my name is Owe-Andre "Dr.iCe" Spjell, and i am a fairly experienced Level Designer and Studying Environment Art (3DSMax), Concept Art, Character Sculpting (Zbrush), Texture Art (Photoshop).
I see you did some edits to it :) I hope I can be able to do work again soon, then I'll do a massive overhaul on it making it a lot more detailed and improve the light etc
just figured I'd tell you TM is for non-registered Trademarks
I am actually starting to work on a 3D RTS Indie which is Aimed towards Linux.. but yeah the exclusive part is tricky, as for atleast my game I am planning on Windows releases a week or so after the linux releases favoring linux.
why not do this on UDK?
what negative parts? there are none
do like jjawinte said and put a weight limit on it.. as this mod is very realistic in itself IMO that should be the right thing to do
we just dont post updates at the moment.. wait for news with media shots later on ;)
Steamworks is the name, if the developers send an Email they might (and as VALVe has said they will be more Mod friendly on Steam) accept it ;)
your site is down.
I thought you "configured" your own lobby with the games you have etc. but I can't wrap my head on how the MP will be then.
looks too smooth in my opinion. should use lower poly + they will drive so they won't see the quality on it either.
I am going to be at my grandma for a week, leaving tomorrow.. BUT I will be online which means I actually can get this back on track :D
I don't play L4D that much but I HAVE to check this map out :D
NuclearDB UDK Level Designing is "easy" to learn if you already have knowlegde in Hammer but you got to use 3rd Party Tools like 3DSMax a lot for assets. UDK is like most (if not all) "next-gen" engines more model based then brush based. basically because brushes is old and should be dead! I love working with brushes in hammer myself but it limits the whole thing so much.
I already decided for a system pretty much exactly like you mentioned ;)
last 3 months
didn't you check the latest news? (right above your post).. there you can see we have 2 Programmers/Coders.
what i was going to say :P
quite old but hey its helpful for people that did'nt know about it :P
ofc it does, it uses Props and Models located in the CSS .gcf
The Level Desiging in source is WAAY Better then CryEngine2
Source is codewise pretty limited.
but for this project Source OB is the smartest choice, a experience mapper with experience in optimization and graphics can make a VERY good looking Source map. its not that hard really.
huh, whatcha mean?
ofc but they will be VERY hard to get
wont say i havent though about it, but as i see this millions of other online pokemon games (2D) i think they wont :P
they should be glad, lets say our game will become a huuge success then nintendo can see what we did and make a game of their own and earn more money ;)
first post xD
and more bugged, more errors, more ****** up brushwork and texture mistakes.
lets face it, decompiling sucks (HARD), it ***** up almost every aspect of the maps.
tracking, looks very good :DD