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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. |
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 ...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
 Links
The links to your new fancy developer screenshots do not work and get dotted out..
#189 posted by ChrisPage on 2006/04/14 08:47:13
http://darsana.ru1337.com/
workinprogress/ingame/
ingame2/dp000323.jpg
http://darsana.ru1337.com/
workinprogress/ingame/
ingame2/dp000311.jpg
The ... aint too nice, but hopefully you could be able to cut those together.
 Try This:
#190 posted by metlslime on 2006/04/14 11:38:57
#191 posted by ChrisPage on 2006/04/14 12:09:59
ah thankyou, indeed I did :)
 For Anyone Interested In Getting Paid For Rolling Their Thumbs!
#192 posted by bear on 2006/05/03 08:19:04
http://www.shacknews.com/ja.zz?id=12079318
duke4ever team needs more people including level designers!
 Duke Who?
#193 posted by . on 2006/05/05 20:14:24
 Non Paying - Mod Help
#194 posted by Kedhrin on 2006/05/08 12:01:02
Hey guys,
My mod for quake 1 is recruiting. Details can be found here - http://forums.gamedesign.net/viewtopic.php?p=216303#216303
very relaxed and fun.
this is non-paying, and will eventually be open asset library.
 Kedhrin:
#195 posted by metlslime on 2006/05/08 14:23:27
Some of that stuff looks pretty nice. Good luck finding some help.
 Colored Lighting Is Nicely Done There
#196 posted by HeadThump on 2006/05/08 21:21:14
 Kedhrin
#197 posted by bambuz on 2006/05/09 15:59:25
I don't know what you've done, but it looks very good compared to 90% of the graphics updates around there. :) It's somehow not too "clean".
Maybe some of the bumps are a bit extreme. (rivets, the "scales" blue metal floor.)
Although it's hard to say all this from a few darkish shots.
#198 posted by Trinca on 2006/05/10 11:01:48
good luck mate :) but i just now how to map and few...ehehe
 Texture Artists - Quake2 Retexture Effort
#199 posted by Jay Dolan on 2006/05/31 07:23:31
Hi,
Over the past few weeks, I've been working on a comprehensive Quake2 retexture effort. The project is based on the work of several defunct retexture efforts, plus a few hundred textures of my own.
What makes this project different:
I am a programmer. Thus, the project has the benefit of proper revision control (Subversion), project build files (GNU Make), and various shell scripts to aid with texture creation and organization (identifying duplicate textures, generating html tables of old vs new textures, etc.). I think a major limiting factor of prior retexture efforts is a lack of programming experience required to organize such a large collection of source files.
Lowest-common-denominator compatibility with available game engines. The textures are all scaled 1:1 with their original counterparts, and are all uncompressed RGBA Targa files. This means they require no special scaling tricks or image compression libraries. Virtually all modern Quake2 engines will be able to utilze these textures as drop-in replacements. They are already known to work with R1GL, AprQ2, and Quetoo.
These are not high-resolution textures, they are instead true-color replacements. Preserving texture image size with the original game textures makes texture creation considerably faster, while still yielding a worthwhile visual improvement over the palleted .wal format. You'll be able to produce textures rapidly. This is an opportunity to accomplish a great deal and provide the community with a comprehensive retexture pak.
Contributing artists will be fully credited for their work on the project homepage and in any accompanying documentation at release time. The project has not yet been announced to the public.
The project homepage can be found here:
http://jdolan.dyndns.org/trac/wiki/Retexture
I may be reached at jdolan at jdolan dot dyndns dot org, or in #quetoo on Freenode. Thanks!
 UD200 Mod
#200 posted by JPL on 2006/06/25 05:20:14
I had some contacts with Shadowalker for some times, and he is looking for serious mappers in order to develop a pack for his mod. You will find specifications and precisions there:
http://uddev.quakedev.com/
You can email him at alex_shadowalker@yahoo.com if you are interested, and if you want to join his project based on UD200 mod..
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