Gettin' ready for the January Moddb media update.
Gettin' ready for the January Moddb media update.
Are we gonna get a video demonstration of some of the levels? They look nice, but I really wanna know how well does the style work out in motion.
The sound environment is very important in a mod like these, remember to make the abandoned buildings creak, the old machinery clank and the wind howl outside in a believable manner.
The move to the Alps was unexpected, but I welcome it. Great work!
I love this already
Goddamn, has it been so long since the last update?
I'm truly sorry, so let me make up to you by giving you some fresh new content, consisting of a new ambient sound and a screenshot featuring the improved color-correction.
It's not much but's better than nothing. Also, I'm still looking for someone to help around. Primarily a programmer who's had some experience with modding before. So if you know anyone, or even better, if you'd like to help out and make my work a little easier, don't be shy and PM me!
Vacant (ambient music): http://soundcloud.com/planineknejc/vacant
Wow, this mod is looking really nice. I wish I had something to offer it, but unless you need a really shitty writer it looks like I don't.
This is looking really awesome.
I love how the environment, even in areas without snow, just says "cold".
Nox Aeterna = Eternal Darkness
It's Latin btw. Nox has many meanings, but Darkness seemed the most fitting.
Although a Latin phrase for "eternal snow" (Nix Aeterna, I think is the right translation) would be more fitting, Nox Aeterna just sound so neat and memorable.
After a long, uninspired mappers-block, I've got a rush of inspiration from S.T.A.L.K.E.R.
I've simply got sucked in by the atmosphere it produced and my first though was, how to get this feeling into Nox Aeterna.
That's why, I'll be paying extra attention to environmental story-telling when mapping this level.
As far as the screenshot go, they're very early quality. I've just set up the basic geometry, setting up a good solid foundation,
which I will later flesh-out with great detail.
I would also like to announce, that the Nox Aeterna development team just got bigger by one person!
Lucas Elzinga a.k.a TH3_L33T is now the mods secondary mapper, making my work now much easier.
Looking great, I'm usually too much of a pussy to play most horror games/mods, but I'll have to force myself to at least try this one.
As I've said before, I'm paying extra attention to environmental story-telling.
First of such, is a tiny camp spot that a refugee set up, to hide from the combine.
The camp spot, as it is now, is not finished. I plan on adding a diary and other personal belongings that will further flesh out the story.
But the light that the fire emits, creates an interesting contrast, separating the little hideout from the cold outside by creating a feeling of comfort.
That snow texture is really nice.
So I'm pretty sure most of you have not seen the April Media Release on Moddb.
And mostly, the reason for that is that my article got pushed down (yet again) by the editor.
But this time, he got a little to far, because my article is not even on the front page, even though I posted it yesterday.
So anyway, you can check it out and show your support Here.
Normal maps, yes/no?
Hot damn that normal map is pretty
The normal maps are awesome. if you could do a blending of a snow texture and brick texture so it has normal maps while it's brick, but plain snow (like the ground) while it's snow. Would probably make a good transition from wall to floor.
Haha wow, I mistook that for STALKER with a Half-Life 2 rebel for a few seconds. Nice.
The rebel looks dated compared to everything else in the image. You should see about getting someone from Models/Skins to update it a bit if you haven't already.
This is some brilliantly atmospheric mapping. If nothing else, I'm certain the maps will leave an impression.
haha, good one
Wow, looks amazing! I'm definitely following this, keep up the great work!
Testing out the new lantern styled flashlight that our new programmer nukedrabbit95 just added. I must say it really helps build the atmosphere because the player never knows what's ahead of him until it's too late.
It's especially nerve racking, since the lantern will eventually run out of power and if the player doesn't find batteries soon enough, he will be left in the dark. The new lantern is currently being tested in a fairly pre-alpha version of a basement level so please excuse the quickly placed decals.
After a heads up by someone on Moddb I have changed up the story a little.
I think it's much better know in my opinion, but I'll let you guys to decide.
The first character that made it out of my mind and onto paper. I named him Branko and so far I don't know much about him, other than that he likes to live in a secluded basement where no one can bother him.
Which is probably for the best since he doesn't respond well to other human beings.
Oh and would you be so nice and give a comment?
It really means more that one would think and it's getting pretty lonely in here so I don't want my thread to die.
i saw this a while ago and was curious if it was still being worked anyway nice job
I think he should look a little more crazy in a creepy way cus as of now he looks kinda harmless.