|
|
| Posted by metlslime [66.135.131.83] 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. |
|
 |
 |
 |
UD200 Mod |
|
| #200 posted by JPL [82.234.167.238] 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..
 |
 |
 |
Oh |
|
| #201 posted by Spirit [80.171.20.41] on 2006/06/25 12:14:48 |
That LORDHAVOC STOLE MY CODE-whiner?
 |
|
|
| #202 posted by shadowalker [71.102.227.101] on 2006/07/01 16:58:08 |
"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] |
|
| #203 posted by MackXX [68.148.6.109] on 2006/08/07 21:06:08 |
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 |
|
| #204 posted by Spirit [213.39.147.193] on 2006/08/08 01:33:40 |
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?na...
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 |
|
| #205 posted by Spirit [213.39.147.193] on 2006/08/08 01:34:25 |
forgot to fix that. oops.
 |
 |
 |
According To Marketing Research |
|
| #206 posted by bambuz [193.167.7.8] on 2006/08/08 04:10:47 |
The most profound letter in the alphabet that people tend to focus on and remember best is X.
 |
 |
 |
RE: Uhm |
|
| #207 posted by MackXX [68.148.6.109] on 2006/08/08 05:54:31 |
The artwork, sounds, programming, etc. used in Eternal War: Shadows of Light were used with permission by authors before being placed in the game.
 |
 |
 |
RE: RE: Uhm |
|
| #208 posted by Tomaz [85.228.130.180] on 2006/08/08 07:11:54 |
Perhaps it was used with permission, but I know at least 1 person that didnt get credited nor paid for any of the work he did for Two Guys Software.
 |
 |
 |
RE: RE: Uhm |
|
| #209 posted by Mack [66.225.145.233] on 2006/08/08 08:45:40 |
If they didn't recieve any credit then they should contact me directly (mack@xrucifix.com) and I would be more than happy to work something out with them.
 |
 |
 |
Hahahaha |
|
| #210 posted by Tomaz [85.228.130.180] on 2006/08/08 10:01:27 |
Well that person is ME. And I have talked to you several times after this and I have yet to get at least SOME credit for all the work I did. And having my name in TINY TINY TINY letters in one of the 4-5(?) loading screens is not what I call proper credit.
 |
 |
 |
RE: Hahahaha |
|
| #211 posted by MackXX [66.225.145.233] on 2006/08/08 12:57:28 |
We've already went through this several times as well. Your name is listed in the credits along with everyone elses all on the same page with the same font size and has the same exposure as everyone else. It's on page 3 of 3 in the demo and page 3 of 5 in the retail.
Here's a link to the image:
http://www.xrucifix.com/mack/pictu...
 |
 |
 |
Christian Coders? |
|
| #212 posted by czg [83.253.26.14] on 2006/08/08 13:33:40 |
Christian Computer Game Reviews I can understand, but Christian Coders?
Can you write blasphemous code?
while(jesus.isTrue()){
praise(SATAN);
}
 |
 |
 |
Anyhoo... |
|
| #213 posted by tron [59.167.151.250] on 2006/08/09 14:17:29 |
Getting this thread back onto topic, John Romero is looking for a level designer for his new company:
Details are on http://rome.ro/ or at http://slipg8.com/
 |
 |
 |
Hexen:) |
|
| #214 posted by szabii [81.93.194.130] on 2006/10/07 15:04:13 |
 |
 |
 |
Hexen:) |
|
| #215 posted by szabii [81.93.194.130] on 2006/10/07 15:04:27 |
 |
 |
 |
Hexen:) |
|
| #216 posted by szabii [81.93.194.130] on 2006/10/07 15:04:38 |
 |
 |
 |
Hexen:) |
|
| #217 posted by szabii [81.93.194.130] on 2006/10/07 15:04:38 |
 |
 |
 |
Hexen:) |
|
| #218 posted by szabii [81.93.194.130] on 2006/10/07 15:04:39 |
 |
 |
 |
Hexen:) |
|
| #219 posted by szabii [81.93.194.130] on 2006/10/07 15:04:39 |
 |
 |
 |
Hexen:) |
|
| #220 posted by czg [83.253.26.14] on 2006/10/07 16:03:50 |
Jurrasic Park:)
 |
 |
 |
Job INeedAJob = New Job( ); |
|
| #221 posted by [Jimbo] [64.252.2.90] on 2006/11/22 13:44:28 |
http://drofmij.googlepages.com
I need a job, I'm looking for a general programming job (C++, PHP, MySQL, Java, etc.)
Do you have any suggestions as to where I should post my resume?
Is monster.com a good place? or is there somewhere more specifically programmer oriented?
 |
 |
 |
Your Resume |
|
| #222 posted by Blitz [151.213.178.54] on 2006/11/22 20:26:41 |
Software Developer, Jerry Falwell Ministries, August 2006 to December 2006.
Oh man...did you actually get to meet Jerry Falwell? I would almost say that you should take that out of there because I'm afraid people would see that, get a shiver down their spine, and then close out their browser.
 |
 |
 |
Hmm |
|
| #223 posted by tron [203.94.140.5] on 2006/11/22 21:45:27 |
10 REM Judgement Day Program
20 INPUT "Are you a homosexual?"$A
30 IF $A = "YES" THEN GOTO 40, ELSE GOTO 60
40 PRINT "God Hates You!"
50 END
60 PRINT "God Loves You!"
70 END
Been about 15 years since I last touched Basic so forgive the errors...
 |
 |
 |
[Jimbo] |
|
| #224 posted by JPL [213.30.139.243] on 2006/11/22 23:51:04 |
Is monster.com a good place ?
I think yes, it helps a lot of friend of minde to find a job. But don't focus only on monster: I'm sure there a re a lot of CV repositery services that could halp you, even locally... Anyway, I hope you'll find a job soon. Good luck
 |
 |
 |
About The CV |
|
| #225 posted by inertia [134.53.176.37] on 2006/11/29 10:43:33 |
you need to say what languages you used at your job(s)
 |
 |
 |
English, Mostly. |
|
| #226 posted by metlslime [204.15.3.5] on 2006/11/29 12:15:58 |
...
 |
 |
 |
Harsh. |
|
| #227 posted by Lunaran [24.159.240.226] on 2006/12/03 18:01:45 |
Like a sailor.
 |
 |
 |
[spam] |
|
| #228 posted by Fast size [58.187.128.53] on 2006/12/14 23:26:32 |
[post flagged as spam]
 |
 |
 |
Fastsize |
|
| #229 posted by metlslime [69.181.0.73] on 2006/12/15 00:17:03 |
Good spam!
 |
 |
 |
Fastspam |
|
| #230 posted by voodoochopstiks [85.224.212.137] on 2006/12/15 14:06:18 |
Fast spam removal!
 |
 |
 |
Looking For Volunteers! |
|
| #231 posted by Razic [84.194.114.41] on 2006/12/18 11:12:14 |
Hello,
I am currently looking for a team to work with on a particular game. This game is going to be a First Person Shooter but I still don't have the men to create it with. If you're interested or if you need more information about this particular game. Then please take a few minutes to E-mail me , or message me on my MSN. (chief654@hotmail.com)
 |
 |
 |
Razic |
|
| #232 posted by Spirit [80.171.20.153] on 2006/12/18 11:35:32 |
I doubt you will get any interested people this way. Take a few minutes to tell people about your game if you want a team.
 |
 |
 |
Tell Us About Your Game Here. |
|
| #233 posted by voodoochopstiks [85.224.214.17] on 2007/01/07 15:04:05 |
Do it or noone will join. Noone's going to be bothered to email you and ask a bunch of questions:
We want to know THE THEME, we want to know THE GAMEPLAY, and maybe most important of all, we want to know why this isn't just a quick idea you had one evening which you will get bored of one week down the line and never finish!
 |
 |
 |
Can We Replace The Thread Topic Text With That Post Please? |
|
| #234 posted by Lunaran [24.159.240.226] on 2007/01/07 18:05:16 |
 |
 |
 |
I Concur |
|
| #235 posted by Kinn [86.128.235.136] on 2007/01/08 00:52:56 |
IT IS FOR A PROGECT DO NOT ASK WHAT THE PROJECT IS!
 |
 |
 |
PROJECT |
|
| #236 posted by voodoochopstiks [85.224.213.45] on 2007/01/21 00:21:47 |
PROJECT YOUR SECRETS UNTO ME
 |
 |
 |
LOCATE |
|
| #237 posted by inertia [134.53.176.37] on 2007/01/22 07:53:31 |
LOCATE YOUR SECRETIONS WHEREFORE WE ARE PLEASED
 |
 |
 |
SECRETE |
|
| #238 posted by pope [154.20.175.44] on 2007/01/24 12:50:46 |
I PROJECT SECRETIONS AND BECOME PLEASED (on your faces)
 |
|
|
| #239 posted by Zwiffle [69.210.50.112] on 2007/01/24 16:06:45 |
Now you guys are in the spirit!
 |
 |
 |
Uhm |
|
| #240 posted by Spirit [213.39.204.193] on 2007/01/24 21:25:28 |
WHAT?
 |
 |
 |
Okay |
|
| #241 posted by Vondur [89.175.96.234] 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 [69.181.182.38] on 2007/01/31 09:44:17 |
MMORPG VON BBQ.
 |
 |
 |
Indeed |
|
| #243 posted by Mr Fribbles [202.161.117.131] on 2007/01/31 12:38:46 |
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 [89.175.96.234] on 2007/01/31 12:54:00 |
welcome to the guild, frib! :D
 |
 |
 |
Wow |
|
| #245 posted by R.P.G. [65.188.147.21] on 2007/01/31 23:34:30 |
Now all I need is free time and Maya skills!
 |
 |
 |
Sounds Like |
|
| #246 posted by pope [154.20.164.142] on 2007/02/01 01:43:00 |
it would be a bitch to explain to the IRS
 |
 |
 |
IRS? |
|
| #247 posted by R.P.G. [65.188.147.21] on 2007/02/01 16:59:07 |
Pah, I would just accept payment in vodka and Russian hookers.
 |
 |
 |
Yeah They Must Have Heard |
|
| #249 posted by bambuz [193.167.3.14] 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 [70.177.83.61] 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/sh...
Happy Fragging! :)
 |
 |
 |
What Would Your Role On This Project Be? |
|
| #251 posted by Lunaran [76.201.149.202] on 2007/03/25 23:24:32 |
 |
 |
 |
Anyone Notice |
|
| #252 posted by pope [154.20.171.226] 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 [67.53.148.10] on 2007/03/26 00:19:18 |
Anything that's too long gets cut off, url or not. Suchasthisreallylongsentencewhichy... wontbeabletoread,amIright?
Or I'm wrong.
 |
|
|
| #254 posted by Vigil [91.152.72.143] 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 [213.153.113.27] 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 [204.15.3.5] 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 [82.234.167.238] on 2007/04/12 23:01:59 |
... would help !
 |
 |
 |
Well... |
|
| #258 posted by Urre [213.153.113.27] 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/viewtop...
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 [213.39.173.166] 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 [213.153.113.27] 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 [91.152.72.143] 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 [87.249.61.2] on 2007/04/16 14:04:40 |
I want such mod/game in industrial/steampunk/post-apocalyp...
 |
 |
 |
Hexen II Maps, Money |
|
| #263 posted by steven_a [210.49.82.176] on 2007/05/12 13:31:46 |
Is there any chance of getting some Hexen II maps created. It's a great game - though it does have some wandering puzzles - and there's been a big effort at http://uhexen2.sf.net (mostly Linux but also Win32) recently to kill the final bugs.
Though i know it's tacky - would a $$ prize/competition make any waves.
I love this game.
 |
 |
 |
Well |
|
| #264 posted by Zwiffle [67.53.148.10] on 2007/05/12 18:51:17 |
I personally MIGHT give it a shot IF all the nasty bugs were rooted out AND there was an upgraded engine that I could run it on - for example like FitzQuake. However, I personally think the game was a huge disappointment, and quit playing before I finished it, and so I'm not completely interested in mapping for Hexen 2.
Also, don't offer a Hexen 2 mapping competition (especially for $$), I don't think anyone would join it since there's close to 0% interest in Hexen 2 specifically.
 |
 |
 |
Hexen II Maps |
|
| #265 posted by steven_a [210.49.82.176] on 2007/05/13 01:40:03 |
In H.o.T. the bugs are all gone. The main Dev has gone to riduculous lengths to kill anything that moved. including the little gamecode hiccups that occasionally pop up.
As far as upgraded engine goes - for large maps etc, I dunno about this one.
Main features are:
GL anti-aliasing, multi-textures, gl_constretch and glows, Fullscreen intermission/help-menus, vid mode switching and native AMD64 support (not trivial).
Mouse wheels are now supported (and weapon switching is nicely handled - before the stupid thing would switch to weapons with zero manna) which makes the challenging AI's more beatable.
 |
 |
 |
Hexenworld |
|
| #266 posted by steven_a [210.49.82.176] on 2007/05/13 02:21:37 |
Oh yeah, we also have a nice 1st person camera... and Hexenworld isn't broken anymore. One of my few coding contributions was finding a illegal
nested C loop in the HW code which caused the game to segfault regularly with lightning weapons.
 |
 |
 |
Awesome |
|
| #268 posted by steven_a [165.228.147.130] on 2007/06/02 08:36:16 |
Nice big open maps from the look ;>
Should probably link to this site:
http://ravenhurst.raven-games.com/...
Travis has told me in the past the project isn't dead... but the website is pretty quiet.
 |
 |
 |
Beta Tester ?? |
|
| #269 posted by JPL [82.234.167.238] on 2007/06/29 23:29:01 |
I'm looking for a third beta tester for my latest project. Trinca and JohnXmas are already involved. Is there anybody interested ? The first who will send an email will win ;)
 |
 |
 |
Looking For Mappers |
|
| #271 posted by Molgrum [85.24.184.31] on 2007/08/13 19:39:04 |
Hello there.
Just thought I might post about a new custom map duel tournament that is entering the second season in 1-2 weeks, and if you're interested in having _your_ map played there, newly created or not, go to #kenya on Quakenet and say hello + URL to the map. The tournament will play out 10 maps during a 10 week time, one map every week, so you'll get your map played out by 10-20 players (usual signup rate) VS each other which makes for alot of matches. They will comment the map afterwards on our site: http://www.firstinsys.se/swing/ken...
I'm also looking for 2on2-maps and trying to find ProdigyXL for some fixups with genocide.bsp (which could work for 2on2): The jumppads needs less messyness (look at q3dm6qw for perfect jumppads) and there needs to be a teleporter or some other way up to quad.
Thanks!
Email: molgrum at yahoo.se
 |
 |
 |
MVDSV? |
|
| #272 posted by deurk [82.66.47.244] on 2007/08/15 01:04:35 |
Hey guys... I'm in need of a starting map for MVDSV qw server but I don't have any idea. I think it should be small and not really playable but beautiful and maybe give access via teleport to single or multiplayer maps for example but maybe you have ideas?
Oh, I'll have a definitive logo soon to be incorporated in that too :D
 |
 |
 |
Forgot Email |
|
| #273 posted by deurk [82.66.47.244] on 2007/08/15 01:09:53 |
deurk at quakeonline dot net :P
 |
 |
 |
MVDSV |
|
| #274 posted by bambuz [80.221.169.201] on 2007/08/15 17:06:27 |
is the shit. Guys, you'd be famous with this!
 |
|
|
| #275 posted by Trinca [85.240.4.210] on 2007/08/19 18:26:43 |
i start a dm map this holidays ;)
 |
 |
 |
MVDSV Default Map |
|
| #276 posted by deurk [91.121.30.193] on 2007/08/27 10:47:13 |
You can also find me on Quakenet at #mvdsv if you need :D
 |
 |
 |
Heh |
|
| #278 posted by Spirit [213.39.223.137] on 2007/08/27 21:14:37 |
I love being exploited! Use me!
Well, I am working on some small floating egyptian (sock, as usual) castle thingies with lots of tricks and stuff. They float inside some canyon I grabbed from czg's snatch... errrr, snatched from czg's scraps. I'll release a build for suggestions somewhen soon.
 |
 |
 |
MVDSV (more Info) |
|
| #279 posted by deurk [91.121.30.193] on 2007/08/28 14:13:20 |
The more I think about it, the more I'd like the map to be kinda small, really good looking and full of tricks possibilities.
Plan would be to have a contest on it as soon as it is official to be able to get Pez do a MVDSV promotion movie on that map/tricks.
 |
|
|
| #280 posted by [24.213.23.66] on 2007/09/13 19:42:21 |
I have a mod in the works for Quake 1 that, for now, I am calling Project Guilt Trip. As the title of this thread would suggest, it is a mod that is going to be a crossing between revolutionary First Person Shooter gameplay, and Fighting-game gameplay (in the spirit of Super Smash Brothers and Soul Calibur), while maintaining high-fantasy elements (quasi-mideval style classes) and strong action emphasis.
I've got a big plan for all of this, and I've actually got it in the works (programming wise), and its all going to be unique stuff. Truth is... I'm looking for help. I think I can handle a lot of the programming of it, but a second (and third if I can get it) pair of eyes looking the code over and extra pairs of hands putting code and ideas into action would be vastly appreciated.
Also, I could use some help with mapping, server streamlining, and game balance from experienced players willing to try something damn new and be a part of something that will, without a doubt in my mind, grow into a massive undertaking.
I won't go into very specific details here on this thread, but please, express your interest here so we can get in touch ^^
Thanks!
p.s. Oh, and by the way, this is all totally feasible stuff for the quake engine... in fact, its all not going to be that difficult to pull off! I've done a little research and practice with the engine... and it could work. I just need time, and some good, honest-to-god loving devotion and this will rock your socks off.
 |
 |
 |
Contact Me! |
|
| #281 posted by Spectrum Vixen [24.213.23.66] on 2007/09/13 19:45:59 |
You can get ahold of me for Project Guilt Trip at
Jollybootofdoom@hotmail.com
Please, any kind of help, from programmers, modelers, or just an experienced player's advice and input would be VASTLY appreciated.
 |
 |
 |
Heheh |
|
| #282 posted by inertia [134.53.120.119] on 2007/09/13 22:41:04 |
in fact, its all not going to be that difficult to pull off! I've done a little research and practice with the engine... and it could work.
I've heard that one before ;)
You really need to show that you have the ability to see the project through. In fact, sharing "specific details" is exactly what you need to do to get people interested and excited about working on the project. For example, what makes your FPS gameplay so "revolutionary"?
 |
 |
 |
Spectrum Vixen... |
|
| #283 posted by distrans [121.44.38.55] on 2007/09/14 11:04:16 |
...you might want to check out this:
http://qexpo2005.quakedev.com/boot...
It has some of the elements you are looking to develop. Maybe contact Ren and see if he wants in or has some advice at least.
 |
 |
 |
Heh... |
|
| #284 posted by Spectrum Vixen [24.213.23.66] on 2007/09/14 20:57:16 |
First off.
Inertia: I'll bet you HAVE heard that before. I agree though, perhaps I should say something a leeetle more specific.
What makes this mod revolutionary... hmm, well imagine this: You just pop into the game on DM, and get raped in 3 seconds because everyone has a rocket launcher. "ookay..." you say, and respawn. Bam, you're blown to hell again. And again? Finally, you pick up a nailgun, but the nailgun sucks, so you get another rocket for christmas.
No. Thats not how this mod will work. Thats lame, and has always been lame. Now check this out: You spawn, and right off the bat, you're confronted with another newly spawned player. Grinning, you select your Explosives combat style, and whip out your grenade launcher. Your foe, however, decides that he wants to fill you full of holes, so he switches to Rapid Fire combat style, and takes out a nailgun. Deciding to take it easy for the first round, see what he can do, you bounce a grenade off the wall behind him, and send him flying across the room with a smug grin. As he soars, though, and as you do this, he's laying into you with his nailgun. Watching his arc and dodging his nails as best you can, you grit your teeth and press the SMASH button, your grenade launcher going into overdrive to pound a rocket from its barrel with a deranged THUNK, nailing him in the stomache. The rocket blast craters him into the ground with the force of its explosion, stunning him briefly to give you just the break from nail-dodging you need, and in you go, switching to Shotgun combat style. The half-second stun was all you needed: running in, you decide to just finish him, and tap that SMASH button again, smacking him with the super-doublebarrel shotgun, making him turn to chunky kibble, hatred painted on his face for you as his head flies off his shoulders.
Grinning, you glance down to your Combat guages, and see the Shotgun Combat guage at about 80%, and the Explosives combat guage at a firm 50%, both slowly returning to you at a rate of about 1 per half-second, and your health at about 30 or so. No sooner do you do so, than a demon bursts through the only exit of the room, bloodlust painted on his hellish visage, wings tucked tight around his hunched back.
"Shit! Shitshitshit..." and you switch to Slipgate (thank god you picked the Slipgate Warrior for your class!) and your Portal gun appears. The Demon, with his Scent ability, knew you and this other marine were duking it out not a moment ago, knows where to find you, and is probably at full-stamina, ready to rip you apart if you sit still to let him.
You aim at the wall at the opposite end of the room and squeeze your trigger, watching the fire-up sequence as you run like hell across the room. You hear the distinctive sound of the Demon's leap, and the flap of wings, and you know this is going to be close.
"Come on, come on you piece of shit!" you plead with the Portalgun as you're not ten feet from that wall and a dead end... heh, so to speak. Finally, it fires its telltale blue beam into the bricks, and as you finally reach the barrier, it opens the portal, and you leap through, just as the Demon hits the ground behind you, sending you flying out the other side of the gate into the room behind the wall, which was mostly quiet for the moment. Sitting, and breathing hard, you start picking nails out of your armor and watch your health bar steadily increase as you recover slowly. You'd get that hell-spawned bastard in a moment, once you picked that other marine's boot out of your ass. No such luck... he's respawned, and is looking mighty pissed-off at you. Selecting the Shotgun weapon set, you press your back to the wall, and wait for him to charge into the room, grinning like the devil, your finger on the smash key.
------------------->
 |
 |
 |
For More Specificness... |
|
| #285 posted by Spectrum Vixen [24.213.23.66] on 2007/09/14 20:57:54 |
The mod will have a class system in which each class is DRASTICALLY different in gameplay style, and a balanced, non-linear combat system based on skill trees, different for each class. Each skill tree has different uses, and no weapons or attacks are redundant within it.
The basics:
Tree 1\
Tree 2 - The skills, weapons, and abilities
Tree 3/
Special: The attacks and abilities that are the class's special features, such as the fiend's Scent ability or the Slipgate Warrior's Portal ability. Each has at least two abilities that fall into this category; a normal one, and a "smash" one.
There are two triggers for each skill tree: Normal, and SMASH, with normal being less strenuous and often faster, and SMASH being more powerful and higher-costing, sometimes with special effects attatched.
No class needs to pick up weapons or ammo (though ammo in percent can be found, it normally regenerates normally, given time.) Each class has different uses of these bars, and some don't use the bar guages at all (for example, the Fiend's is stamina based, not bound to a percentile guage or a particular skill set, just one pool for it all).
And most of all, this is no side-scroller fighting game... this will be fully multiplayer friendly, with several game types integrated that enhance the high-fantasy theme of the mod (such as War and Siege, in which the players form two teams to take over the outposts of Quake; the levels you play in single player, in strategic realtime), all while remaining in the high-action gameplay of Quake 1.
There is gonna be two races (Humanity and Monsters) with Seven classes each, each and every class absolutely unique in gameplay style and controll settings.
 |
 |
 |
Tl;dr |
|
| #286 posted by czg [83.253.252.162] on 2007/09/14 21:43:20 |
I never grin :(
 |
 |
 |
NEW! Small Episode - Deja Vu |
|
| #287 posted by RickyT23 [86.138.194.24] on 2007/09/24 12:07:02 |
OK people, Ive made a six map mini episode using quoth. I have sent a copy to kell. So far I havent incorporated skyboxes (but will) and it probably needs a bit of tweaking here and there. I need some playtesting done, but dont want to host a final version online yet cause obviously its not finished. If anyone thinks theyre up for the job, then please email me and I will send you a copy, or leave your email address where I can see it on this messageboard and I will send you a copy. It uses a base theme mostly, lost of quoth demons on the later maps and kell's fury texture wad.
My address: trowbridge.richard@googlemail.com
Jolly Good!
 |
 |
 |
Need Mapper For A Trick Qw Map |
|
| #288 posted by deurk [82.66.47.244] on 2007/09/29 15:12:15 |
I need another mapper, Spirit is tired :D
I am planning on adding a new mode to KTX, race mode, which will probably be extended to olympics mode, a sort of olympics games for the qw engine. It will feature height jump, distance jump, speed race and other things.
I'd like an epic map to be created for that.
Got some ideas, but need someone to turn them into something playable :D
As usual, #ktx on irc or in the qw.nu forums...
;)
 |
 |
 |
I Really Really Want Some Testers! |
|
| #289 posted by RickyT23 [86.138.194.24] on 2007/10/05 17:51:43 |
You people wouldnt want me to release an untested map would you?!?!?
Mail me for a copy
 |
 |
 |
Blimey Charlie! |
|
| #290 posted by RickyT23 [86.138.194.24] on 2007/10/05 19:49:09 |
This thread is seldom used isnt it!
The map I have to be tested is not ^ (DejaVu), but another I have made since then.
 |
 |
 |
RickyT23 |
|
| #291 posted by Orl [209.146.26.5] on 2007/10/05 20:00:09 |
I'll beta test for ya. My email is in my profile.
 |
 |
 |
Ricky |
|
| #292 posted by metlslime [204.15.3.5] on 2007/10/05 20:52:10 |
well, we generally put beta requests in the "screenshots and betas" thread.
 |
 |
 |
FINE I'LL PLAY IT |
|
| #293 posted by Lunaran [68.190.88.207] on 2007/10/06 06:41:20 |
email in profile.
 |
 |
 |
Black Day's |
|
| #294 posted by Kain [201.246.9.9] on 2007/10/13 07:09:04 |
Hi, I need a mapper for a project based into the engine of Quake 2.
ThiS project is named Black Day's.
Contact me :
kain_rv@hotmail for MSN.
RVkain@gmail.com for mail.
The web is http://black-days.quakedev.com
The engine is almost end.
Greetings.
 |
 |
 |
Black Day's What? |
|
| #295 posted by bambuz [80.221.169.201] on 2007/10/14 20:09:34 |
Inspired by A Hard Day's Night?
(I jest, but really, 's indicates ownership, s indicates plural.)
 |
 |
 |
It's |
|
| #296 posted by ijed [190.20.107.236] on 2007/10/14 20:42:30 |
A Spanish speaking devteam. The website is incomplete though. I can read the Spanish but something visual would be nice instead of descriptions.
Kain, do you have any screenshots to show?
 |
 |
 |
That Awesome Quake3 Celshading Monkey Mod |
|
| #297 posted by Spirit [80.171.7.66] on 2007/10/22 12:20:33 |
is going standalone and wants your great (old) map(s).
http://www.monkeysofdoom.org
The best Quake3 indie-maps of all time wanted!
As you may have read from the title, it's unfortunately only "Wilko's MONKEYS of DOOM", not "Wilko and his big, highskilled, unbelievably talented and ultra-productive crew of fantastic mappers' MONKEYS of DOOM". So, what the project is suffering from is an unpleasant lack of maps!
That's especially bad as I plan to release MONKEYS of DOOM as a standalone game in the not-so-far future. - And here YOU come into play: You built some great Q3-maps in your youth? The community played them, loved them... and meanwhile forgot them?
Bring them back to life! Send them in until November 30th 2007, and the best maps will be cartoonized and part of MONKEYS of DOOM! Even better: The chosen ones will gain 150$ for each of those maps I use for MONKEYS of DOOM! That's money for work already done!
So, don't hesitate: Dive down into depths of your harddrive and bring up the old treasures! - Then send them to >maps@_nospamhere_monkeysofdoom... and - with a little luck - you earn the money and read your name in the credits and the loading-screen!
Let's hear from you, I know you are somewhere out there!
Wilko
PS: If you are not a mapper by yourself but know a map that shouldn't miss in MONKEYS of DOOM, please let me know! Maybe I can get in contact with it's creator and convince him or her to contribute it.
 |
 |
 |
Hahahahahahahahaha!!!! |
|
| #298 posted by RickyT23 [217.44.37.26] on 2007/10/22 12:26:21 |
That's the funniest thing I've ever seen!!
 |
 |
 |
Monkeys Of Doom |
|
| #299 posted by pjw [66.168.26.186] on 2007/10/23 03:10:08 |
How does that work within the Q3 GPL--basically paying/earning money for Q3 maps?
I might even be interested--this looks like a fun mod/game, but I'd have to be convinced that this isn't legally ill-considered and right now it seems pretty shaky.
 |
|
|
| #300 posted by Herr W [84.190.214.115] on 2007/10/23 10:58:55 |
As far as I know, the GPL covers commercial use. We had that discussion on Doom3World some time ago: http://www.doom3world.org/phpbb2/v...
But I'm gonna try to make that definite as quick as possible.
 |
 |
 |
Herr W |
|
| #301 posted by Kell [80.192.19.108] on 2007/10/23 13:29:59 |
Are there any particular criteria for the maps? Do they have to have had a certain number of downloads from ..::LvL to count as 'popular'?
Gametype - FFA, Tourney, CTF?
Won't some styles, e.g. idgothic arch fests, convert badly to your cartoon style?
What about jump pads?
Any preferences?
I have some Q3A maps, including a few fullbright-but-playable layouts that are unlikely to ever see the light of day. They might help your game. I just find it hard to imagine gothic CTF being monkey-friendly :P
 |
 |
 |
"Monkeys Attack Delhi Politician" |
|
| #303 posted by Herr W [84.190.197.59] on 2007/10/24 10:53:13 |
"... One approach has been to train bands of larger, more ferocious langur monkeys to go after the smaller groups of Rhesus macaques." - That's what I call a clever idea!
>Criterias for the maps: They don't need to have a certain number of downloads or anything like that. "Best maps of all time" has an imaginary ;-) behind.
They just have to be good and make fun to play. But I agree with you: Some styles are harder to convert into a cartoon than others. But I wouldn't exclude anything at this point. If the map is good, there will be a way to "cartoonize" it!
 |
 |
 |
You Get A Banana |
|
| #304 posted by bambuz [80.221.169.201] on 2007/10/24 15:17:03 |
for every small monkey you beat up.
 |
 |
 |
ACHTUNG-ACHTUNG... |
|
| #305 posted by Herr W [84.190.251.139] on 2007/10/28 13:50:39 |
A technical problem with my mailserver occured during the last couple of days, so some maps you have tried to send in may not have reached me!
Sorry for that, please send them again!
maps@monkeysofdoom.org
 |
 |
 |
Does Anyone... |
|
| #306 posted by RickyT23 [217.44.37.26] on 2007/11/02 11:09:42 |
Want to make a Pain Skins Mod?
I can't program, but I know its easy to do compared to other things.
I will do the skins art if someone else will program it!!!
 |
 |
 |
I Know But Im Allergic To Programming |
|
| #308 posted by RickyT23 [217.44.37.26] on 2007/11/02 12:14:51 |
 |
 |
 |
See... |
|
| #309 posted by metlslime [71.202.113.29] on 2007/11/02 21:45:15 |
the clever thing about quake monsters is that all of the monsters are sort of blood-spattered to begin with, so it's not a problem that they don't show additional damage as you injure them.
 |
 |
 |
Also... |
|
| #310 posted by metlslime [71.202.113.29] on 2007/11/02 21:45:57 |
not quite the right thread for this conversation.
 |
 |
 |
Well... |
|
| #313 posted by JPL [82.234.167.238] on 2007/12/12 18:07:44 |
I meant Good Game Related Jobs Search Website... it is slightly different :P
 |
 |
 |
HumanHead Is Hiring |
|
| #314 posted by Zwiffle [67.53.148.10] on 2008/01/06 16:47:01 |
Level Designer, Level Scripter, Audio Engineer.
According to gamasutra anyway. 1/3/08. Check it out. My portfolio won't be done before they fill the position anyway.
 |
 |
 |
Gamasutra |
|
| #315 posted by Blitz [67.168.57.20] on 2008/01/07 12:29:36 |
Glad you brought up Gamasutra Zwiffle. If any of you are looking for a job, Gamasutra is where it's going to be at.
http://www.gamasutra.com/jobs
Gamasutra is by far the best website for game industry job vacancies. Nearly every company in the industry uses it. In addition to being a good job site, it's also a really intelligent game industry/dev site. One of the few websites I read daily.
 |
 |
 |
Blitz |
|
| #316 posted by gone [78.37.13.151] on 2008/01/08 02:37:21 |
too bad its mostly USA
 |
 |
 |
Yeah |
|
| #317 posted by RickyT23 [81.132.175.238] on 2008/01/08 12:14:04 |
Also too bad you need *ACTUAL* experience :-(
 |
|
|
| #318 posted by dooomer [60.190.66.250] on 2008/02/28 06:52:31 |
Hey RickyT23, I think your talent shown in thehand is worth much much more than any dubious ACTUAL experience.
 |
 |
 |
Thanks Dude !!! |
|
| #319 posted by RickyT23 [86.137.233.151] on 2008/02/28 10:22:36 |
That really nice of you to say...
...you're not offering me a job though are you?!?!
Oh well... ;-P
 |
 |
 |
Unfinished Fourth Player Class For Hacked Hexen |
|
| #320 posted by steven_a [203.55.33.219] on 2008/06/12 09:44:37 |
Dan never finished his new player class for his hacked hexen. It's the assassin, and he's done a really nice crossbow, but the fourth weapon doesn't work.
To test out the new class, you'll have to compile from source. (See the README). Oz and i are fixing up the engine code.
http://sourceforge.net/project/sho...
 |
 |
 |
Looking For Quake 1 Mappers For Windows Mobile / PC Game |
|
| #321 posted by Caleb [129.59.8.10] on 2008/06/19 22:40:15 |
Hi there, I'm hoping to find some mappers interested in working on a survivial horror game for windows moble using quake 1. http://www.darksummer.com is our web site.
also if you want to learn more check out my other forum post at inside3d http://forums.inside3d.com/viewtop...
i'm using Worldcraft 1.6 to make these maps, however some of our more experienced mappers have been using Qradiant as well. here is a quick desktop shot http://www.facebook.com/photo.php?...
most of the game code is done and we've got about 1/3 of the maps done already. very low detail maps needed which also ='s quicker map development times. Most of the maps i've done were done in two hours or less.. having a windows mobile pda/phone is not nessisary. we have a pc client that emulates the interface.
looking for people with at least 1-2 hours available for mapping a week. not a high preasure project. :)
Thanks!
Caleb
 |
 |
 |
Gamedev Salary Information |
|
| #322 posted by inertia [24.164.67.55] on 2008/07/19 04:47:10 |
GoW developer talks bling bling:
http://realtimecollisiondetection....
Although this targets programmers, there are links there for mappers, too.
 |
 |
 |
Via Math We Don't Understand Yet |
|
| #323 posted by Lunaran [75.135.75.200] on 2008/07/19 15:50:57 |
everyone who will ever read this will be paid below all averages listed.
this is akin to the kind of math that causes a table full of patrons who all pay for their food plus two dollars to wind up with a total that's less than what's listed on the check by like $20.
 |
|
|
| #324 posted by Willem [24.199.192.130] on 2008/07/19 17:12:25 |
"everyone who will ever read this will be paid below all averages listed. "
Well, actually...
 |
 |
 |
Willem |
|
| #325 posted by Kinn [86.156.155.87] on 2008/07/19 17:23:26 |
not trying to start shit but how many posts do you make where you don't somehow mention your job, or epic, or the game you're working on?
Just wondered what your company policy is, regarding what their employees are allowed to post about them on an internet messageboard.
 |
|
|
| #326 posted by Willem [24.199.192.130] on 2008/07/19 17:28:57 |
Fuck this shit. Bye!
 |
 |
 |
LOL |
|
| #327 posted by rj [82.4.228.100] on 2008/07/19 17:41:32 |
 |
 |
 |
Willem Is Trinca! |
|
| #328 posted by Zwiffle [24.183.101.72] on 2008/07/19 19:00:23 |
omg!!
omg omg omg
=/
wait come back
 |
|
|
| #329 posted by Lunaran [75.135.75.200] on 2008/07/19 19:45:47 |
flofl
 |
 |
 |
Y'all Get Paid Too Much |
|
| #330 posted by RickyT23 [90.199.193.191] on 2008/07/20 00:43:04 |
Go and eat some cake.
Get over yourselves!
 |
|
|
| #331 posted by Zwiffle [24.183.101.72] on 2008/07/20 01:43:56 |
The cake is a lie. :(
 |
|
|
| #332 posted by Trinca [84.39.126.227] on 2008/07/20 08:48:49 |
Zwiffle fuck you, no one is so sexy as i do...
i´m latin forgot?
 |
 |
 |
Mappers For Portal-gun Mod |
|
| #333 posted by Robert Siska [217.112.169.98] on 2008/08/05 16:32:28 |
Hello,
I'm Robert and I'm co-developing new quake1 project - portal gun mod (see wiki record: Portal_(video_game))
We already have portal gun and models of portal gates, but the main thing is still open: levels.
Could anybody who likes idea of portal gun AND making levels, help us? Just please send me mail on
boby_my[strange_a]mail.com
The project is OpenSource.
 |
 |
 |
Er.... |
|
| #334 posted by RickyT23 [86.139.123.230] on 2008/08/05 17:00:26 |
I swear I'm interested!
Im sorry but I can't figure out what the hell kind of email address that is?
Help?
Or just email me! My email is in my func_msgboard profile, under "people" at the top of the page....
 |
 |
 |
[strange_a] |
|
| #335 posted by rj [82.4.228.100] on 2008/08/05 19:39:39 |
i'm guessing is '@' :P
 |
 |
 |
Portal Gun Mod V2.0 Released |
|
| #336 posted by Robert Siska [217.112.169.98] on 2008/09/22 16:50:04 |
Version 2.0 of Portal Gun mod released.
We still search level makers. Join the project.
http://int21h.ic.cz/users/BOby/por...
 |
 |
 |
Great Mod! |
|
| #337 posted by Spirit [213.39.158.139] on 2008/09/22 17:16:22 |
Crashes sdl-fitzquake for me though and some other engine too. Tyrquake and dp work fine. Any idea? :(
 |
 |
 |
Really? |
|
| #338 posted by Robert Siska [78.102.174.196] on 2008/09/26 16:53:34 |
Well, I tested it on original quake source (quake,sdlquake,winquake). Any other engines are non-standard, so not garranted. I really can't make it work for every engine ever made.
>Great Mod!
Thank you. Really.
 |
 |
 |
Portal Gun Mod |
|
| #339 posted by Orl [68.38.78.49] on 2008/09/27 01:33:26 |
This has got to be the coolest thing in Quake I have seen in a while. I played Portal and I really liked it, but I never thought I would see something like it in Quake.
Even though its still a work in progress, it seems pretty stable to me. Never got stuck in a wall once, sometimes getting stuck in two portals though.
But this is still an awesome piece of work. I know I'm gonna have some real fun with this :)
 |
 |
 |
... This Is Cool |
|
| #340 posted by stevenaaus [220.245.180.132] on 2008/10/01 03:35:37 |
In darkplaces, there's a nice glow in the center of the portals, but in tyr-quake they look a bit plain... that teleport texture is a little overused. Love the weapon model.
 |
 |
 |
Mapper / Texture Artist Wanted For $$$ |
|
| #341 posted by lth [89.167.143.229] on 2009/02/04 14:59:04 |
Hi,
I'm looking for someone who can make some top-down maps for my boardgame, preferably 3D and rendered at hi-res. That's sorta mapping, right?
The theme is futuristic Japan. I can pay real actual money. Email me at kendrick.curtis at gmail if you're interested with some samples of your work. You need to be reliable and able to work to a deadline.
Ta,
LTH
 |
 |
 |
$$$$ |
|
| #342 posted by JPL [82.234.167.238] on 2009/02/05 20:17:50 |
How much ??
 |
 |
 |
$$$ = $3? |
|
| #343 posted by lth [89.167.143.229] on 2009/02/06 15:21:28 |
The short answer is "I don't really know" - if you email me I can give you more detail of what I'm looking for and then you can maybe tell me how much you'd want for it.
 |
|
|
| #344 posted by Trinca [194.65.24.228] on 2009/02/06 15:27:42 |
I dont have enought skills for this at the moment.. ;) maby in more 5 years...
 |
 |
 |
Lth |
|
| #345 posted by JPL [213.30.139.243] on 2009/02/06 15:54:44 |
he he he... I was just curious to see how much you would be able to distribute...
nevermind :P
 |
 |
 |
Looking For CTF Maps For Our Quakeworld Mod Thunderwalker |
|
| #346 posted by batmanzfa [168.251.194.20] on 2009/05/03 14:45:21 |
Let me know if you have or would be interested in making ctf maps for our mod.
http://twctf.org
looking for maps that push the limits of ezquake with 24 bit textures and colored lighting.
batman.zfa@twctf.org
 |
|
|
| #347 posted by cardo [81.86.251.228] on 2009/06/19 07:37:26 |
LTH, as in LTH the quake mapper? :) I'd like to know more about this! Mind dropping me a mail with some details? fresho[at]hotmail.co.uk
 |
|
|
| #348 posted by Trinca [85.138.20.108] on 2009/06/19 21:22:21 |
i got his contact...
when i made trincasp3 he help me in source and share is source code with .mdl monsters!
 |
 |
 |
Trinca |
|
| #349 posted by Lardarse [62.31.165.111] on 2009/06/21 16:49:50 |
I can go one better: I've met him :-P
 |
|
|
| #350 posted by Trinca [85.138.20.108] on 2009/06/21 16:55:01 |
Lardarse if he was a women you should be proud... now a men?
Is that a way to say that u´re faget?
;)
 |
 |
 |
Human Head Looking |
|
| #351 posted by Zwiffle [66.170.5.18] on 2010/01/06 16:54:16 |
Human Head (the company I work for) is looking for an experienced Level Designer and Technical Level Designer (scripter) if anyone is interested in a job and wants to work with me and FrikaC and basically just a cool company.
Just a "heads" (HAHA!) up for anyone in the hunt. I also promise not to make any bad puns if you get the job.
 |
|
|
| #352 posted by Willem [24.199.192.130] on 2010/01/06 17:02:54 |
In that same vein, and I can't believe I've never done this, but Epic is always looking for people. We can't hire fast enough! If you've considered applying here but thought we didn't have openings, you're wrong! :) We need (talented) people, apply!
 |
 |
 |
Willem |
|
| #353 posted by Zwiffle [66.170.5.18] on 2010/01/06 17:04:30 |
Stop stealing my thunder. R4wr.
 |
|
|
| #354 posted by Willem [24.199.192.130] on 2010/01/06 17:17:45 |
Human Head needs you first, then Epic!
(better?)
 |
|
|
| #355 posted by Zwiffle [66.170.5.18] on 2010/01/06 17:44:34 |
o/ \o
 |
 |
 |
Do You Need Me? |
|
| #356 posted by RickyT23 [86.26.243.111] on 2010/01/06 20:11:49 |
I would probably rather make levels for cool computergames than do admin and web-design
 |
|
|
| #357 posted by RickyT23 [86.27.86.36] on 2010/01/09 10:47:47 |
(what a thread-killer that turned out to be :S
 |
 |
 |
Willem |
|
| #358 posted by Blitz [98.232.102.255] on 2010/01/13 23:08:25 |
You got mail
 |
|
|
| #359 posted by Zwiffle [66.170.5.18] on 2010/01/13 23:21:03 |
Oh hey Blitz I saw that Monolith laid off some people - you weren't one of them were you?
 |
 |
 |
Uh Oh... |
|
| #360 posted by metlslime [173.11.92.50] on 2010/01/13 23:39:24 |
 |
 |
 |
What Would It Take ... |
|
| #361 posted by Ron [86.80.123.127] on 2010/01/14 08:42:19 |
to give liquids an angle, a travel direction, like you can do in Quake 2 ?
It would be great to see water coming down or lava floating from one point to another.
Would it be possible to "steal" the code that makes it possible in Quake 2 and put it in a mod for quake 1, or would it involve changing the Quake engine itself ?
 |
 |
 |
Fuck ... |
|
| #362 posted by Ron [86.80.123.127] on 2010/01/14 08:44:53 |
I'm in the wrong forum ...
Sorry about that.
 |
 |
 |
Extras Code Has Watertrains |
|
| #363 posted by ijed [216.241.20.2] on 2010/01/14 20:26:27 |
And func_water that does that - you can make it flow, have drag and so on.
I've yet to make quicksand, but it's only a matter of time.
 |
 |
 |
IP For Xbox 360, Microsoft Approved Developer, Unreal Engine 3 |
|
| #364 posted by marty [125.63.226.214] on 2010/03/01 00:09:57 |
Guys,
We need talented level designers who have a passion for creating fun, engaging experiences for the end user.
We need people who understand action gameplay, pacing, flow, item placement, enemy placement, puzzles, risk-reward, drama, tension, scripted sequences.
If you want to be part of our start up and help bring to a life a fresh, home grown IP (3rd person action) get in touch below.
marty@figureheadstudios.com.au
No screenshots, 2D diagrams or lame documentation - just send playable levels that you've built in 3D so we can properly assess your understanding of the artform.
I won't be responding to forum posts so please touch base via email directly if you have any questions.
 |
|
 |
 |
|
Website copyright © 2002-2010 John Fitzgibbons. All posts are copyright their respective authors.
|
|