Well as of now my map has been downloaded 43 times. Not bad for 24 hours. Not bad at all.
On another note a few months ago me and my roommate began playing a free MMO shooter game called Combat Arms. Its really a great game. We found enough people to scrape together and make a clan and get a ventrillo server. Check out our clan Fuster Cluck.
Tuesday, January 6, 2009
Monday, January 5, 2009
SWEET SWEET RELEASE!
DM-LAST DITCH EFFORT is officially released!
http://www.map-factory.org/31-ut3/1-deathmatch/1198-last-ditch-effort
http://www.map-factory.org/31-ut3/1-deathmatch/1198-last-ditch-effort
Labels:
Level Design,
Releases,
Unreal Engine,
Video Games
Sunday, January 4, 2009
New Website.
Well I'm still waiting for map-factory.org to post my map. In the meantime I overhauled my website.
Check it out at www.Pectabyte.com . Its a lot more conducive to freelance opportunities.
Check it out at www.Pectabyte.com . Its a lot more conducive to freelance opportunities.
Thursday, January 1, 2009
Waiting...
Well last week I released DM-Last Ditch Effort to http://www.map-factory.org/ and am waiting for them to post it. Here are some screenshots to wet the appetite.
The last few days of production were mainly cleanup. I was having a strange error where the UI disappeared and shadow maps would display in the weapon icons. After reducing my large textures by half their resolution and the bit size it seemed to reduce the intensity and frequency of how often this happend though on lower powered systems I expect it to continue to occure. The only thing I can figure is I was overloading the Texture Memory Pool. In used a different method for combining normal maps which made everything look more realistic and vivid. I'll post a side by side comparrison image later once im home from winter vacation.
I'll post my map as soon as its released on http://www.map-factory.org/
The last few days of production were mainly cleanup. I was having a strange error where the UI disappeared and shadow maps would display in the weapon icons. After reducing my large textures by half their resolution and the bit size it seemed to reduce the intensity and frequency of how often this happend though on lower powered systems I expect it to continue to occure. The only thing I can figure is I was overloading the Texture Memory Pool. In used a different method for combining normal maps which made everything look more realistic and vivid. I'll post a side by side comparrison image later once im home from winter vacation.
I'll post my map as soon as its released on http://www.map-factory.org/
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