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Jobs & Mappers Wanted
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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when I saw those shot first time, I thought it was a bad joke, really 
Hexen : Edge Of Chaos 
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? 
Why did you shift that mod to Q4 from D3? 
Dude Blitz 
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) 
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.. 
 
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: 
 
ah thankyou, indeed I did :) 
For Anyone Interested In Getting Paid For Rolling Their Thumbs! 
http://www.shacknews.com/ja.zz?id=12079318

duke4ever team needs more people including level designers! 
Duke Who? 
 
Non Paying - Mod Help 
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: 
Some of that stuff looks pretty nice. Good luck finding some help. 
Colored Lighting Is Nicely Done There 
 
Kedhrin 
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. 
 
good luck mate :) but i just now how to map and few...ehehe 
Texture Artists - Quake2 Retexture Effort 
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 
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.. 
Oh 
That LORDHAVOC STOLE MY CODE-whiner? 
 
"That LORDHAVOC STOLE MY CODE-whiner?" Ever heard of the term ethics. Guess not. You lack any moral center. haha
........................................................

You can do so much more than any other mod. I need to work with a mapper to work out what mappers will need before I make a offical release.

as 
XRUCIFIX: Help Us Build Your Nightmares [PAID] 
Wanted:
We�re interested in having rough sketches, worded designs and ideas brought to life in �level blueprints� by designers skilled in capturing and exploiting fun game play.

Qualifications required:
+) The understanding of what makes a map fun
+) The ability to translate ideas and concepts onto paper and into words
+) The ability to work with others and receive and act on constructive criticism
+) Level design in a FPS game for several years
+) Several completed levels, rated and downloadable for any FPS game

What is needed:
+) A detailed layout of a level on paper
+) A rough game play design may be required (will depend on the level)

What will be done with your work:
+) Artists will use your game play design insights to craft an environment based on the design assistance you�ve provided.

What will you get out of it:
+) Payment
+) Credit

Contact:
Please feel free to email myself directly (mack@xrucifix.com) with your portfolio and rates. Any general questions can be also emailed to me. 
Uhm 
So, I thought some background info about xrucifix/Two Guys Software would be interesting.

As you can see at their website, xruuuu were the ones who compiled and sold the Quake-derivate standalone game Eternal War: Shadows of Light.
http://xrucifix.com/modules.php?name=Eternal_War

Eternal War ripped a lot of stuff from our fellow Quake hobby-developers and even commercial games. Eternal War was sold (for money that is).

Just for your information. 
Xruuuu = Xrucifix 
forgot to fix that. oops. 
According To Marketing Research 
The most profound letter in the alphabet that people tend to focus on and remember best is X. 
RE: Uhm 
The artwork, sounds, programming, etc. used in Eternal War: Shadows of Light were used with permission by authors before being placed in the game. 
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