Playing new Prey Deathmatch map with bots. I beta tested it and also fixed some bugs. It is a great map and it was very good to see something new for this unfairly forgotten game.
Doom3World discussion thread (with download links):
http://www.doom3world.org/phpbb2/viewtopic.php?t=24217
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https://www.youtube.com/watch?v=d_bKqlVydVI
My hope came true, and so fast! The author released another Portal 2 themed map, and this time, the atmosphere is stronger and puzzles are more challenging.
http://mirrors-edge2.ru/load/karty_mirrors_edge/karta_mirror_39_s_edge_faith_in_aperture_science_part_2/5-1-0-103
Download:
http://dl.dropbox.com/u/64316150/Faith_in_Aperture_Science_Part_2.exe
Part 1 video playthrough:
http://www.youtube.com/watch?v=ajzIXEfQBsU
Part 1 download:
http://dl.dropboxusercontent.com/u/64316150/Portal_2_the_test_chamber.exe
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https://www.youtube.com/watch?v=3OWc8lxAjjY
Ubilitus is a two-map mappack for Quake 4. It has good design and spectacular cutscenes, nice use of music. The layout is quite disorienting for my taste, but it is compensated by good map flow: as you can see here, I never got lost.
http://www.moddb.com/games/quake-4/addons/ubilitus-by-efx
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https://www.youtube.com/watch?v=UC5xuYt333g
http://steamcommunity.com/sharedfiles/filedetails/?id=346203785
Secluded is a high quality custom map for Painkiller Hell and Damnation. It captures Painkiller feeling well - arena based combat in magnificent architecture, enough visual variety and hidden secrets.
It does open all slabs at the end, so the level is explorable after it's completed.
Music is picked well. That tune from Resurrection is good, and music from Church map of Redemption - that Church map is the only reason I didn't regret playing Painkiller: Redemption!
I found two secrets, and looks like there's at least one still missing - when I complete it, it shows that I didn't kill all monsters, so it's either a bug or hidden encounter that I missed.
5:56 - putting barrels to challenge player with a chance of mass destruction is a great idea. It's more challenging and satisfying than doing the same destruction with rocket launcher. I did that myself in my Sp_GhostTown level for Painkiller: Black Edition. If anyone's interested to have a look at that level, here's the link: http://steamcommunity.com/app/39530/discussions/0/624076851017651251/
10:35 - those hands are an excellent decoration, and they really work well in creating hellish feel of Painkiller.
11:25 - pretty thrilling fight thanks to two crowds that come to you from both directions in a narrow space. What I recorded is easiest way out, but you really should challenge yourself with completing it without using demon mode. I did it, and it's worth it.
21:00 - scared me.
There is some room for improvement, though. At the very beginning, if you look down, you see plain color. That's Wolfenstein 3d level of graphics from year 1992! It really should be fixed. Some mountains, tree tops and clouds added there would improve the picture dramatically.
Speaking of mountains, the distant ones present in the scenery have blurry texture and shading issues.
The clouds look very unnatural because they very generated through some image editor's filter. The best way to make a good looking skydome is to combine few photos of real clouds, then apply polar coordinates filter and use the resulting image as a texture for the skydome.
Modelling wise, we can often see infinitely sharp corners that make the geometry look outdated, even though the author seem to know how to make smooth ones, because corners of the stairs at 4:34 are smooth. Z-fighting is seen on the castle windows if you look at them from the distance. When I climb the hand to take armor, it's very noticeable that it has many texture seams.
Also, if the author did some experiments with different combinations of enemies and available script events in the editor, he probably could find a way to create more interesting and various gameplay.
But overall, this location is a wort
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https://www.youtube.com/watch?v=9WyWkls4c4o
Due to error in the script, after a few seconds it once again gives the command to start the dialogue, interrupting it. This makes the dialogue go out of sync.
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https://www.youtube.com/watch?v=H3uiGkxIag4
FullHD BFG Remastered Edition of my very small level design project. I was inspired to continue developing green+blue style that I introduced in the Investigation speedmap.
Took 6 days to make. Day 1 - work from early morning till late nignt, day 2 - doing nothing cause I was very exhausted, day 3 - finishing the environment, scripting. Day 4 - polishing, Day 5 - adding the last cutscene. Day 6 - implementing realistic pressure meter.
Scripted dangerous situation - gas pressure gets dangerously high, so the operator sends part of the gas to flare in order to lower the pressure. Made a cutscene which shows the explosion of the apparatus if the user fails to act quickly.
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https://www.youtube.com/watch?v=ijk67_63328