Post news RSS Have you been to the museum lately?

New location, update on progress, new blog announcement

Posted by on

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

Armageddon104 - - 3,128 comments

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

Reply Good karma Bad karma+1 vote
awesomepossum - - 997 comments

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

Reply Good karma Bad karma+1 vote
MARiN3 - - 713 comments

that looks awesome !

Reply Good karma Bad karma+1 vote
D3ads - - 3,789 comments

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!

Reply Good karma Bad karma+1 vote
Classic319 - - 122 comments

Absolutely fantastic!

Reply Good karma Bad karma+1 vote
Bird_of_Prey - - 1,616 comments

Looks really good. Great work!

Reply Good karma Bad karma+1 vote
AlekZanDer - - 2,695 comments

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

Reply Good karma Bad karma+1 vote
jjawinte - - 5,067 comments

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.

Reply Good karma Bad karma+1 vote
Ekonk - - 348 comments

Yes yes YES!

Reply Good karma Bad karma+1 vote
Jike - - 177 comments

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

Reply Good karma Bad karma+1 vote
jjawinte - - 5,067 comments

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 !

Reply Good karma Bad karma+2 votes
bobsbarricades - - 114 comments

bad a. keep up the good work guys!

Reply Good karma Bad karma+2 votes
HecticGlenn - - 11 comments

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

Reply Good karma Bad karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.