Albatros - Level Design/Texturing/Modeling, Update 22/10/11

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Re: Albatros - Level Design/Texturing/Modeling, Update 08/15/09

Postby Albatros on Sat Oct 24, 2009 5:15 pm

Hi again,

sorry, long time no updates from me - still got a really tight schedule, which brings me to Nixt -
thanks for the offer, but I'm afraid I can't take on any more just-for-fun modding since I'm already working for one company and spending my free time on at least three (partially commercial) mods.

@ Harrison:

The key to optimized levels is an enourmous amount of thinking about vis concepts before starting the actual mapping. I normally use up tons of paper before shaping the first brush ;), which is why my .vmfs wouldn't be of much use to you. Keeping lines of sight as short as goes will help lots. Also knowing what's costly and what isn't - only reading dozens of tutorials can get you any further in that matter.

@ the rest:

thanks a lot :) I'm hoping that my latest work shows some improvements.

Although the Zeitgeist website went online more than a month ago, I haven't found the time to update my portfolio along with it, so here it is ;).

http://www.zeitgeist-thegame.de / .com, or in the first post.

Cheers!

Til / Albatros
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Re: Albatros - Level Design/Texturing/Modeling, Update 10/24/09

Postby Armageddon on Sat Oct 24, 2009 5:35 pm

Always loved this mod and I hope you get it done soon...
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Re: Albatros - Level Design/Texturing/Modeling, Update 03/21

Postby Albatros on Mon Mar 22, 2010 2:23 pm

Ty, we're working on it whenever our other duties allow us to :).

Update: - 5 new Zeitgeist WIP-screenshots, 1 new model render.
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Re: Albatros - Level Design/Texturing/Modeling, Update 03/21

Postby ReservoirWOLF on Fri Mar 26, 2010 9:18 pm

5 STAR
This is gooooooood work.
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Re: Albatros - Level Design/Texturing/Modeling, Update 03/21

Postby vRussianSPY on Thu May 05, 2011 7:34 pm

God like
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