SECRETE
#238 posted by pope on 2007/01/24 12:50:46
I PROJECT SECRETIONS AND BECOME PLEASED (on your faces)
#239 posted by Zwiffle on 2007/01/24 16:06:45
Now you guys are in the spirit!
Uhm
#240 posted by Spirit on 2007/01/24 21:25:28
WHAT?
Okay
#241 posted by Vondur on 2007/01/31 08:56:13
I see this thread really works fine, and everyone is in the perfect shape.
Now, closer to the matter. I (the company i work for - nivalonline.com) need an outsource level designer who will help me to create environments for our MMORPG.
Requirements:
Good Maya skills.
Portfolio that will impress me (i.e. there should be visually attractive and fun to play levels for any game you have made custom or professional content or nicely done models).
You must have enough free time to do the job.
Ability to quickly learn our wicked in-house editor (which is still being made).
Good interweb connection (a lot of data's going to be transferred to you).
What we offer:
Just some extra bucks (will discuss this later) and a lot of professional experience ;)
Contact: vondur [@] gmail.com
OMG
#242 posted by metlslime on 2007/01/31 09:44:17
MMORPG VON BBQ.
Indeed
I just want to find out what it is... very intriguing!
I'm already doing an after hours project and am too busy playing THAT mmo though (you know the one!) Free time is nonexistant!
OMG
#244 posted by Vondur on 2007/01/31 12:54:00
welcome to the guild, frib! :D
Wow
#245 posted by R.P.G. on 2007/01/31 23:34:30
Now all I need is free time and Maya skills!
Sounds Like
#246 posted by pope on 2007/02/01 01:43:00
it would be a bitch to explain to the IRS
IRS?
#247 posted by R.P.G. on 2007/02/01 16:59:07
Pah, I would just accept payment in vodka and Russian hookers.
Id Looking For Leveldesigner...
#248 posted by bear on 2007/02/23 02:00:03
Yeah They Must Have Heard
#249 posted by bambuz on 2007/02/26 17:02:34
that the lun is on the move.
Wanting To Make A Quake 1 Mod, Need Mappers And Coders
#250 posted by Phenom on 2007/03/25 21:16:57
Hello everyone,
I am wanting to create a new mod for Quake that is team based, each team has 3-4 "tickets" or areas within the map that they control, if 1 person from the opposing team stands within their enemies ticket area that area will slowly turn sides and be owned by the opposite team, depending on the amount of enemies standing in the ticket area depends on how fast it changes to their ticket. It also has to have custom classes besides the standard Quake guy equipped with shotgun, nailgun, lightning gun etc.. and have different attributes per class, scouts can jump higher, move faster better camoflauge, assault has more armor, heavier weapons but can jump as high or run as fast as a scout. I also want a stamina meter per class ala HalfLife's suit power level. I was wanting to use the "Navy mod" weapons which can be found on Quake Terminus.
The maps would need to be open and constructed not to create much of a bottle neck feel between main bases and ticket areas.
If you have any questions please email me at phenom@evilpsp.com or reply to the thread over at quakeone.com (http://www.quakeone.com/forums/showthread.php?p=24244#post24244)
Happy Fragging! :)
What Would Your Role On This Project Be?
#251 posted by Lunaran on 2007/03/25 23:24:32
Anyone Notice
#252 posted by pope on 2007/03/26 00:18:04
that the url gets cut off, but it isn't even a url due to the (
#253 posted by Zwiffle on 2007/03/26 00:19:18
Anything that's too long gets cut off, url or not. Suchasthisreallylongsentencewhichyouprobably wontbeabletoread,amIright?
Or I'm wrong.
#254 posted by Vigil on 2007/03/26 09:26:59
The URL would still get cut off, but at least it would turn into a proper link without the (.
Question
#255 posted by Urre on 2007/04/12 16:08:19
What would it take to interest any of you fellows to work on maps for Prydon Gate? You ought to know what it is, squeal if not. It does have a mapping guide, a list of official quest maps (or atleast areas) to make, or one could just make inofficial quests as seen by the ELF team, even though it'd be neat if the main game had some progress, not just the (awesome) "fan stuff" :)
Urre:
#256 posted by metlslime on 2007/04/12 21:10:34
Good question. Unfortunately, everyone has their own priorities when deciding what game/mod to map for, but it's generally hard to get people to map for games/mods that they don't actually play (or even know about.)
So maybe just promoting the mod would help, since there is fairly little communication or advertisement across the different quake communities. I'm sure many people here haven't heard of it. In fact, I didn't know it was still in development after I once played it 3-4 years ago.
A Little Link...
#257 posted by JPL on 2007/04/12 23:01:59
... would help !
Well...
#258 posted by Urre on 2007/04/13 08:15:40
"Being in development" is far from what I'd call it. It's been kept alive by various people occasionally jumping out and screaming "why are there no prydon maps" and/or some models/sounds being made at random intervals, mostly by Chillo. There's a thread on I3D where Chillo is posting shots of (tons) of new models he's made for it. Frik did a lot of behind the scenes work a year ago (ish, my conception of time is not the best), but none of that has really been "put to use", as there are no maps.
The ever so beautiful homepage for prydon can be found here: http://www.inside3d.com/prydongate/
and the aforementioned thread with shots of Chillos models is here: http://forums.inside3d.com/viewtopic.php?t=643
The mod has pretty much always had a fanbase of some sort, sadly however consisting mostly of people complaining about the lack of maps, but never doing anything about it. If you manage to track down Frik on your irc channel of choice, or I3D pm, I'm sure you can also get access to the dev wiki, mapping guide and the greatly enhanced unreleased beta version (1.5 I think was the version). Happy breathin'!
Prydon Gate
#259 posted by Spirit on 2007/04/13 09:54:00
I tried it years ago and didn't like it. Now I thought it became better, tried again and didn't like it either. The controls are just too stupid, the mouse feels like I have to move it through mud (and does not listen to "sensitivity"). The inventory and other menu stuff, well, a mouse driven thing would be much much nicer (even if it used the same menu).
I hope 1.5 is much better. :>
Mouse Sensitivity...
#260 posted by Urre on 2007/04/13 11:40:32
...is controlled by some other cvar, not sensitivity, and unfortunately I don't remember what that might be.
My Cursor Moves Slow
#261 posted by Vigil on 2007/04/13 11:56:12
If you're playing SP or you are the server in a multiplayer game, type "sv_maxspeed *" where * is a number higher than 320. The default is 320. If your mouse moves to fast, type a lower number.
I've been browsing the Prydon Gate site.
#262 posted by gone on 2007/04/16 14:04:40
I want such mod/game in industrial/steampunk/post-apocalypse
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