http://www.bloodfrontier.com/
Found this in my news feeds, thought someone might be interested in testing it. Haven't played it, but the story sounds some what like Left 4 Dead adapted to a more traditional shooter game, and geared to the fast and furious frag fests.
The game engine is based on Cube 2, which has long been noted for its "In game level editing" feature, while the original Cube engine was more or less on par with DooM II + snazier graphics ability, Cube 2 is a modern beast capable of the good stuff.
There is such a thing as a Free and Open Source game with decent graphics, lol. Finding good graphic artist or modeller for free, is a different story...
Quake?
hehe, cg artist is my job xD free 1 right here
Now that piques my interest....
this game seems pretty cool extreme deathmatcharuney. I should see what Cube 2 is never heard of it. ;P
mikxter K_O
It's the core stuff (like Unreal is to RvS/SWAT) behind the game "Cube 2: Sauerbraten", the sequel to Cube. Blood Frontier and several other games have put it to work as their engine.
Never played either of them, but I assume Cube 2: Sauerbraten is a monster shoot'em up like the original Cube was. You can find the home page here: http://sauerbraten.org/ (why name engine and game the same, beats me, but it's been happening since before doom was released lol)
Aye, im just finishing up my sample portfolio, will take a good few weeks. then im planning on making some raven shield maps, for the first im thinking of a hostage situation on a bus, followed by more tangos and 1 hostage inside a building.. unsure yet tho, either way im going to try make full use of the squad, snipers, assault team etc
Blood Frontier looks like an interesting open source game
50cal when you have completed them could you post some screen shots and links or pm me the links to download them thanks :).
[SAS]_Vet_Ade Veteran (Vet) 22nd Elite Virtual Regiment.
indeed i will, when i get down to it, wud be nice to have ur input also
Map making is easy, just remember to paranoid save your map before and after any non trivial change. Also don't forget to portal and align wisely unless you want glitchy floaty ;).
The only time you need your graphics skills for it, is if you intend to use custom textures (e.g. walls, floors, ceilings) or static meshes (virtually everything else that you can't kill). There may be a couple bus related static meshes in existence on rvsgaming, but those you'll probably have to make yourself. UnrealEd isn't worth much for that kind of stuff, beyond some custom BSP brush shapes or simple meshes, which can occasionally crash the editor more then any value they offer...
i understand, being an environment artist, i prefer making my own custom content whenever i can, lol and yeh i fully understand the complications ut engine throws at u, im 23 and have been using ut engine since i was 15. its still my fav engine tho these days i use 3.0 for my work (altho i might be needing ya help with a few bugs coz its been a good few years since i used the old engine) xD
about the saving thing, man is that annoying, even in 3dsmax or maya, sometimes i even doublesave lol, incase it crashes and corrupts the file. but yeh i save more often than i should actually lol
The one thing i am looking forward to is that i wont have to bother with normal maps etc, since its an old engine workflow will be alot quicker than im used 2 nowadays