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Hyncharas

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Everything posted by Hyncharas

  1. Well if you don't want to employ me, you may want to check out this guy's site (assuming of course he isn't already on the team!): http://www.e-studios.eu/gamedesign.html He has worked for mods in the past; most of which are also C&C-based.
  2. I agree that too much camping can alienate people. It's ok if it happens maybe once or twice a week, but if it was happenning to you all the time for months with no respite or game balancing, people like yourself would become so pissed off by it they would never play the game again. Some people enjoy the constant "top dog" attitude even if it's just for recognition, but most who do are like the Luke Smith's of the world. A lot of us just want to play a good game; that's why debates like these are necessary. As for your comment about fast-paced action, I'm not saying you can't have that with a process of strategy. However, you do need a plan to defend and a plan of attack, otherwise one base against another is pointless.
  3. It's a shame you can't just reproduce what C&C 95 had for a Renegade-title. Personally I wouldn't mind a sustained game where people in teams with kills and Tiberium could build up a base's facilities/defences, but again, there are people on here that would simply hate the time needed to invest in such a proposition...
  4. I reckon the only way you'd be able to do it is if there was a "pain" perimeter that extended out from the center of the base, gradually whittling down your armour and then your health by 1pt/sec, unless the enemy team could take out the generator like other facilities. To make it a challenge it would need to be hardened like a Mammoth Tank, so only multiple people with Rocket Launchers or similar could take it offline. The same effect could then be applied to vehicles, making it lose integrity inside a base's inner walls until it explodes or is hijacked by the other team - thus that team then owns and can repair it for use, until it's destroyed of hijacked back. To my knowledge that hasn't been done in any game.
  5. Here is all the finished stuff in 3D: http://tiletron.deviantart.com/gallery/31803225 Anything from the grenade to the selection of vehicles are done in 3ds Max.
  6. We did life drawing, but it was only one semester in the first academic year of the entire course. I think the real problem was there aren't any game studios in the city I was studying, only aerospace, engineering and architectural firms, and businesses that wanted nobody like us. The bridge between the students and the local companies simply isn't geared for it. Sadly, in the UK, the concept of a proper games degree is totally shit. Only four universities are accredited and it cost way too much for accomodation given where they are, particularly now. A lot of what I learnt was working for modteams, not from the teachers. With my graduation I've wanted to do a 50/50 plan; I do contractual/part-time work at a games studio while I also get additional traning from an accredited supplier (i.e. people who actually make you practice the skills in projects), but since my placement year was when the recession hit over here, nobody wanted to have games people for internships. EA Criterion in February of my final year also ditched 600 jobs, so they were hardly likely to employ anyone except those they originally sacked. After graduating you can't do an internship unless I'm still studying, and no studio will employ people without prior experience in another studio... hence, nobody from my class of 2009 or even today stands the slightest chance. The fact is games degrees are laughed at by the government. If we had places like Full Sail here it might be different, but we don't. I know these sound like excuses but I haven't stopped trying to get employed since graduation. It's that studios aren't interested in people who haven't been properly taught.
  7. A few of the most-recent models were performed during or after my degree; this includes the Nod Buggy that was originally built as a test for the mod but had too many polygons. I've reached this point in my life where I can't get a commercial job without a portfolio, and the best way to get one that is useful is by working for mods. While I was at College/University this was intermittent but, as I've been unemployed since graduating, I'm looking at earning some money through my web skills whilst I work with community teams. As for texturing, I've never been able to master the skill with all the tutorials in the world - this might be related to how I interpret information, or simply that I've lacked people to consult on what I'm doing wrong. Instructions simply aren't enough for me and so I've been unable to get any further... I would love to texture my own models, really, but I just haven't been successful.
  8. Given it's been about two years since my last application I figured it was the right time to try again. There's been a couple new additions to my portfolio since then, but I've really been doing more creative writing than 3d modeling. I don't have UT3 installed but are using the latest version of UDK. I'm also starting to model some things in Maya now I have a limited understanding of the interface, and Pixologic's Sculptris that's just been released.
  9. QUOTE ((NE)Fobby(GEN) @ Sep 2 2009, 01:19 AM) <{POST_SNAPBACK}> shame, the mod's awesome
  10. So how much do they want for it for all your hard work? After all, the original Renegade was a commercial game
  11. Fair enough, thx for letting me know either way. I've also graduated now, so if there's any small modelling work you want doing... I probably can't skin anything complex, but something between 200-1,000 or so polies.
  12. I don't want to take the fun out this post because, obviously, it's really great that you're able to bring out a beta soon, but I have a question about the Nod Buggy. Now several months ago I did an application where I chose to do start building this vehicle in order to get on the team. I was rejected, but I gave you the images/scene file and, while I will admit there are some differences, it looks very similar... What I'm asking is whether you used my material and simply edited bits? The reason for this is, while someone else has completed the model, I still need to be credited if you've used part of my mesh.
  13. Great vid, especially the Red vs Yellow piece... I'm surprised there wasn't a Friendly Fire incident on the GDI Side :lol: I always thought the "X" stood for Extended; that the new content and ideas for the mod were expanding on the material found in the original C&C Renegade. I did, of course, notice a few lag issues still in your version -- hopefully these will clear up in an initial build.
  14. I find it funny all the video tutorials you see without sound are as if they're running at twice the normal speed! I may look at this video in earnest for other models at a later date, but probably not for my current model.
  15. QUOTE (War-Lord @ May 24 2008, 12:00 AM) <{POST_SNAPBACK}> I'm a little further on when I last had the ability to use it, working with the material creator. I think once I've finished something I'm working on, I will do a normal UT3 map to try out ideas and simply see if I can work with the editor effectively.
  16. QUOTE (cubera @ Mar 29 2008, 08:02 PM) <{POST_SNAPBACK}> I'm not sure if this will work for AutoCAD but it does for 3ds Max: http://www.pullin-shapes.co.uk/page8.htm Called Roadkill, it was originally coded for Blender until they were, eventually, able to make it into a free and standalone app. Alternatively you can download Blender itself and start using it - that's also free, it has loads of tutorials to get you started and it's updated regularly with better features/functionality.
  17. QUOTE (Hawkstra @ Nov 1 2007, 01:39 AM) <{POST_SNAPBACK}> Have you thought about using Deviantart for the finished textured and untextured models. Alternatively you could put all the concept art for mod up there, so people don't have to search for them, as although the site does maintenance it usually only lasts a day... places like Imageshack do maintenance for a week and tend to screw up stuff.
  18. QUOTE (F15pilotX @ Sep 28 2008, 03:17 AM) <{POST_SNAPBACK}> I didn't mean it like that. Personally I think the layout of a base should be up to whoever leads the team, similar to the commander mode in NS. I also agree with Demigan. An interesting thing would be to survey how much certain buildings cost in Tiberian Dawn to make them on par with the price of some vehicles in Renegade, and then leave structures for heavier weapons - like vehicle-prod. facilities and tech centres - like they were in the RTS. For example, the Power Plant and Barracks/Hand of Nod in TD is 300 points, so why not make those 600 points instead in the mod, then leave Comms Centre and War Factory/Airstrip at their respective points values. Anyway I apologise for the suggestion, as this is probably better if I write all this stuff down in a document for review... I never said it had to be included right now, but examining it in more detail for a later release might be a good idea to separate it from other FPS mods out there.
  19. It actually might be a good thing to see two harvesters in a game, economy-wise, as the points would go through the roof if one team had more than the other.
  20. It's a shame the old game didn't have a real mode where you could design your own base, as opposed to just working with a default layout. If you could do true-RTS with Renegade it would be a step forward.
  21. DesignDocs are easy. I've written two business plans this year and are in the process of writing a third. That's hard from a standpoint of market research.
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