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Maxx

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About Maxx

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    Project Lead
  • Birthday 05/01/1987

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    maxxorz

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  1. This is some excellent work! Would you be interested in having your map included in the Halloween map pack?
  2. Hey thanks for the application, the positions on nmrih1 are unpaid as the project is completely free. For nmrih2 we do have paid positions but the requirements are much more strict. If you have work to show, a portfolio or something, feel free to post it up!
  3. Do you approve?

     

  4. Oh hey you're the guy who emailed! Sorry, I was busy on the weekend and then forgot to respond! I will follow-up with you via email.
  5. Unfortunately we didn't make Hammer, Valve did. We can't re-invent it, so there isn't much we can do about it
  6. That's some cool stuff, it's too bad you aren't making those yourself otherwise they'd be fun to throw in!
  7. Hey, I'm glad you're a fan! But unfortunately we do not hire anyone who cannot contribute tangible content or assets to production. There is no room for "idea" people in a small team, everyone needs to be hands-on. Also, NMRiH already have a fully fleshed out lore and mythology, we just don't put it front and center in any way. It's used by us in the background to ground our maps, settings, themes, set-dressing, and in particular, the direction of NMRiH2.
  8. Just because the game is out, doesn't mean we don't need testers to test the new updates
  9. Since it's a full fledged game you've made, we can't allow the use of our assets. Sorry!
  10. it stands for "too long; didn't read" I think that animal rights groups and scientists would lobby to protect some of them, I also think they if dinosaurs came back they wouldn't pose much of a threat realistically because they wouldn't stand a chance between modern microbes and modern technology.
  11. All Survival maps are by definition "open world" because they are entirely non-linear. No More Room in Hell on the Source engine will never support an "open world" map in the context that you are thinking because the technology to support it just isn't there.
  12. Your character meshes are too uniform, which results in a lack of proper surface details over the key points of a character. The silhouettes that you have too are very consistent and uniform, not deviating much from a basic human form. You should try breaking those silhouettes up with some more designing shapes, hard surfaces and unique clothing choices. Another point is that most of these meshes seem to weigh in at over 30k tris. Our characters need to be 8k tris for players, and 5-7k for zombies. I'm also noticing that none of your characters really seem to have real textures put together for them looks more like just zbrush surface painting type materials. Do you have experience doing material bakes, spec maps, etc? I see some of the normal maps look quite good. As a rule of quality and style we need all our materials to be sharp, detailed and with decent saturation. Do you have any experience at all working with Source at all by chance?
  13. maybe it's just me, but the images are almost totally black... and I've calibrated my monitors quite well haha