|
Posted by metlslime on 2004/04/14 03:11:11 |
Need level designers for your amazing new mod? Or are you a game developer looking to hire? Maybe you just heard about some job at some company, and want to pass it on to the gang here at Func. Or you're just doing some fun little one-man project and want a little help from a level designer. This thread is the place to announce paid positions at companies, unpaid positions on mod teams, or even just ask for a few maps for your mod. |
|
|
Yah
#163 posted by Tron on 2005/09/24 09:51:51
Thanks RPG. Trondm3 is just about finished on the harddrive, feel bad since we had that deal and all but I am focusing all my energies on building stuff in d3 at the moment to add to portfolio, only breaking for that for speedmapping to relax.
Also
#164 posted by pjw on 2005/09/24 11:36:58
This is probably sort of obvious, but be sure to highlight your best most-recent-engine stuff first in your portfolio, for those with short attention spans who might be looking at it. I've seen some portfolios that are structured temporally and contain everything in the cupboard, which is a bad idea.
And if you're making D3 engine stuff, pull your damn light centers out. [/pet peeve]
#165 posted by - on 2005/09/24 16:24:24
I once built a d3 map and didn't pull out the centers and it came to life and killed pjw's family and raped his mother.
Please don't forget kids, it's no joke, light centers are there to be poked.
Yeah
#166 posted by wrath on 2005/10/01 03:49:03
what pjw said. don't send everything and the kitchen sink. three really good maps, or even parts of maps, in different styles, to show your versatility.
Pjw/wrath:
#167 posted by metlslime on 2005/10/01 12:00:45
oops, so i should probably clean this up a bit, eh? :P
http://www.celephais.net/cv/portfolio.htm
Yeah, Probably...
#168 posted by pjw on 2005/10/01 12:21:38
I'd probably chop it just above Cube, and link to the other stuff.
You also might consider reorganizing a bit to highlight the fact that you can do texture work and code-ish stuff as well as typical level design. That sort of jack-of-all-trades quality is valuable since you're less dependent on others' skills dictating your workflow...maybe just say something explicit about it at the beginning (or, if nothing else, make it obvious in your cover letter).
Pjw:
#169 posted by metlslime on 2005/10/01 20:57:24
Thanks for the feedback. Actually, it's obvious in my resume itself. The portfolio is level-design centric becuase that's the kind of position I'd been applying for.
We Sell The Nexteli930...$120
#170 posted by famousjames on 2005/12/23 14:41:21
[deleted spam]
SPECIAL OFFER
#171 posted by Kell on 2005/12/23 15:20:14
SELECTED ITEMS IN CAPSLOCK WHILE STOCKS LAST
We Sell The Nexteli940...$110
#172 posted by than on 2005/12/24 17:46:06
So ner!
Mapping Competition
#173 posted by inertia on 2005/12/27 18:23:14
$1,750 in prize money
Make a Q4 1on1 map to be used in tourney competition. First through third places get money, at least $250. check it out:
http://www.fragarcade.com/news/53/
QuakeRemix -- Quake 1 Remixed For Quake 4 And Doom 3
#174 posted by OBWANDO on 2006/01/10 19:52:41
We're looking for:
** Mappers
** Skinners
** Animators
** Others that just want to help with the project!
You can check out whats been going on and how everyone feels about it on our site or here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=13875
http://www.quakeremix.com
Drop me a line if you're interested (obwando@quakeremix.com)
We're getting a lot of traffic (~250,000 hits this month so far) and theres a lot of good buzz going on about it. So if you are looking for a good project to put under your belt, join us!
There are 2 versions to be released of this mod. The Doom 3 version and Quake 4 version
--OBWANDO
The Most Interesting Is...
#175 posted by JPL on 2006/01/10 23:44:39
...but...
#176 posted by JPL on 2006/01/10 23:45:53
... how can it look so ugly ??
Obwando
#177 posted by Spirit on 2006/01/11 00:40:55
http://www.celephais.net/board/view_thread.php?id=1&start=9682
read and improve
btw: traffic and buzz does not make a good project.
I Agree With JPL
#178 posted by Blitz on 2006/01/11 02:51:55
They actually managed to make Quake look worse, with lower framerates, and Doom 3/Quake 4's clunky physics. I can't imagine anyone wanting to climb aboard that doomed ship.
Sorry Obwando, those maps look awful. The Quake textures are not going to lend themselves to looking good with normal & specular maps, especially if you have an amateur texture artist. Additionally, I suspect you're going to run into trouble rendering larger scenes that have water in them.
And finally, it's pretty ambitious to try and remake a game period. But remaking a full game for an engine that all but requires bump and specular mapping is downright insane for an amateur team.
The guys that are doing the Source engine remake of Half-Life are going to be working for at least another year I bet, and I doubt they are doing much in the way of normal/specular mapping.
Sorry to be negative, and by all means, if this is your passion then don't let my words stop you, but I think you're not being realistic.
Black Mesa Source
#179 posted by than on 2006/01/11 04:54:05
The shots of that actually look really quite good. However, I wonder if it will ever get beyond the few nice screenshots and renders stage.
I hope so, but remaking a game, especially something like Half-life, is not a task to be taken lightly.
Anyway, good luck with the Quake project, OBWANDO.
OBWANDO: By The Way...
#180 posted by than on 2006/01/11 05:08:48
I have just one question...
Do you honestly think that this: http://www.quakeremix.com/modules.php?set_albumName=album02&id=update&op=modload&name=Gallery&file=index&include=view_photo.php&PHPSESSID=058499368874cd731fb17ebd0a6fe9ec
looks better than this: http://than.spawnpoint.org/files/quake_start.jpg ?
If not, why are you putting up map screenshots now? Also, I take it you have seen Tenebrae? http://tenebrae.sourceforge.net/shots8/quake00064.jpg
Personally, I think the original Quake shot looks better than both QuakeRemix and Tenebrae, although that's a matter of taste and is completely subjective. Tenebrae has the potential to produce attractive graphics, but as with the Doom 3 engine, you need good assets, and that is going to take time.
Erm
#181 posted by than on 2006/01/11 05:13:39
Than
#182 posted by gone on 2006/01/11 07:46:30
do you think he has any clue at all?
#183 posted by gone on 2006/01/11 07:47:59
when I saw those shot first time, I thought it was a bad joke, really
Hexen : Edge Of Chaos
#184 posted by Blitz on 2006/01/14 16:53:53
Hexen : Edge of Chaos needs a mapper or two. It's a really outstanding Quake 4 total conversion with lots of talent (not including me, heh) and we're pushing to get some content out soon to rekindle interest.
Unfortunately two mappers just left the team because of real life stuff, so we're down to just myself and another mapper at the moment. I'd really like someone from #tf/func who knows how to make a fun SP map, and who has experience with Q3, D3, or Q4. I don't want to end up working with some Counter-Strike mapper who has never opened Radiant before.
So if you have some free time, and you're looking to get into Q4 mapping in a medieval/Hexen theme, send me an e-mail or talk to me on IRC, and I will give you the details.
Here's some shots :
http://edgeofchaos.planetdoom.gamespy.com/media.htm
Didn't That Use To Be In Doom 3?
#185 posted by Tron on 2006/01/16 20:41:17
Why did you shift that mod to Q4 from D3?
Dude Blitz
#186 posted by Zwiffle on 2006/03/03 20:55:50
I would totally be down for a Hexen mod, but I don't have the time (right now) or Q4 (which I don't think I'll be getting as long as its price is > $10.00.) But I really, really wanted to map for that mod when it was for D3. :(
GL!
Darsana ~ Standalone Medieval FPS (using Darkplaces Engine)
#187 posted by ChrisPage on 2006/04/13 14:08:28
Hello, I'm a coder who is creating a
standalone open ended multiplayer game. The game's name is Darsana and is set in a medieval fantasy world. I'm currently looking
for people who are willing to bring the game to life, and especially mappers (Quake1/Quake3 maps).
Currently the game for the most part is coded and includes such weapons as
daggers, clubs, broadswords, battleaxes, longbows, crossbows, fire, lightning, and leech staffs, mana and
health potions, explosive arrows, and a buckler. It is
using the Darkplaces engine and is using Quake3 maps
and models.
The current URL is:
http://darsana.ru1337.com
For some of the latest work with player models and
game dev here are some shots:
http://darsana.ru1337.com/workinpr...
http://darsana.ru1337.com/workinpr...
you can reach me via msn or my email at:
rampaging@ru1337.com
Take care.
~ Chris
|
|
This thread has been closed by a moderator.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|