|Posted by metlslime [126.96.36.199] 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.|
I Think It Was My Compiler :P
Thanks anyway :)
Quake 1 Model Needed - Very Quick
I have an immediate need for a Quake 1 model of a Mario-style fireflower. I know this would take the right person literally 5 minutes - I just do not have the right combination of tools and skills to make one myself. The freebies I have found online are not converting in a cooperative manner with what I've got. I have been working on a brand new Team Fortress map, and this would really make it, I think. Please contact me at firstname.lastname@example.org.
.mdl needed, or does a .bsp the job?
<- Fire Flower
Here's the product of about an hour messing about this morning
The model isn't at all an attempt to design a Quake-style fire flower, it's just what a fire flower usually looks like. The skin is pretty basic, flat colours and a touch of shading, which I pretty much painted entirely in the 3d view of QME. You can argue it's stylised, or just lazy. In any case, I wouldn't be hurt at all if you decided to rework it.
Awesome! Thanks for your help! And basic is exactly what I was looking for, anyway.
Don't forget to post again when it's done, I'll put something on the blog. I did play around with some palette swaps to make a blue version, would a team colours version be any use for the map?
I Am Looking For A Quake 2-mapping Friend
Hi, I am looking for someone to make Quake 2 maps with. I am currently working on a SP-unit but I am quite ronery and would like some company when mapping. It would also be great to have someone to make maps with too, be it SP or MP (but I prefer SP). It's also nice to have someone to talk to about it that knows the game etc.
You can find me on my Level Design Discord here:
Or if you want to add me on Steam:
Thank you very much in advance for your interest. :3
Andrea Rosa here is the author of the Citadel
mod for Q2, of which he/she's just released v3.0. Maybe he/she would be willing to help, or at least provide some insight.
I've attempted contact. Let's see how this goes.
Level Designers Needed Fulltime
I'm currently looking to hire a few more level designers to come work for Streamline Studios Games Division in Kuala Lumpur Malaysia. Unreal 4 projects!
Currently 3 titles being worked on all using Ue4. Looking for folks with experience in Single player mission authoring. If interested please leave a message here.
Qc Coders Wanted For Commercial Dreamcast Game!
Hey there! I’m currently working on a Dreamcast game that I intend to sell. Willing to pay $10 for each small change to the code and $50 for each asset + fgd entry coded. Will put name in credits and give 5% royalty from each game sold. Bonus $200 and 10% of each game sold if you can convert Dreamcast makaqu engine to KGL. With $100 of that up front. Entity coding will have $25 up front. Small changes will have $5 up front. If Dreamcast port converted to KGL, it will be made open source. Some qc code will be made public domain for community to use. Please contact me at email@example.com.
Please Disregard Last Post From Daverising New Job Posting!
Hey guys! The last post was utterly ridiculous with pricing, so here's the deal. Quote me your price, and I'll see if I can pay it for a commercial Dreamcast game!
Currently looking for:
QuakeC Programmers -What I really need right now for a demo!
Quote me a price, or tell me if your interested by emailing me at firstname.lastname@example.org
You're going at this completely backwards. Show some concept art or some concept designs and try to get people interested that way.
Also what is the rest of the team like? What skill sets do they have? Can you show any of their stuff. It doesn't seem to me like you're doing a good job of wooing us.
FWIW I think you would have an easier time highlighting your late Uncle's music with visuals from a modern engine.
For others interested: https://www.patreon.com/rizzoisland
^ this is the project I assume you're working on. Good luck, it's not my cup of tea.
Sorry, New To All This!
Yeah, thats my Patreon! Sorry about this. I'm just kinda new to this, but I already have a modeler working for me so I'll show that when I get some of his work back. I have a level made already, but I should probably show off more stuff. I'm currently working on revamping my Patreon, so hopefully that will "inspire" more people to work on this project. Also, the sound you heard in the trailer is actually one song my Uncle made! I think it's perfect for the game! But yeah, I'll try to get more stuff so people get more interested!
No One Will Buy Your Dreamcast Game
Well, at least his patreon got more funding than mine ever got.
Environmental BSP Artist Needed
I need a map to fully showcase Retroquad's features. Just a single map, with several different areas, a few dynamic stuff like rotating doors and moving platforms to make the map look lively, but no monsters. However, it may eventually need to be split into multiple maps due to RAM requirements.
One of the main challenges is figuring out ways to make HD textures on low-poly (or, let's say, mid-poly) geometry look good. Also, the architecture must be intrincate enough to make the map look fun to navigate, even though it's just a demo.
I'm using a royalty-free texture pack, another texture pack which I've bought, and several textures created by myself. The texture image editing I can take care of, as it's something I've learned a lot how to do and I already know the kind of visual quality I'm aiming for.
There are lots to do in the engine, so I'll eventually have to tweak the map later, but this is something I can do myself. I'm clarifying this as there are artists who don't like their work to be modified by others afterwards.
This is what I've been mapping so far. No lighting yet, it's all in-engine fullbright screenshots. And it's only using a few of the textures I have:
, and external textures
. I'm using the Quake palette for the BSP/WAD file textures, to make them easier to use with any mapping tools/editors out there. The external textures are compiled to my custom palette.
Texture quality test
If anyone is interested, mail me a price & deadline proposal at GMail, and ask me any questions.
If Only There Was Time
Ever since I learned about Retroquad yesterday, I've been quite interested in your project. So, giving us the opportunity to help you further it in the form of map-making got me excited!
And the mapper would get the chance to get a development build of the engine, yes? :3c
Well, my map-making pace seems to be about 9 months for a map containing a bit higher amount of polys than id maps. Reasons for my pace: perfectionism/getting stuck in details, life and sometimes just lacking the inspiration/motivation.
So, I'd definitely be interested, but I don't want to be the bottleneck of your project, so you might want to ask someone more prolific. But if you're having trouble recruiting someone, which I find unlikely considering your cool engine, go ahead and contact me! :)
The bottleneck is myself. The plans are to complete the full rewrite of the engine, and to push its qualities towards my vision of it (which I'm not good at describing, but the progress so far gives a bit of an indication). A couple years of non-stop coding would be a realistic timeframe for that.
This showcase map is also needed because its better to have full original content to showcase the engine's progress, as to eliminate some bias in the expectations of the public. Its needed to make it clear that this engine is aimed at being unlike anything else. Hopefully this will make the public a bit more open minded.
Yes, a dev build is required to make sure that the map will run on it. Some features are currently broken (skyboxes, external sky textures, some translucent entities), but it's good enough for some mapping.
The framerate isn't good enough in full HD on my Core i5 CPU, and generally there's a lot to be done to improve it. Also, a couple GB of RAM is required.
And, uh… it's needed to disable hyperthreading on at least one CPU core, otherwise the engine will stutter on anything other than beefy Ryzen CPUs.
I7 8700k Master Race
You think your engine will run smoothly on one? ;D Also I've got 16 GB of RAM. If not map, then I can at least capture video footage of the demo map.
If I had time. I've been super interested in your engine for a long time, but if I offered and pretended like I would make you a good presentation map, you would end up with no map (or at best a wierd cobble) and a userbase of one megafan.
IIRC, the i7 has the same amount of per-core cache that the i5, so it may still need to have hyperthreading disabled.
It's not about raw speed, it's about the CPU cache size. There's a detailed explanation here
I intend to implement multithreading someday, which should alleviate this.
I'd be interested, but I'm quite busy at the moment and I don't think I could be reliable enough.
Someone like Bal would be good - they've shown off some impressive texture mangling which could suit the level of quality I'm assuming that you're looking for quite well.
I'll contact people in a few days. Been busy preparing stuff.
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