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Xeno

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Dude! Unreal! - Part 2!

After another week of working I've now got something that at least has the appearance of a functioning map. Even though it's still not done, I did decide to make a little video run through. It's short, but I added some nice annotations. If you're gonna watch it I suggest you do it on YouTube on high quality, it looks tons better that way.

  
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Dude! Unreal!

Woah, I totally forgot about this blog. Oh well, it's not like anyone reads it anyway. Sadface.

Behold!
Behold!

Anyway I've been screwing around with Unreal Ed since I've had my new computer, teaching myself through tutorials and creating some simple maps. But dude, simple maps are played out. Well, at least the really, really, simple ones are. Brah, I'm on to the big time.

Well as big as a little deathmatch map can go at least. I must have started work on this map maybe a week and a half ago, and I'm really happy with it so far. I feel like it's turning out really nice. Right now I've basically got a nice little circuit of rooms done and I'm working on perfecting each one. Once I'm done screwing around with the first floor I'm going to get started on a basement section which branches off from the far left room and then hooks up with the rooms at the top and right.

But there's really only one reason I'm teaching myself Unreal. And that's a little game called Aliens: Colonial Marines. Someone tell Gearbox to get off their asses and release it.
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The great custom PC struggle.

Games look purrty.
Games look purrty.
I recently finished building my new PC, being the first time that I've assembled my own computer I can tell you first hand that computer parts are intimidating. Scary intimidating. But somehow I did actually get the old girl up and running and I must say, she's a beauty. Once I got her operational I tried out Crysis, Unreal Tournament 3, Company of Heroes, and I of course had to boot up StarCraft for the hell of it. And I'm just going to say that them games run something good. I'm telling you, man.

I'd tell you about everything I've got in my machine, but I know for a fact that there is nothing more boring in this world than someone talking about their PC's specs.

So in closing, I'd just like to remind you all that Crysis looks good.
And that I can run it and you can't.
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I have some issues.

Some issues for you.
Some issues for you.
Some back issues, that is. You see I must have been subscribed to Game Informer magazine from maybe 1998 to 2006. Do you know how many magazines that is? I'll tell you, it's a couple.

And I'm going to let you in on a secret of mine. Eight-year-old video game magazines make for excellent bathroom reading material. You would not believe how many terrible PS3 "artist renderings" you come across in the 2002 - 2005 issues. The early Nintendo DS concepts were also a gas. I don't really have much of a point to this post, unless someone wants to request the scan of an eight-year-old review. In which case, sir, you came to the right place.
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Jurassic Park: Rampage Edition kicked ass.

That can't happen in any game.
That can't happen in any game.
I just had my edits to Jurassic Park: Rampage Edition, one of my favorite childhood games, go live. The game was basically just a simple shooter and platformer for the Genesis. But now that I'm really looking back at it, man, that game was just awesome. I mean, you could use a flamethrower to char a dinosaur and then watch it form a pile of dust on the ground. If that's not badass, then I don't know what is. I'm probably the only one who knows anything about this game, but if you're at all curious check out the article I wrote for it here.
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Halo 3 maps I threw together.

I haven't played Halo 3 seriously in quite a while, you might say that I'm actually a bit bored with it. But nonetheless, when I was way into Halo I made quite a few of maps using the in-game editor, Forge. If you have a copy of Halo 3 lying around then do me a favor and take these maps for a spin, will you?

Stench Pit

(download) (forgehub thread)
Overview of Stench Pit.
Overview of Stench Pit.

    When I started building this map I had two distinct goals. I wanted a map with a layer of floating platforms where you could easily hop from one to another. And I also wanted enough room on the floor so that you could easily drive a ghost around without too much trouble. I felt like this combination would create a nice layered experience for the players. And for the most part, I think I was right. Through the first few playtests I've found that Slayer and KOTH variants are the most enjoyable.

Academy Redux

(download) (forgehub thread)

    Remember that scene in Aliens where the marines are defending themselves against hordes and hordes of monsters? Yeah, here it is in Halo.
The interior of Academy Redux.
The interior of Academy Redux.

    Well, that scene was just one of my inspirations for this map. When I started I already had a few decent maps under my metaphorical belt, but my problem with those maps was how they were much too small for larger parties. With the goal of creating a compelling zombie map for larger groups I began working on Academy Redux. Check out the Forgehub thread where I explain how the gameplay works out on this map.
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Giant Bomb is lookin' fine.

The Giant Bomb team must have done something right because I'm having a blast just adding screenshots to some of the more barren game pages. And that's weird, because usually I never like contributing to the greater good. I must have added at least four screenshots to the Jurassic Park for Genesis page and I added a screenshot to the Aliens: Colonial Marines page. In addition to that I made quite a few posts in the forums and made a thread about how Tomonobu Itagaki has skin problems. By the way, that guy is gross as heck, wanna see?

When I get around to it I plan on writing a few reviews for the site too. User generated content rules, bro.

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