it’s always fun to use the flam0r in both cases: to stop the tug and to make a flambé of the approaching allies when you’re driving it
i’m gonna miss the flamer in quake wars
it’s always fun to use the flam0r in both cases: to stop the tug and to make a flambé of the approaching allies when you’re driving it
i’m gonna miss the flamer in quake wars
If by “over react” you mean “pointing the lack of sense in your reply”, then yes, I over reacted.
The day SD uses the source engine will probably be the day the earth engulfs us all.
No, by over react I meant your fanboy rushing to defend the new mapper, when my question was simple and to the point, and had nothing to do with putting down ‘the other game mapper’. Just because I pointed out that he came from HL2 doesn’t mean I’m nitpicking his credentials, I was just curious if another game was in the works.
If you cant understand my reply - “Hmmm, seems he worked on a Half Life 2 mod. What is Splash damage developing for the Source engine?”, then might I suggest remedial English?
Please continue the mudd fighting via PM :drink:
Anyway, the work he has done on that nuclear down mod, looks great.
If you can’t discuss this civilly, might I suggest buggering off?
I thought my reply was rather civil. You are too used to these boards… go to planet Battlefield and see some real non-civil discussions. Honestly I dont see what was so inflamatory in my first post.
I’m glad SD hired a guy that worked on a mod…for any game. Gives the rest of us armchair devs some hope.
I beg to differ - you’re too used to Planet Battlefield’s forum
Incidentally, I’ve been reading online gaming forums since 1997, and I’ve seen far worse than Planet BF’s. That doesn’t mean I want it here :moo:
I’m glad SD hired a guy that worked on a mod…for any game. Gives the rest of us armchair devs some hope.
:rolleyes:
Quake3World was one of those places, except for the leveldesign forum. Just couldn’t stand the rest of the forum. Bad attitude was the norm and still is afaik.
Well welcome Sa74n (and they say my names wierd). And good luck with the job. Dont be shy and come say hi.
Henning’s portfolio is now online:
http://sa74n-design.de/portfolio/
and Nuclear Dawn have written an article featuring Henning (Profiling the Antichrist):
from SD company profile:
Splash Damage was formed in June 2001 from key members of the non-commercial online mod-making community.
@topic:
that guys work is really nice, and i see that Andrew Hamilton from SD is working on that source mod also. it’s nice to know that SD crew is so “flexible” and still working on mods.
Is SD already working on a “urban expansion pack” for et:qw? heheheheehe
J
im not sure SD will still be working on mods. i have read from some develpoers that they had to drop the mod there were working on when they were emplyed profesionaly as there contract dissalowed them to work on any other games. its undertandable that a profesional games developer wouldnt want to sped there free time developing more games anyway
I see another problem.
Bad boys could transfer knowledge from game to mod and vice versa.
Spalsh Damage should employ Blushing Bride as a mapper, so that he can move back to London from Liverpool. He’s too scared to leave the house these days! :uhoh:
good job hiring this chap though, looks like he has major talent
Hell yeah. Now we’re inventing sandwich fillings…
ive just eaten and now im hungry :-/
I’m kind of offended that you think we’d have a company policy like that, given how SD was founded
I’m kind of offended that you think we’d have a company policy like that, given how SD was founded
ok forget that idea. actuly thinking some SD mappers did realse some doom3 maps of there own but it depends if you class that as a mod or just an extra map i gess
yea some companies have very strict contracts. i have one of those myself and i’m only a lame ass print/web designer. but SD isn’t like that. i said that Andrew was working on the mod because i’ve read it on a page from a magazine that is on that guys (nice) portfolio.
I think that it’s a nice way to have your creativity pumping and flowing. you can’t always try new things at the “office” and for a “professional” it must be great to be able to still get inside “amateur” mod teams, sharing your experience and getting new feedback and ideas from “newer generations” of mappers/coders/modders. it’s great for both the designer and the company he works for, and ofcourse, for the modding team he is working with (it’s a win win win situation :)).
much <3 SD
J
i had though though since the map from the mod was used in his portfolio that he made this map before working at splash damage and therefore could have left the mod when offerd a payed level design position. for anyone wanting to become a games developer i doubt it would be a hard choice althogh perhaps a little sad that they dont get to finish the mod they put a lot of work into. but luckily here SD are much suportive of the mod comunity