Thanks Vig, I made those changes. I see what you mean with Floating Geometry - It didn't occur to me that method would be simpler. The locking mechanism on the outside door was a little weird to make. Based on their concept I figured out a way to make it lock using the tiny gear shapes that are there. More to come on that…
Looks good. Maybe I'll try it out when the PC version is released, although I'm not sure my computer can handle it, I can play TF2 on low-ish settings but that's about it. :/ I worked on BF:1942 and actually got a little sentimental when I saw the maps. The feeling passed pretty quickly though. :) Anyway, good work, I'm…
Seriously? I guess it's in the eye of the beholder indeed. I understand that SC2 can not give every infantryman 5k polies and 1024^2 maps (as CoH has), but I think Blizzard's art direction is pretty weak. CoH's greatest visual quality, in my opinion, is the sheer amount of things that happen from a battle. Bullets bounce…
Yeah times change and people forget what words mean. I guess to me (and the dictionary) "mod, modification" means something different. I don't see the terms "new game" and "mod" as interchangeable for what this person plans to do. To me mod means you take an existing game, and change it slightly, but pretty much the core…
I'm addicted to Zombie Mod at the mint clan server. 40 slots of zombie fun, and maps that actually work (but you they look quite bad) I enjoy this more than left 4 dead. And if I'm not here I'm in TF2 or L4D. Steam name is Snipergen, please, do add me :)
Bough a new computer, and jumped right into UT3 editor (thanks to tfrog putting it together for me). I've laid out a 2-8 player DM level, and am shifting focus to art. Here's a preview of a couple normal map tests for walkways. http://chrisholden.net/walkway04.jpg