will be helpful to many of you!

By the way: we'd like to thank all the people who gave us their vote in this year's MOTY-contest, and sorry! for not informing anybody by making an update six days ago. In fact, all of us were taken by surprise that it's mid-november again - haven't the summer holidays been over just a week ago?! We really do appreciate all of your votes, and this year we can really need all the support you can give us!

Best regards,
The Zeitgeist Dev Team

Post comment Comments
Nauz Nov 21 2010 says:

If anyone has problems with the tutorial or notices a mistake, please let us know either here or in the comment section of the blog.

+2 votes     reply to comment
Armageddon104 Nov 21 2010 says:

Wow, amazing work as always. I'm glad you're doing tutorials.

+1 vote     reply to comment
awesomepossum Nov 22 2010 says:

Great level work, I'm intrigued by the boat looking car.

+1 vote     reply to comment
MARiN3 Nov 22 2010 says:

that looks awesome !

+1 vote     reply to comment
D3ads Nov 22 2010 says:

Amazing work as usual! I would say that the 2D backdrop kinda sticks out though, since it's so obviously just a set of alpha images, is that just a placeholder until you model the backdrop properly?

Also in this image, the wheels of the car on the right are sinking into the ground, quite noticable :P

I look forward to seeing some gameplay footage eventually and hope you guys win something in the MOTY awards!

+1 vote     reply to comment
Classic319 Nov 22 2010 says:

Absolutely fantastic!

+1 vote     reply to comment
pixelburp Nov 22 2010 says:

Lovely looking shots - nice to see you've tried to clutter up the streets with the manhole covers, fallen leaves, telephone boxes etc., that's what really brings a street scene to life :)

+2 votes     reply to comment
Bird_of_Prey Nov 22 2010 says:

Looks really good. Great work!

+1 vote     reply to comment
AlekZanDer Nov 22 2010 says:

Almost perfect. But I still think you should try to remove the fog effect.

+1 vote     reply to comment
jjawinte Nov 26 2010 replied:

I'm going to agree with your comment, but solely for the purpose of performance. Lowering the density a bit for this reason would do just fine.

+1 vote     reply to comment
Ekonk Nov 22 2010 says:

Yes yes YES!

+1 vote     reply to comment
Jike Nov 22 2010 says:

the lamps dont seem to have shadows, sticking on top of the image

but it all looks awesome, great atmosphere, I want to play it :D

+1 vote     reply to comment
jjawinte Nov 22 2010 says:

As "pixelburp" mentioned above, one thing I too appreciate and which weighs heavily in my overall opinion of any mod or game, ( I don't believe " clutter " is the proper word ) are the smaller details a developer takes the extra time and effort to include for enhancing an environment. In case you don't know me, I'm all about environmental detailing.

It doesn't need to be extraordinary either by any means. It's as simple as just staying true to time-period themed models, props, decals and structure designs or reinforcing a seasonal period with the placement of a few small clumps of leaves in a corner here and there, i.e..

Properly reflecting a realistic state of an environment with conditions we'd consider " normal " for it - projecting the well maintained state of a more populated area or using heavier debris and a more decayed look for a disused one, allows for a much higher state of immersion by allowing me to more easily associate with the areas mood. For me, it's all these small touches that signifies to me just how much the developer is trying to facilitate that experience for me. For the record, I am very much looking forward to getting lost within the Zeitgeist project. Stunning work !

+2 votes     reply to comment
bobsbarricades Nov 24 2010 says:

bad a. keep up the good work guys!

+2 votes     reply to comment
HecticGlenn Nov 25 2010 says:

I'm a big fan of your art style, really nice update. Looking forward to the mod, don't go missing!

+2 votes     reply to comment
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