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So the new FPS project I'm working on, Project Vega, is hiring. Specifically, we're looking for level designers and beta testers, and I know there's a lot of talented people here who might be interested. So, I thought I'd share these fine opportunities with you all.
If you have no idea what the hell Project Vega is and why I'm invading your forums (heh), it's all explained right here! If you do know what it is, and are interested in joining up... read on!
Thanks!- Show previous comments 13 more
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Bucket said:
Any chance we can get our hands on the editor so we can submit a test map for approval?
I third that motion. Of course if we get the map editor we have to have something to test it with ... would that be a problem?
EDIT: had a look at your other blog posts and saw the pic of the editor view. It topdown does look like doombuilder, and the 2 other axes kinda remind me of how radiant was when playing around with it. The complexity of the side views looks a little squished, is there a function to split the level into chunks so the side view only sees 256-512-1024 etc. type of chunks? -
I'd love to let you guys take a crack at the editor, but we'd have to release some sort of demo along with it, which we can't do right now. For those of you who are interested in applying, I'd be happy to look at any maps you've made for other games - Doom or otherwise. I'm confident that you'd be able to learn how to make maps with this editor without too much trouble.
ArmouredBlood said:EDIT: had a look at your other blog posts and saw the pic of the editor view. It topdown does look like doombuilder, and the 2 other axes kinda remind me of how radiant was when playing around with it. The complexity of the side views looks a little squished, is there a function to split the level into chunks so the side view only sees 256-512-1024 etc. type of chunks?
No, but I've thought about implementing something like that, and could do so if needed.
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Carnevil said:
I'd love to let you guys take a crack at the editor, but we'd have to release some sort of demo along with it, which we can't do right now.
No, but I've thought about implementing something like that, and could do so if needed.
@ first; heh, too much work? :P Guess the quakecon stuff is horribly outdated then. Or was it a demo for the editor itself? I'll go with that.
@ second; eh I don't think it'd be necessary really, I think I'd just make new parts of the level far enough away diagonally to have both side and front view be clear then move the whole thing to connect it when done. Depending on how easy or hard this is would make how much of a 'meh' or 'thank you god!' type of response I'd have to the function ;)