08.18
After a plea for help on the Digital Paint forums, fellow mapper Cusoman is going to help finish the Cold War City paintball map. His previous work includes propaint3, which was immediately used as a match map before even leaving beta. He’s also part of the Flawless Mapping team, having worked on flaw_mines and flaw_fbasin, and another upcoming map. Hopefully his experience at the more gameplay related elements of mapping will really improve the map’s playability, which is one of its current failings.
On another topic, I’ve also started getting into a more regular habit of coding for the ioquake3-mod Trench Breakthrough: Ypres, which will hopefully be released in a year or five, and then standaloned after that. The current gamecode is effectively that of quake 3 but with a few subtle changes – quite a few redundant features have been removed and there is a simple class system in the works. Earlier today I did some work on the game and clientgame modules to create a vapour trail effect for shells based on the current railtrail effect, and also added a screen shake effect for nearby shell explosions. The project is looking for any experienced openGL programmers, modelers, mappers and graphic or sound artists to help out, so if you fit any of those, are interested in helping out and just somehow happen to be reading this blog, please check out the site at www.trenchbreakthrough.com and email me, using the address viciouz@<this d0main>.
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